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Dungeon Deathball News

The Sweaty Update (v0.28)

Here are some of the big new changes...

[h3]💦 Players get sweaty when they're tired[/h3]


[h3]🕖 "Act Order" popups[/h3]


[h3]💇‍♀️ More hairstyles[/h3]


[h3]🏀 You can now push other players with the Ball[/h3]


And here's the full run-down of changes in this update...

[h3]🆕 Added[/h3]
  • Players show different animation, facial expression, audio and visual effects when their stamina drops to 4 or less.
  • More hairstyles for players.
  • 2 additional voice variants for male and female players.
  • More voice events for all players (move, move with ball, rest, low stamina).
  • Slam Lad Goalie enemy.

[h3]🔁 Changed[/h3]
  • Stamina gauges animate over time (instead of changing instantly).
  • "Enemy Info" now just shows "Act Order" popups for all enemies and hazards.
  • Aforementioned Act Order shortcut button now changes colour when used.
  • Characters are still pushed by Ball shots, even if they catch the ball (affects Sascatches and other human players).
  • Characters no longer drop the Ball when pushed by 'Wind' type attacks.
  • Randomly-generated players' hairstyle is now partially determined by their skin tone.
  • Judgment Mode now replaces all Mad Lads with Slam Lads (including goalies).
  • Reduced maximum number of Lil Lils per stage from 4 to 3.
  • When enemies are stunned, the duration is displayed in the "Stunned!" popup.
  • Enemy info sidebar now shows how long the enemy is Stunned for.
  • 'Team Fortress' achievement now displays a progress bar.
  • Only currently-used player voices are loaded to reduce memory usage.
  • Added audio filter to all sound effects (previously only applied to crowd sounds).
  • All character voice audio ducks music volume more aggressively.
  • Player upgrade node icons now have a dotted outline when not purchased.
  • Moved health bars lower so they're not hidden by attack tooltips.

[h3]🐛 Fixed[/h3]
  • Fixed Ball Modifiers not applying score multipliers.
  • Fixed crash on 'mode select' screen.
  • Fixed stage results text not appearing when skipping results sequence quickly.
  • Fixed loud audio mess when skipping stage results sequence.
  • If players are pushed over the finish line by Wind attacks or Ball shots the stage now instantly ends in victory (instead of nothing happening until you act on the next turn).
  • Sascatch no longer catches the Ball if shot when stunned.
  • "Touch down" text changed to "Touchdown" when you complete a stage.
  • Fixed 'dangerous tile' hazard stripe icon not disappearing from Spike Trap tiles after enemies have targetted that tile.
  • 'Rokoban' achievement no longer counts pushes where the rock was unable to move.




Enjoy!

Matt

The Achievement Update (v0.27)

[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 data is structured. Apologies for any frustration this causes.

With that said, here are the major changes in version 0.27.

[h2]Achievements[/h2]
There are now a grand total of 78 achievements to unlock! You can view your progress in the standard Steam interface, or by viewing the Achievements menu in-game.



[h2]Unlocking Modes[/h2]
Until now, all game modes were unlocked from the beginning. This was because I was looking for feedback in the Early Access phase.

As Dungeon Deathball nears its full release I have decided to lock these modes off and implement the mechanics for unlocking them.

It works as follows:
  • New modes are unlocked by earning Achievements.
  • The criteria for each mode is displayed when you hover over its button when starting a new game.
  • A popups will now appear on the title screen when you've unlocked a new mode.


Here's the full run-down of changes in this update...

[h3]🆕 Added[/h3]
  • Steam Achievements.
  • In-game Achievements menu to view your progress.
  • Unlock system for game mode.

[h3]🔁 Changed[/h3]
  • "Boss Mode" renamed to "Judgment Mode".
  • You can now skip several of the sequences between screens (camera movement when a stage first starts, the reveal of your stage results, and the delay before results appear on Game Over).
  • It's now faster to get into gameplay after beginning a stage.
  • "How To Play" page list is divided into sections.
  • "How To Play" now contains information about Gems.
  • "How To Play" now contains information about Player Classes.
  • Pacists team now has a fixed Snatcher perk.
  • Updated credits with a new patron.
  • Changed the way stage results are saved under the hood.
  • Selecting a different game mode no longer shows a popup explaining how it works.
  • Selecting "Save & Quit" when you already have a saved game will now show a warning and various options for what to do next.
  • A trophy icon is now displayed next to each mode when you've completed it.
  • Currently-selected team now shows a 'tick' icon instead of a white border.

