Bug Stomper
We generally like keeping a certain theme around every beta update post, but this week’s fixes are scattered about like breadcrumbs over a kitchen counter. A randomly-generated, puzzle style kitchen counter. It’s difficult to say what the big news is this time around. So, we guess this post is here to announce that we made […]
Super Vicious
We have a treat for anybody seeking a game-wide difficulty spike: the new Vicious Token is out and about and hidden within the Kingdom somewhere, allowing suitably experienced adventurers to sally forth and make their own lives much more difficult for some reason or another. We took a while with this one, mainly because other […]
Spiked Spikes and Slashy Swords
Hokay, so this week is another update for the player end: a whole bunch of small front-end adjustments and balance tweaks to chew on for a bit. They’re mostly item-related, but there’s one or two other adjustments hiding amidst the inventory cloggers. Taurog is sporting some spiffy new arms and armour — courtesy of our […]
Extra pixels
This week, we’ve been patching up a couple of bugs, inserting some new graphics (elves actually have female sprites now, as if anyone could even tell the difference with those pointy-eared hippies) and hitting a little more behind-the-scenes stuff with the Codex and transferring text to an external file (the how and why of this […]
First!
Heyooo, it’s a new year and a new DD update! Our changes prior to the holiday break were pretty radical compared to the usual fare, and it’s been great to see all the enthusiasm and feedback on the new systems we have in place. A quick apology, though, to players who suffered crash bugs from […]
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 […]