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A bunch of new sound effects have been added to the game, and a couple existing ones have been changed. This is just the beginning, some sounds added may get changed. More sounds are on the way. Not all sounds respect sound settings yet but will soon.
player
boar
funguy
skeleton
goblin
slime
canyons
caves
swamps
mushroom 'break room'
goblin
player dodge
mushroom harvest
cooking food
player slash and stab
player bow
tree fell
bow attacks from player and skeleton now take .55 seconds to charge, up from .33 seconds
enemies will no longer continue attacking player on death
More sound work - adding more sounds, tweaking sounds, adding settings
Continued balancing changes
Enemy behavior improvement
Lighting improvements (probably)
Localization
Yeah, that is pretty much it - You can play with mouse and keyboard now. Added glyphs for mouse and keyboard controls to how to. The game plays best with controller, though it's not bad with mouse and keyboard controls :)
After collecting 3 books of the same attack recipe's, they will advance to level 2.
These level 2 attacks will be slightly more powerful.
Piercing Arrow II will do additional damage on hit and travel through an additional enemy when leveled up.
Pinning Arrow II has increased range and will deal additional damage
Stab II has reduced cooldown and will do additional damage
Levels 1-3 each require 1 book
Level 4 requires an additional 3 books
Level 5 requires an additional 4 books (10 books total for level 5)
Buffs have been rebalanced with levels 4 and 5
Dodge speed capped to the Speed III dodge velocity - meaning Speed IV and V only affect base walking speed
Armour I now decreases damage by 20% (up from 15%)
Armour III now decreased damage by 40% (down from 50%)
Evasion I now increases evasion by 15% (up from 10%)
Evasion II now increases evasion by 20% (up from 15%)
Stats gained from food (such as health and nutrition) now cap at 35
Sword attacks now show the sword further from the player to better communicate the actual attack range
Fixed an issue where making recipes would only consume the first ingredient. Making a recipe will now consume all listed ingredients
Fixed an issue with decoration ending up in play area and/or chopped off in bonus cave levels after the boss
Added additional mushrooms and enemies to bonus levels
Improvements to lighting and level decoration in dungeon area
Mouse and keyboard support
Enemy behavior improvement
Continued balancing changes
Missing SFX
Localization
More improvements to spawn logic for additional enemies. They could spawn very close to the player which made it more difficult than intended. Added some cover to the boss fight. It was very exposed before with nothing to hide behind. It was still possible to win, but frustratingly difficult, and it is still plenty challenging. Bug fixes: * Fixed starting position for player in cave 3
* Improved spawn logic of additional enemies * Improved spawn logic of falling blocks during boss fight fixes: * fixed an issue with the fire sprite sometimes being backwards
Bug fixes: * Fixed an issue with damage calculation. Current hunger level should now properly be applied to damage done by player Improvements: * Added scrolling battle text for hunger damage * Added scrolling battle text for items lost from slimeball (doesn't show quantity yet, but might soon) Changes: * Slimeball now only has an 80% chance to steal a mushroom (down from 100%) but can now steal up to 3!
Recipes will now be sorted by availability: Unlocked and ingredients available will be at the top, followed by unlocked without ingredients available, and then locked at the bottom. In addition to the sorting, you can now jump to the top, middle, or bottom of the recipe list from the cook button by pressing up for top, left for middle, or down for bottom. Other fixes: * Fixed a bug allowing you to cook outside of a playable level
This update changes the renderer used to Vulkan, allowing you to play on your SteamDeck! While this is not native support, it works and the game plays well. Enjoy Dungeon Survivor on the go! Other Fixes: * changed text 'dash' to 'dodge' to better communicate what that ability is to be used for. You actually get a bit of invulnerability during a dodge! Note for windows: Nvidia released a few versions of their graphics driver that did not play nicely with Vulkan which is why we originally launched with DirectX. However, this seems to be resolved. If you notice weird display issues, make sure your nvidia drivers are up to date!
Fixed an issue with attack holds causing the player to continue attacking after death
warning: you may want to 'reset save game' after this update for the best experience. Though you should not need to. This update adds two new meals focused on the stats Health and Nutrition. These new meals will become the two starting meals. They do not offer any buffs or attacks. Although, they are the cheapest meals and offer the best benefit to health and nutrition. Two new recipes books have been added, one for unlocking Stab, and one for unlocking Pinning attack. All existing meals have had their recipes updated. A few meals had level 2 stats fixed as they did not properly scale between 1 and 3. Killing goblins will be the best way to get stab, while killing skeletons will be the best way to get either bow related attack. Recipe chests have been updated to have a 100% drop rate of an attack related recipe, and an 80% drop rate for buff related recipe. Have fun!
New option in settings to enable "Fullscreen" rather than the default "windowed" mode. The game will still enforce an aspect ratio best for the pixel art. However, this should allow a larger game window for some monitor sizes.
This update improves the UI in several ways, mostly around cooking. Meals that unlock attacks will now explain those attacks and their applied effects. Most of the Player UI will now be hidden when entering the cooking menu. The Cooking UI has also been made bigger to make room for better descriptions and more recipes to come. The plan is to add two more recipes dedicated to healing and hunger stats as starting recipes, then put the two starting attack recipes behind recipe book unlocks. I have also moved the status text for hunger on top of the hunger bar and made the health and hunger bar bigger. Small change to pinning arrow: * added bonus damage to pinned enemies Have fun!
