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Dungeon Warfare 3 News

Day 2 Update

[p]First, thank you for playing and for all the feedback. [/p][p]I am sorry about the disappointing state of the game at launch. [/p][p]We hear you on the Trap Traits changes. We are exploring a compromise, including a Sigil that lets you choose from all Traits for a trap during a run.[/p][p]We also made a first pass to smooth out difficulty spikes, especially on early maps. [/p][p]We will keep improving the game every day.[/p][p][/p][p]Changes since launch[/p][p]Bug Fixes[/p]
  • [p]Ranking percentile now appears only when a qualifying record exists.[/p]
  • [p]Wave Bar now shows a star on waves that include a boss.[/p]
  • [p]Fixed an issue where the Labyrinth map failed to start.[/p]
  • [p]Fixed a bug where Ballooneer could become invulnerable; also fixed Ballooneer freezing in place if knocked back while airborne.[/p]
  • [p]Fixed a pathfinding issue.[/p]
  • [p]Fixed Spear Sigil granting unlimited piercing.[/p]
  • [p]Fixed a bug where selling a trap before starting a stage applied an unintended penalty.[/p]
  • [p]Fixed an issue where the word “Shop” was not being translated.[/p]
[p]Balance and Design[/p]
  • [p]Added more player-favorable objects and layout adjustments to early maps.[/p]
  • [p]Rush Wave bonus Gold increased from 100 to 200.[/p]
  • [p]Shop reroll cost reduced from 50 to 10. The cost now increases by 10 with each reroll.[/p]
  • [p]Obelisk unlock requirement on the L8 - Shifting Gates map has been eased.[/p]
  • [p]Relaxed mission requirements on early maps.[/p]
  • [p]Lowered prices of Shop items.[/p]
  • [p]Soul Harvester – “Soul Glut” Trait: capped the maximum Gold generation bonus at 100% (previously uncapped).[/p]
  • [p]Spike Trap - “Pull” trait pulling force reduced.[/p]
  • [p]Added a hint for players who didn't buy the first free Trap slot upgrade in the Shop.[/p]
[p][/p][p]More updates are coming.[/p][p]Thank you again for sticking with us.[/p][p][/p][p]-Jinmann[/p]

Dungeon Warfare 3 is OUT NOW!

[p]Dungeon Warfare 3 is OUT NOW![/p][p][/p][p][dynamiclink][/dynamiclink]

What, are you still reading? Okay, here we go:

It has been a long journey. Almost two years have passed since we announced DW 3, and we could not have made it here without your support. Thank you to everyone who played the demo and left feedback. It truly helped shape the game.

We pushed hard to make DW3 worthy of the series. The pressure to top the previous games was real, and we hope you enjoy what we’ve built.

What’s next? Free updates
Even after a few delays, some promised features did not make it into 1.0. They will arrive as free content updates every couple of months.

First up: Roguelike Mode (endgame unlock)
[/p]
  • [p] Short runs of about five maps
    [/p]
  • [p] Draft Traps and Charms at the start and between maps
    [/p]
  • [p] Earn Relics that bend the rules and create wild synergies
    [/p]
  • [p] Build a run-breaking loadout and push for the win
    [/p]
  • [p] Gain XP for metagame upgrades and unlock stronger Relics
    [/p]
  • [p] Climb higher Ascension levels for tougher challenges and better rewards
    [/p]
[p]
We will share a more detailed roadmap next week. We will also be working on mobile and Nintendo Switch ports, and we want to give DW1 and DW2 some love as well.

If you enjoy DW3, a Steam review helps us tremendously, especially during launch.
Thank you again for being with us. Have fun, and see you in the dungeons!

- Jinmann[/p]

