Dungeon Task Force

Now, this is a pretty little update! We’ve added a chunk of new animations this week, vastly improving the appearance of a lotta common dungeon interactions such as exploration and enemy thwacking. Bosses have suitably ominous bone piles placed around them (the unfortunate remains of unfortunate adventurers, no doubt) and gold coins are about 50% […]

Kerbang Kaboom

Here’s another juice update for y’all. As we continue padding out the animations for dungeon interactions, we’ve started bringing our attention to small — but oft-forgotten — aspects of the dungeon experience, such as tile scouting, fog-o-war and an actual frikking graphic for the actual frikking backpack. Bug fixes and minor interface adjustments abound. We’re […]

Score!

This week sees a juicy visual update with the introduction of a brand-new score screen, iterating on the basic improvements shown in the last update. Now players can take after-dungeon screenshots to be truly proud of, showing off their adventuring prowess without the burden of an all-encompassing inky void, ugly stats and text in odd […]

All Of Our Rage

We’re pretty stoked about the presence of Desktop Dungeons and Make Games SA at this year’s rAge expo in Johannesburg. Our game is just one entry in an exciting list of local games forming the pretty respectable setup seen over here. This is probably MGSA’s most impressive showing at rAge so far and we’re actually kinda jealous […]

Chest Bugs and Vapour Rubs

There’s nothing that says “still in active development” quite like a healthy colony of interface, progression and mechanical errors popping up every week. We have mixed feelings about the number of these little guys that are still cropping up, but at the very least it means that we have a regular bunch of sharp-eyed forum […]

The map is here!

Okay, technically the map has been in for a really long time already. But now it actually looks the way we want it to. That’s right, the realms of Desktop Dungeons are no longer a barren waste of parchment-coloured desert and dirty brown dungeon buttons. The same treatment that our Kingdom screen recently enjoyed now […]

Gold Star Stickers

Our new Kingdom map is nearly ready for in-game awesomeness! We just need to finish up the different states required for all of the dungeon graphics (yep, they have different appearances based on completion criteria), then it’s off to plugging them in and watching them go. In the meantime, open up the in-dungeon menu when […]

Army of Heroes

Good news! We’ve made some sweeping, game-wide tweaks this week and players of all levels and Kingdom progressions should see some improvement in today’s update. The new animation system is gaining momentum and we’ve been focusing on making everyday dungeon interactions like fighting, killing and piety gain that much more visceral and satisfying. It takes […]

Further Scrubbing

And that’s another pass on the early game progress done. In our neverending quest to streamline the learning experience for new players (and cram as many lessons into as small a space as possible without sacrificing everyone to the vengeful god Waloftext), we’ve added more icons, helpful pointers, concept explanations and aesthetic improvements to make […]

Map Tease

In our everlasting Quest for Pretty, we’ve continued improving the flow and animation of early game progression. Sit back and marvel as the Kingdom animates and builds upon itself using the architecturally-patented Smoke And Nonsense Effect. The image you see accompanying this blog post is sadly not in the game yet. But it is the […]