* fixed an issue with corners in the canyon biome that could cause enemies to become stuck easily * fixed an issue causing enemies to aim at the players feet, rather than the center of the player Changes: * increased the speed of goblin, hobgoblin, and troll engage states slightly. Previously you could back pedal away from most enemies even when they were running at you. Now most enemies should catch you even with Speed III. * increased attack range of goblin from 10 to 20. You should still be able to back step to avoid an attack, though your timing will need to be better than before. * decreased cooldown of troll attack from 3 sec to 2 sec.
The first new recipe "Truffle and Meat Salad" will unlock the special ranged attack, "Piercing Arrow". "Pinning Arrow" is a new attack with low damage, short range, short cooldown, fast trajectory. This new attack pins the target in place for 1.5 seconds. You can have either Pinning Arrow or Piercing Arrow active at one time, but not both. Eating the meal that unlocks the attack will activate it and deactivate the other if it was active. The two starting recipes will now give you Stab and Pinning Arrow. Piercing Arrow has been moved to a recipe book that you will need to find to unlock. Skeletons have the best drop rate of this book other than the small recipe chests. The three meals that unlock attacks have had their stats balanced, so that you do not need to change attacks for the sake of chasing a specific stat increase. The three meals that unlock buffs and level up have been re-balanced to accommodate these changes. In addition, their stat increases will now also improve with recipe level along side the buff. Forgive the creative meal names. The meal names will be changed for the better later! I also plan on adding more meal icons instead of reusing the same ones.
The entire UI needs a refresh, but in the short term I will try to at least improve the messaging that currently exists. With this update food will now explicitly show the effects they have on the character, rather than using ambiguous language. For example, instead of seeing: "Great nutrition, moderate healing", you will see "+4 nutrition, +0.5 max nutrition, +2 health"
With this update, each meal that offers a buff now has multiple levels of strength. Finding additional recipe books after unlocking a meal will increase its level, offering a more powerful version of the buff provided by the meal. The effect of buffs from a meal are now better detailed in the meal description. Other changes * all normal chests now have a small chance to drop a recipe book, in addition to the guaranteed drop from smaller 'recipe chests' * all enemies now have a small chance to drop a recipe book * increased drop rate for meat from goblins and wood from skeletons by 5% * added mushrooms to skeleton drop table * fixed an issue with the background in the first cave level Note: In a future update, starting meals will likely be very basic and no longer unlock new attacks. If so, meals that unlock attacks will come from recipe books you find.
The character progression in the game is directly tied to the food you eat. Some food will unlock new attacks, while others will provide temporary buffs. All food increases your characters max health and max nutrition (allowing you to go longer without needing to eat). Starting with all food unlocked took away from a feeling of progress. Now you will only start with 2 basic recipes and will have to explore to find small chests containing recipe books. Once you find a recipe book, you will be able to make that meal. Recipe chest locations are as follows: levels 1 - 3 will randomly pick 1 location for a recipe chest. levels 4+ will randomly pick 2 locations. Bonus levels will not provide any recipe chests. In a future update: * chests will also contain upgraded versions of recipes that are more powerful * improved messaging around the stat increases from food * improved messaging when finding and unlocking new recipes
The status text use to just indicate if you were full or hungry to show you if you were currently able to eat a meal or not. Though you would become 'hungry' very soon after eating which could have been confusing. It is even a good idea to stay a little 'peckish' in case you need to eat for healing in an emergency or want to apply a buff. With this update the status text will now show more levels of hunger to better communicate how hungry you are: Full - You cannot eat, and gain 0.5 bonus damage Peckish - You could eat, but you are not hungry. No bonus damage Hungry - You are hungry, probably a good idea to eat soon. No bonus damage Starving - You are very hungry, and damage will be reduced by 0.25 Famished - You are extremely hungry and weak. Damage will be reduced by 0.5 and you will begin taking health damage
While the first few levels act as a gentle introduction to the game, they were a little bit to slow of a start. Several more enemies have been added to the first few levels.
You can now hold down an attack to keep attacking after the cooldown period of that attack. With this change we have increased the cooldowns of both basic attacks by 0.5 seconds, and the cooldowns of both unlockable attacks by 1 second. It will be faster to alternate attacks as the global cooldown is shorter than any attack cooldown. note: In the future as more content is added, it is possible holding attacks may need to be re-purposed to something other than repeating that attack.
* Add Save and Quit button to in game menus so you can exit the game without resorting to exit window or alt f4
* Enemies will now engage the player when receiving damage
Hello everyone! Hope you are excited to participate in the Dungeon Survivor early access! Several things have been accomplished in the week leading up to early access release:
Hello everyone! We are excited for you to try out Dungeon Survivor in Early Access in less than 2 weeks! Leading up to our Early Access release, we have been able to get a few stats and achievements added into the game. We have more achievements to add during early access, so keep an eye out for that. In addition to adding a few achievements, we have also added the first pass of 'scoring' for Leaderboards. Here is what that looks like right now:
In Dungeon Survivor, you will explore canyons, caves, and dungeon floors buried deep within. While exploring you will need to chop trees for wood, so that you can set up camps along the way. Forage and hunt for food to cook at camp, giving you buffs to protect and empower you. Equipped with sword and bow, fight monsters, explore, and stay alive!
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