[h3]🐛 Fixed[/h3]
  • It is now possible to skip cinematics using a controller.
  • Fixed crash when unlocking new teams.
  • Fixed "Done" button not being automatically highlighted after skipping the Game Over cinematic.
  • Team Hodgepodge's Skull Keys are now correctly awarded after beating each trial.
  • Fixed "Skull Keys acquired" popup not appearing.
  • Fixed Enemies section of "How To Play" missing data.
  • Fixed timeline icons not showing when you achieved S-Rank on a stage.
  • Fixed tick-box backgrounds sometimes being misaligned in the Options menu.


Please note that the price has now increased as mentioned earlier in this post. This now represents the final, full release price.



Enjoy!

Matt

Price Increasing Soon

As part of the Early Access phase of Dungeon Deathball's development I am trying to find the sweet spot for its price.

When I started development, the game was much, much smaller in scope. In the 3 years since then it's grown and grown into something much bigger and (I feel) better. As a result, the price that I feel is fair for this game has crept up.

Therefore, I will soon be raising the price to:
  • $11.99 (USD)
  • £9.29 (GBP)
  • €9.99 (EUR)
These regional variations are in line with Valve's recommend regional pricing structure.

This change will go into effect when Update 0.27 is released (most likely within the next week).

This will be the last time I raise the price during Early Access, and therefore represents the base price for the final 'full release' version.

I am posting this update in an effort to be transparent about my intentions and reasoning, and to give anyone who was on the fence a chance to buy the game at the current, lower price.

I hope you understand and agree that this is a fair price for the game. Either way, I'm always open to hearing your thoughts so please drop a comment below or join my Discord if you have feedback.

Thank you so much to everyone who has supported development so far. I couldn't do this without you!

The game really is nearing completion and I am well on track for release this summer. Stay tuned for another update coming soon which will add Steam Achievements and more.

Thank you!

Matt

The Pressure Update (v0.26)

[h3]Dungeon Deathball is currently 30% off![/h3]
This will be the last discount before the price goes up again, bringing it to its full release price. It won't be this cheap again for a while!

Now with that out of the way, allow me to present some new stuff...

[h3]Windy boy, Lil Lil![/h3]


[h3]Interface changes![/h3]


[h3]Pressure for slow-pokes![/h3]


[h3]This thing![/h3]


[h3]🆕 Added[/h3]
  • New monster: Lil Lil (wind attack).
  • New monster: Sascatch (catches the ball if shot).
  • Time pressure: lightning gradually fills the field if you go over par.
  • Tile info popups: displays information about the contents of the currently-highlighted tile (traps, gems, pickups, etc.)
  • "Enemy Intention" page in How To Play section.
  • "Attacks" page in How To Play section.
  • Current turn phase displayed during stages (Players turn / Hazards turn / Monsters turn).
  • Number of turns used/remaining displayed during stages.

[h3]🔁 Changed[/h3]
  • Moved Rest/Pass/Shoot buttons to bottom-left corner of screen (so they're grouped with other player UI, and to make room for the new tile info popup).
  • Moved Confirm/Cancel popup so that it's nested within the action info popup.
  • Hovering over Pass button now displays a "Catch" icon on the recipient, and the same goes for when enemies such as the Sascatch may catch a shot.
  • Command tooltip (Stamina/AP info) now follows the mouse cursor when using a mouse.
  • Goalie movement description changed to "Blocks the ball".
  • Daily Challenge mode now tracks its own high score (instead or reusing Normal Mode).
  • Action Mode high scores are now saved and displayed for each team.
  • Changed layout of unlocked team info panel in Teams menu.
  • Improved layout and information in How To Play section.

[h3]🐛 Fixed[/h3]
  • Fixed crash when using certain combinatins of perks and teams.




Enjoy!

Matt

The Cinematic Update (v0.25)



[h3]🆕 Added[/h3]
  • Intro cinematic.
  • Ending cinematic.
  • Credits.
  • Developer logo and loading screen when the game first starts.

[h3]🔁 Changed[/h3]
  • Action mode description no longer says that it's harder than Normal mode.
  • You can no longer restart the stage in Daily Challenge mode.
  • Spectators can now use the full list of player sprites.
  • Some scene transitions use a simple fade out instead of the 'slamming logo' screen-wipe effect.

[h3]🐛 Fixed[/h3]
  • Data is now correctly saved when the application is quit.
  • Trial timeline no longer says "survived" when your players died.
  • Removed single frame of partially-visible scene during loading screens.




Enjoy!

Matt