The seasonal greetings
Helloooooooo, fair supporters! This is our final post of the year, since QCF Design will be taking a break over the holidays (unless, you know, the game starts burning down everyone’s computers in our absence). A lot has happened this year — some of it frustrating as heck — but the patience, ideas, enthusiasm and […]
“Isn’t Betty a woman’s name?”
As part of the graphical focus and visual whatnottery we’ve had going on, we’ve finally had the good taste / time / resources / stuff to build a full roster of female character sprites for dungeoneers who were wondering where half of the Kingdom’s population had disappeared to. Right now, they’re ladies in appearance only […]
The Damage Pipeline
We recently gave the combat prediction system a little overhaul to iron out some of the long-standing issues with death protection and lifesteal. We like to think that the results are pretty cool: not only is the first-hit damage prediction (hopefully) more accurate, but the long-term projections for factors such as the burn damage on […]
Cautiously Optimistic
“The rainbow signifies telecommunication; the fences, our dependence on it” – Our artist says weird stuff sometimes If you’re one of those unfortunate souls being plagued by sporadic texture issues and content load errors, we may or may not have a tangible improvement for you this week! Long story short: if you fire up […]
Mad Hatters
In a radical move, we’ve adjusted the core focus of Desktop Dungeons to emulate a deep and involved Collectible Hat Simulator (CHS). The concept art you’re seeing above is part of the new Hat Overworld View, where you can go through various Hat Portals to the numerous exciting Hat arenas, where you and your friends […]
ERMAHGERD MERNSTERS!
Heyooo! Sadly enough, none of our more “vocal” community members found the Naga Cauldron last week (cue innocuous whistling), so presumably not enough people were impressed enough by the Magefist rumours to investigate deeply enough. Hopefully improvements to the latter will inspire discovery of the former. We got tired of headaches related to this and […]
Snake? Snaaaaaake!
Despite the fact that we really really really shouldn’t be looking at late-game content in this stage of development, we couldn’t help but indulge one or two ideas in recent weeks. So after the generally decent response to the Demonic Library revision, we’ve focused on making one aspect of the Naga City just a tiny […]
Quiet in the library!
So, after a couple of versioning issues earlier this week we’ve gotten the latest build uploaded and back on track — for real! Excuse the little non-crash weirdnesses here and there: we’ve got some placeholder art for a couple of the icons that we want to bring in for status effects and the god boon […]
Kingdom Evolution
Here’s a reassuring screenshot of stuff we’re building for that all-new visual Kingdom you’ve been waiting for since the beginning of the beta, with a focus on what your surroundings may look like in the early game. Yeah, we know, it’s been a while in the making! We’d also like to offer some more immediate […]
Puzzle Trimming
There has been much wailing and gnashing of teeth over the difficulty of the puzzles, and we kinda saw the point of that this week when we went back to them after a good long while and … uh … took ages to figure them out. As it happens, forgetting how to solve your own […]