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Smash Dungeon — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Updates for v1.1.22024-02-13Some quality of life features have been added. Fast travel has been added. You can now teleport to a previously visited room from the map screen. An available dashes indicator has been added below the heroes feet. Traps are disabled when you clear a room (not Hardcore mode). Item text changed to indicate that an item is Passive. Escape key opens and closes in-game menu.
V1.1 Update is here2023-11-03Changes in V1.1.0 Along with the obvious bug fixes and minor QoL improvements a number of BIG new features have come in v1.1.0 and these mainly revolve around improving meta progression. Here's a list of the most notable ones. XP XP has been introduced which is gained by taking health from enemies. The more you hurt them the more XP you gain, its that simple. More Player Skills to Upgrade Previously Runes needed to be found so you could upgrade your players skills and there were 7 to find. There are now 23 skills that can be upgraded and unlocked with most being unlock-able by Runes but don't worry if you don't find them as the skills can als
v1.1.0 Purgatory, XP & More2023-11-03Changes in V1.1.0 Along with the obvious bug fixes and minor QoL improvements a number of BIG new features have come in v1.1.0 and these mainly revolve around improving meta progression. Here's a list of the most notable ones. XP XP has been introduced which is gained by taking health from enemies. The more you hurt them the more XP you gain, its that simple. More Player Skills to Upgrade Previously Runes needed to be found so you could upgrade your players skills and there were 7 to find. There are now 23 skills that can be upgraded and unlocked with most being unlock-able by Runes but don't worry if you don't find them as the skills can als
V1.0.16 Patch notes2023-08-09Quality of Life improvements Normal & Hardcore modes with normal being easier than previous versions. Ability to change & swap consumable & drop items. Death scene which takes you back to start of level. Bow balancing improvements. Dash out of attack. Spawner health indicators. Bloodlust animation speed increase. Improve Mech Boss special attack tells. Weeper Boss balancing Bug Fixes Inventory selection fix Bow not always firing Bind controls during game and save correctly Player getting trapped in a spawner when it first spawns Seeing hair through helmet. Dropped weapons sometimes disappearing when you leave the room Co-op same room detectio
Road Map Coming2023-07-25We're not done yet but I need your help The feedback I've had so far is that its pretty damn tough. I did say brutal in the description but maybe I've gone a little too far. As a solo-dev its hard to get the balance right because you play the game an awful lot during development and you become a bit of a pro. As a result you up the difficulty to make it more of a challenge then when a new player comes along they go WTF! So I'm going to do a few updates to try and address a couple of points that have been highlighted. I'd also like to try and provide some kind of roadmap for whats to come so now is your chance... If there is anything you would
Minor bug fixes2023-07-24Add frame limiter. Fix missing character on character selection screen.
Update notes for v1.0.92023-07-24Problem loading French localization file caused menu to not appear correctly
Coming 24th July 20232023-05-26Polish your hammers and get your quivers ready for a bloody brutal battle in Smash Dungeon! After 5 years of blood sweat and tears I'm very proud to announce that Smash Dungeon will finally be released on the 24th July 2023. A build has been uploaded and accepted by Steam. In the coming weeks I will be doing as much testing as possible. Its been a very long and at times difficult journey but I'm really pleased so many of you have stuck by me and kept the faith. What can you expect? Every run will be different. Some will kind at the start and others you wont last more than a couple of rooms. Smash Dungeon can be fun but brutal and your key to
What's going on?2022-11-09Its been a while since my last update so I thought I best let you all know where we are. What the hell have I been doing for the last 3 months? So so much... Weapon Boosts While play testing I noticed how damn hard it was. When you have hordes of enemies coming at you a hit a run tactic didn't help. So I made the weapon boosts last for an entire encounter and also made them stack-able. This means you can leave a couple of power-ups scattered around the dungeon then collect and activate them before an encounter and they will last until the encounter finishes. Each weapon boost has 3 levels too so if you find 3 chain lightning power ups and act
Dash Attack2022-07-20Knocking enemies away from you is an incredibly powerful tool in your arsenal so I've added a new consumable power up which pushes the enemies away from you when you land from a dash. This gives you a bit of breathing space after a dash away to escape enemies and also causes a little damage too.
