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Dungeon Deathball News

The Teams Update (v0.24)

In Dungeon Deathball version 0.24 you can unlock a number of Teams from the main menu. To unlock teams you need the newly-added Skull Keys, which can be acquired by completing each of the game's 4 trials.

This update also adds the brand new Action Mode which grants your players an additional Action Point.

[h3]About Teams[/h3]

The team you use can affect:
  • your players' classes
  • your players' perks
  • positive and negative traits assigned to all your players

See which teams work best for your play style!

NOTE: The list of teams is yet to be finalised. Traits, stats and names may change in the run up to the final version of the game.

ALSO: Your saved progress may also need to be reset at various points in development. I try to avoid this where possible and I always mention it this in these announcements if I need to do it.






[h3]🆕 Added[/h3]
  • Team system - Unlock and select teams from the main menu. Your players' classes, perks and other traits can be affected by the team you use.
  • Skull Keys - Unlock them all by completing each of the 4 trials with each team. Use them to unlock new teams!
  • Action Mode - New game mode in which your players have 3 AP but face tougher challenges. This mode has a new leaderboard. Eventually Action Mode will need to be unlocked but during Early Access it's freely available.
  • Hardfoot perk - Provides immunity to Spike Traps.
  • Feedback form - Follow the link in the main menu to send me your feedback.
  • Icon for each of the 3 Player Classes.
  • Lots more names for randomised players.

[h3]🔁 Changed[/h3]
  • Reworked the 'New Game menu flow' so it's easier to select teams and view leaderboards for your current mode.
  • Increased the monster budget in Daily Challenge mode by 20% per stage.
  • Players' outfits are now colour-coded based on their Class.
  • "Floor Spikes" renamed to "Spike Traps".

[h3]🐛 Fixed[/h3]
  • Reloading a save from Boss Mode will no longer reset back to Normal Mode.




Enjoy!

Matt

The Judgment Update (v0.23)

Ever wondered who's been running things round here?



Wonder no longer. It's this jerk.

[h3]🆕 Added[/h3]
  • Final boss - The Judgment (stage 4-3).
  • The Judgment now spectates every stage and reacts to in-game events.
  • Boss Mode (name to be confirmed) - face off against the final boss in every stage. Includes its own leaderboard. In the final game this mode will be locked until you beat normal mode, but it's always unlocked for Early Access.
  • A Brutolith sub-boss now spawns in stage 2-3.
  • New music tracks, including a unique one for the final boss.

[h3]🔁 Changed[/h3]
  • Crowd sounds are now a little softer and quieter.
  • Crowd sounds fade out when the stage ends.
  • The music track order is now shuffled each time you boot the game.
  • Snatcher perk now costs 120 instead of 160.
  • Any bonus points you earned now display in green on the 'Stage Complete' screen, even if you didn't meet the full bonus target.
  • The crowd characters now animate faster when reacting to in-game events.
  • Default music volume is slightly quieter.

[h3]🐛 Fixed[/h3]
  • Save data is no longer deleted when your last save version had a higher patch number than the current version.
  • Crowd sounds transition more smoothly between separate in-game event reactions.




Enjoy!

Matt

More Ball Updates (v0.22.2)

[h3]⚠ Save Data Reset[/h3]
Your save data will be reset in this update! I try to avoid doing this wherever possible but this update brings more significant changes to the way save data is structured. Apologies for any frustration this causes.

[h3]🆕 Added[/h3]
  • Ball Score Multipliers - The ball you use will affect your final score for the stage. Balls with penalties or restictors will increase your score while stronger balls will reduce it. If you're aiming for a high score you'll need to work harder!
  • Option to choose 1 of 3 balls for each stage - Pick a stronger ball, a weaker ball or the default ball. Each time you use a stronger or weaker ball it will be discarded from the pile. A different ball of the same type will be available in the next stage with an increased score multiplier.

[h3]🔁 Changed[/h3]
  • Improved attack "Push" stat icon so it looks less like a "Range" icon.
  • Stage Start menu layout improved.
  • Team Info menu is now a separate page to avoid UI issues.
  • Improved sprites for "Hollow" and "Soft" balls.
  • Hatcheries have more health (now 4, increased from 3).

[h3]🐛 Fixed[/h3]
  • You no longer score a touchdown if a goalie is holding the ball.
  • DualShock 4 button icons for Options/Share are now the right way round.




Enjoy!

Matt

Patch (v0.22.1)

[h3]🐛 Fixed[/h3]
  • Fixed crash when completing a stage after saving, quitting the app completely then reloading your save data.

Big Ball Update (v0.22)

Wow, this update is a big one! Apologies that it took a little longer to get out but hopefully the sheer amount of new stuff makes up for that.

[h3]⚠ Save Data Reset[/h3]
Your save data will be reset in this update! I try to avoid doing this wherever possible but this update brings more significant changes to the way save data is structured. Apologies for any frustration this causes.

Read on for the full list of changes in v0.22.

Balls. Lots of balls.

Monsters can now pick up the ball. Uh oh.

Rearrange your team as much as you like before the stage starts.

View a full breakdown of your team's stats and stamina costs at any time. Useful for planning actions that you can't preview yet.

[h3]🆕 Added[/h3]
  • Ball Modifiers - Every stage has a random ball with its own buff/debuff. There's even a cheese ball.
  • Player Classes - Each player can be a Runner, Carrier or Brawler. This determines their perk and max stats. Anyone who said "you can be whatever you want to be" was lying.
  • Detailed Team Stats screen - Includes attack stats and full stamina costs for all actions. Click the "?" in the top-right corner during gameplay to view this info.
  • Enemies can carry the ball - This is bad. They will pick up the ball if they step on to its tile. They drop it again if damaged.
  • "Take" action - A player who is not carrying the ball can now take it off an adjacent player by spending 2 stamina.
  • "Snatcher perk - Allows you to take the ball off enemies if they're next to you.
  • "Backspin" perk - The ball rebounds further after hitting opponents. Lazy players rejoice; you don't need to walk as far to get it back.

[h3]🔁 Changed[/h3]
  • The ball bounces back off opponents when it hits them. This is called "rebound" and can be increased with perks and ball modifiers.
  • Powerball perk split into 2 separate perks: Powerball (increases ball push distance) and Bruiseball (increases ball damage).
  • Up to 3 Hatcheries can now spawn per stage (increased from 2).
  • If an enemy is carrying the ball it will try to move towards the left-hand side of the field.
  • Enemies will now attack any adjacent walls if they cannot move.
  • Swapped the starting positions of your players so they match their order in the HUD.
  • Strength upgrades are more expensive.
  • Keyboard shortcuts for ball actions changed to Q (Pass) and E (Shoot).
  • The stage info text is now centred and a little darker.
  • Command buttons now have a red hatching pattern if you do not have enough stamina.
  • The semi-transparent 'screen blackout' effect is darker.
  • The help popup no longer shows player perk info.
  • "How to Play" section has been moved from the Pause menu to the Help menu.
  • The stage intro camera has changed framing.

[h3]🐛 Fixed[/h3]
  • Attacks with 0 damage will now correctly stun and push characters.
  • Ball attack previews now correctly take knockback resistance into account.
  • Knockback++ perk now pushes characters the full 3 tiles instead of 2.
  • Buttons with shortcuts no longer show their icon if they're locked when they first appear.
  • Popups no longer render behind the HUD.




Enjoy!

Matt