Intro
Well that took forever! Only 1 year, 4 months, and 7 days.
Whether you’ve been following the game for a little while or since the beginning, thanks for being here! I’m very happy to announce we finally have a playable enough build of the 3D dungeons you can try it!
Please report issues in the Steam bugs forum.
This lets us keep the main forum focused on design discussions.
Key Features
3D explorable dungeons. Designed and decorated through AI so no playthrough is ever the same.
Completely overhauled dungeon map, minimap, UI, keyboard short keys
All new audio experience: hear monsters before you encounter them
Interact with levers, lockpick or bash in doors, find keys, maps, teleporters, and loads of treasure
New items to use in the dungeon, like lockpicks and crowbars
Traps now provide a moment to react before springing
Overhauled AI Motivation quest system to give you reasons to go into dungeons. As townsfolk encounter monsters they will react in different ways creating different kinds of quests
8 more quest types, with all new dynamic NPC speech
New Artifact quests to find rare and valuable objects
Added Undead, Bandits, Wolves, and Giant Spiders to go along with the Goblin lairs and quests
Treasure maps of long last artifacts which can be found, purchased, or earned
Mayor now decides which threats are most important to address based on townsfolk reporting issues and time since incidence
Mayor now provides escalating quest chains. A simple investigation could lead to bounties, item retrieval, or wiping out the entire lair
Massive performance improvements, framerates went from 30fps to ~200fps
Bigger overland maps with line of sight fog of war
And so much more, everything we’ve been improving for the last 16 months
Play Tips
Use WASD-QE to navigate the overland hex map (Q is North West, E is North East)
J - Quest Journal, C - Character Sheet
Press and hold Spacebar to pass time by hour, handy when waiting for someone to come home or a store to open
Learn to run away and fight another day. Not all combats can be won, dungeons can rarely be cleared right away
You are a wimpy mage not a tank! Use your spells (Arcane Shield) to protect yourself in combat or you will die
Knocking on the door of a house when no one is home will give a new option to wait until someone comes home
Hovering over a building will tell you what it is, who lives or works there, and greys out the name if they are not present. You can also click it to visit it, so you don’t have to use the left menu
Use WASD or the Arrow Keys to navigate the dungeons. Just like Eye of the Beholder!
TAB or M brings up the dungeon map. You can navigate right from the map, unless the door is blocked
Monster sounds in the dungeon tell you the race, direction, and distance from your location
Sleep restores stamina. Healers restore health. Alcohol solves all problems. :-p
Known Issues
Things we know and wish were better, so you don’t need to report them, we’re working on them:
Combat - the dungeons are greatly improved, but the combat is not. It’s the focus of the next major build
Sometimes leaving a town takes forever and there is no loading screen
Notifications are repeated upon exiting a Town
Sometimes the notification bar says on the screen and won’t go away
Quest list shows black faces first time it is accessed
Stutter in map display when leaving location
Sometimes the NPC text has an extra “is”, we’re still training the text generator!
Some menus overlap when there are long menu options
Overland map sometimes show random black hexes, or the opposite, shows hexes that shouldn’t be shown
Sometimes rooms are decorated totally blank - this is because the decorator gave up after N iterations
Some room furniture overlap
Some dungeon props don’t outline properly
SDG