Distractions2022-07-17Recently I have been doing a lot of play testing and a couple of things kept popping up. Firstly when you get a LOT of enemies coming for you things get a little bit too overwhelming. Its great to see swarms of enemies coming at the player but unless you have a big F%^#ing hammer it gets way too difficult. That brings me to the second thing I noticed. Despite the recent change to the sword and shield, there is still no substitute for a good hammer. This is something I'll be trying to address next. But first things first. What to do about the swarms? Place an object in a room that attracts the enemy, even if only for a few brief seconds. The a
Shield Up2022-07-04I'm currently play testing and balancing the enemies strength & health and I noticed the sword and shield was a bit under powered. This was because I forgot to give the player a buff when they raised their shield so now if you raise your shield between you and an enemy then you will reduce their attack by extra, sometimes completely nullifying their attack.
The End Game!2022-06-25Over the past few weeks I have been reviewing the art and improving the lighting for the levels and in the next few days I'll be updating the Steam page with some final screenshots, a couple of which I have already uploaded... Also I've decided on a look for the the final levels which will be set deep below the dungeon surrounded by lava with the constant threat of falling in to it and losing health / dying. The enemies in this area will also be mainly fire based but include some very fast grunts, some super hard guardians and some pretty tough creatures. There is still some work to do on the lava levels to make them look more varied and inte
Going Rogue - A New Demo2022-05-02To tie in with the Going Rogue Festival on Steam there is a new Demo... There's a new persistent realm to go with the randomness of the dungeons which will contain NPC's for you to interact with and receive side quests. There is also an early preview of the Wizards lab where you can use items you find in the dungeon to help you on your journey. Its still under heavy development but hopefully there will be some news on a full release date in the next couple of weeks. If you have any feedback hit me up in the Steam Community forums. Thanks
A couple of new projectile enemies2022-02-02I started to feel that the balance of the game wasn't quite right and we had too many melee based enemies which was making for fairly boring gameplay so to help break things up I'm adding more variation on enemy attacks, starting with some additional projectile enemies. Note, some of the actual attacks might change later such as spread attacks etc but for now here's what I have. First of The Fly is a human/fly hybrid that is indigenous to the Caves, crawling around throwing incendiary skulls at you. And then we have the much more elegant Succubus who launches a magic projectile towards you. Hope you like ːsteamhappyː
Cheat Death2022-01-26When you die in Smash Dungeon its not the end, although you will lose most of the items you found on that run. In a previous post I mentioned that you can find runes scattered throughout the dungeon. Runes are one of the items you will retain upon death and can be used to improve your characters abilities. One such ability is Resurrection. Resurrection will immediately restore your health to 50% max which means no returning to purgatory and no losing you items ːsteamhappyː
Great Halls, more enemies, more deaths and more... well everything!2022-01-22There's lots of development happened since the last update. Some of which is cosmetic and some which have changed the game quite drastically. I'll be announcing all the changes in a series of news posts over the next few weeks. In this post I'll be detailing possibly the biggest change which is moving from rogue-like to rogue-lite. you know, Death is not the end - Live, Smash, Die, Repeat! Welcome to The Great Halls The Great Halls are the upper most level of the dungeon. The ground floor if you like, and home to some of the Dungeons more friendly faces who will hopefully help you on your repeated attempts to Smash the Dungeon. On a run throu
Floor indicators & more destruction2021-10-06Since the last demo I've had a look to see what improvements I can make to improve the gameplay. As well as a lot of bug fixes There have been some changes and a lot of improvements. Most notable changes are... Power arrow direction indicator. New dashing enemy. Health fountain. More variety in floor layout. Secret room clues to help you locate them more easily. More destructible environment items. Pressure traps. Hud improvements.