Alpha 3 Demo Update & Development News

[p]Hello, players!
Another month has flown by, and development is moving at an incredible pace. We're excited to announce that a new programmer has joined the team, significantly boosting our productivity as we push towards our August release target.
To give you a glimpse of our progress, we have updated the public demo to Alpha 3. This new version includes major system overhauls and new content based on your valuable feedback. We invite you to play the updated demo and let us know what you think of the new changes.
Here are the key highlights of the Alpha 3 update:
[/p]
  • [p] New Content
    A fresh wave of challenges awaits you. This update introduces a brand new map (Map 6), a new trap, a new enemy type, and new traits to discover. Be warned: the new map is designed to be quite difficult. Good luck!
    [/p]
  • [p] Tile Effect Overhaul
    We've redesigned how tile effects work to give you more strategic control. Tiles no longer have inherent effects like adding units to waves. Instead, these modifiers are now granted by specific buildings you can construct later in the game. Additionally, we've added a new spell card, Reclaim, which allows you to return placed tiles and buildings to your hand. This feature offers immense flexibility, enabling you to adapt your strategy mid-run.
    [/p]
  • [p] Starting Gold System Rework
    The starting gold system has been completely revised to be more predictable and to better reward your overall progress. The old system, which involved an arbitrary amount of gold per map, has been removed. The new formula is transparent and consistent:
    Starting Gold = 1000 (Base) + (Player Level x 100) + (Land Tiles Owned x 100)
    You can further increase this by placing special buildings on the world map that grant additional starting gold.
    [/p]
  • [p] In-Game Encyclopedia
    An Encyclopedia has been added to the game. This feature explains previously unlisted game mechanics, formulas, and other vital information to help you master the art of dungeon defense.
    [/p]
  • [p] Build Switcher
    Experimentation is now easier than ever. You can now save and load multiple trap and skill builds, allowing you to quickly switch between your favorite strategies or test new creative combinations.
    [/p]
  • [p] New Charm System
    You can now unlock two powerful Charms for the Dart Trap. These upgrades are rewarded for completing bonus objectives on various maps, adding another layer of goals for you to pursue.
    [/p]
  • [p] Quality of Life & UI Improvements
    A host of smaller changes have been implemented to create a smoother gameplay experience:
    [/p]
    • Hold Shift to enable Quick Trap Upgrade Mode.
    • Wilson can now be ordered to stay on a specific tile.
    • You're no longer forced to place the Cornerstone before scouting the map.
    • Mastery Upgrade menu UX has been improved.
    • Replaced the small-caps font with a standard one for better readability.
    • Numerous bug fixes and minor improvements.
[p]
We will update the localization sometime next week.

Thank you for your continued support and enthusiasm. Your feedback is invaluable as we continue to build and refine the game.
See you next month!

Oh I almost forgot. We have created a Discord channel. Join us!


Jinmann[/p]

Not-so-monthly Update

Greetings,
Apologies for the delay in providing monthly updates. Here’s the latest development news.

[h2]1. Planned Release Date[/h2]
We're aiming for an early August release.

[h2]2. New Feature – Charms[/h2]
Each trap now supports three unique Charms, which provide additional passive bonuses on top of the existing trap traits—they do not replace them. Charms can be acquired through various methods:

  • Hidden in secret levels (yes, there will be quite a few)
  • Unlocked by completing levels with specific rune combinations
  • Earned via achievements related to specific traps

Example Charms:

Dart Trap:
  • Poison – Darts apply 4 poison damage over 4 seconds (non-stacking)
  • Spring Compressor – Charges bonus damage while inactive
  • Necromancy – Slain enemies rise as Skeletons (5s internal cooldown)
Spellbound Arsenal:
  • Bow – Enables ranged attacks
  • Hammer – Knocks enemies back
  • Axe – Occasionally deals splash damage


[h2]3. New Feature – Build Switcher[/h2]
After a decade, the technology is finally here!
You can now save and load multiple builds, making it easier to experiment with various strategies.



Saved data includes:
  • Trap mastery levels
  • Trap traits and charm selections
  • Trap loadout
  • Sigil configuration


[h2]4. New Feature – Reclaim[/h2]
The new spell card Reclaim allows you to return placed tiles and buildings back to your hand for repositioning. This gives you more flexibility in adapting your strategy mid-run.

[h2]5. Spawn Unit Changes – Moved to Buildings[/h2]
Land tiles will no longer add units to waves directly.
Instead, this functionality has been moved to buildings. For example:



  • Placing a Farm will cause all Plains tiles to spawn +5 Peasants per wave

This change should make wave composition more manageable, help newer players adjust more easily, and give you the option to skip these buildings entirely if that fits your play style.
We're still experimenting with the landscape effects. Feel free to share ideas.

[h2]Closing Thoughts[/h2]
Thank you for your continued support and patience. Your enthusiasm and feedback have been instrumental in shaping Dungeon Warfare 3, and we can’t wait to share the full experience with you soon. See you in the next update!

Jinmann

The Demo is Live!

Dear Players,

The demo is live!
It will be available during Steam Next Fest, running until March 3.
We apologize for not having localization ready in time.
The full version will support multiple languages, as listed on the Steam store.

Enjoy the game, and let us know what you think.