Welcome to this week's content update. Let's get right into the goodies for today!
Introducing The Spawner And Multispawner
There are two new dungeon parts available for spawning objects at will, the
Spawner and
Multispawner!
The
Spawner allows you to spawn a
single object. Once that object is used up or destroyed (for example killing the enemy), it will spawn another one to replace it.
You can of course tie it to a condition too, to only spawn while something is happening, like a pressure plate being pressed.
One application for it would be the common
big key softlock where you lose your big key by throwing it to an inaccessible area, for example over a pit. In that case, you'd had have to restart from your checkpoint or the entire dungeon.

The Multispawner spawns
unlimited objects one after the other. This is super useful for enemy ambushes for example, spawning fairies in a healing room, or spawning items to guarantee that every player gets one without stealing.
Introducing The Lit Bomb Trap
The
Lit Bomb can now be placed specifically in your dungeon, not just put into a container. This way, you can have lit bombs fall from the ceiling with a condition for example!
Introducing The Metal Trapdoor
A trapdoor variant has been added, the
Metal Trapdoor! It requires
more weight to open. You can for example use this to
prevent players from taking objects with them into other rooms!
Automatic Dungeon Cloud Synchronization
Dungeons you create are now
automatically synchronized with a custom cloud system we've implemented using mod.io.

Unfortunately, Steam Cloud did not work properly for synchronizing dungeons, so we came up with this custom solution.
A huge benefit of this custom system is that it's
cross-platform! Meaning if you eventually get the game on Nintendo Switch, you can start building a dungeon on PC, and continue building it on the go on your Switch.
Changes To Time
The in-game time system has been changed to be based on
real-life time. This means you are required to wait an entire real day to play another round of Lucky's Locks.
The previous system unfortunately was very easy to exploit. There was a dungeon on the trending page which was used for farming rings! Which is totally against our intention.
We intend to use this real-life time system a lot more extensively for cool
unique events, and a proper
day-night cycle too!
Most mini games (there are a lot more to come!) will not use the time system though, so don't worry. The majority of them will be
skill-based and
repeatable at will.
Boo Now Appears On A Set Schedule
The traveling gambler Boo has gotten a new set
schedule! She now appears
every weekend (Saturday and Sunday) and also on a
random weekday which changes per week.
We hope this spawns some community engagement, so keep an eye out for her!
We also changed Boo's shell game to now be
skill-based as opposed to RNG. With this, we also slowed down the animation of her shuffling the cups. It feels a lot better and more fair like this.
Thanks for your input!
Four New Rings Have Been Added Into The Prize Pool
Four brand new rings have been added into the prize pools of
Lucky and
Boo! Can you find them all?
Throwing The Big Key Now Deals Damage
Throwing the Big Key now deals
damage to objects, just like throwing a pot for example does.
This enables some cool new mechanics, like a swordless dungeon where you have to escort the big key to the exit while also using it as a weapon for example.
Cracked Blocks Can Now Be Placed Inside Liquids
Just like their non-cracked counterpart!
Another Week Of Progress
We hope you guys are excited about all these new features.
See you all next week!
[ 2024-06-28 18:54:36 CET ] [ Original post ]