Demo v0.5 - Its not Diablo!2021-09-07For anyone new to the page I'd like to state that this is NOTHING LIKE DIABLO!!! The demo should serve as a resource for anyone curious as to how the game plays but before you download it expecting a point and click Diablo game, let me stop you now. While this is equally at home with mouse & keyboard, you can think of it more as a twin stick combat game. So as I say in the short description, Gauntlet / Smash TV / Binding of Isaac. I've been working hard on the feedback I've received from the previous demo and they main updates are the combat and tutorial. The combat you see in the demo now is almost final. Only small fixes will be done and pe
Steam Next Fest2021-06-16Many bugs were slaughtered in getting this to a stage were I felt happy to present a demo. That's not to say its totally bug free but its a damn sight better than it was 2 weeks ago. One or two things didnt quite make the cut such as details on how to control your hero. You can rebind the controls but below is an image showing the default controls. One bug I have just noticed is that its rather foggy if you start with the Archer which I'll look in to asap.
Stress Test2021-04-22A quick update. I'm looking to put together a demo over the next month or so and with the Mech Boss now fully loaded I thought I'd have a look to see how many enemies I can throw at the player before it becomes too much. If you have a worthy hammer then you can handle quite a lot :)
Mech Boss2021-04-03Working towards beta now and I've turned my attention to the Bosses. First boss to undergo polish is the Mech. He now starts seated watching you deal with his minions before deciding to join the fray. Some of his attacks can knock you to the ground such as the Jump Smash, a charge attack and the swipe of this melee weapon. His other attack is a light beam from his chest and his ability so summon more creatures.
The Archer2020-12-11Each weapon class has a special ability which needs charging with kills. The Sword and Shield class has can perform a shield toss, Dual swords can perform a whirlwind attack, a hammer class can perform a ground slam and the archer has this power shot... The explosion from the arrow will damage or kill near-by enemies, it can destroy destructible elements in the environment and can destroy walls to reveal secret rooms.
Kicking Ass in your Underwear2020-10-08You enter the dungeon in your freshly polished Armour and your shinny weapon in hand. Cautiously you approach the doorway. You hear a scuttle from the other side. The lights go out... You awake dazed and confused in nothing but your underwear, your Armour and Weapon gone. The game starts with the player having no Armour and just a simple lit torch for a weapon. You must then make your way through the Dungeon collecting Armour & Weapons as you go. This means there are no defined classes and Armour & Weapons will be placed throughout the levels at random thus making each play through a bit more unique. While this is currently how I intend the g
New Lighting2020-10-07A lot has changed since the last update with the most significant being lighting. Previously all the rooms had baked lighting which meant the levels were not quite as dynamic as I wished for. Now all lighting is real-time with volumetric fog effects and apart from just looking much better, the room layouts can be more varied and I can also play around with darkness a bit more, for example to hide hordes of enemies or traps. Something else you might notice from the screens shots below are the change to the main character and yes he is running around in his pants. More on that in another update ;)
Traps!2020-05-06I recently started adding traps so over the next few days I'll introduce these. First off we have The Spinning Blades of Death! They come in two different sizes (small & large) and damage both player and most enemies. The enemy AI is smart enough to avoid these and you should too, but you can hit enemies in to the blades with a timely strike.
Physics!2020-05-05Two things I had to sacrifice with when thinking about developing this for mobile were Physics and volume of enemies in a room at once. Now the focus is on PC only I've added physics to the players strike so enemies move back when hit. Enemies will be thrown back a little or a lot depending on the character your using and the strike they perform. When I added this it just felt better and I also noticed it helped when attacking crowds of enemies so to balance things out I've increased the number of enemies you will fight in a room - its only fair ;) In the gif above you can see a small stress test of 50 enemies coming at the player and a sligh
Know your Enemy!2020-01-18In Smash Dungeon you will face a number of different enemies with Melee and/or Ranged attack. They come in a variety of sizes from small and medium to big mofos, and Bosses. Some types of enemies you will encounter include skeletons, golems , archers, demon wizards, beholders, spiders and many more. While some deal damage via melee or ranged attack, others have special ways in which they can do you harm. Lets take a look at some of these enemies and how they can hurt you. The Mutant Being one of the smaller enemies it doesn't take much to kill a Mutant, a single strike and he's a gonner but make sure you stand well clear once you've hurt him
The Chance Room2019-09-30Smash Dungeons levels comprise of a number of rooms, most of which contain enemies that you have to slay in order to progress, most rooms will contain enemies but not all. The Chance room is one such room where you will be able to catch your breath and choose to open one of 3 chests, provided you have a key. Once a chest is opened a magical orb will grant you a "gift", but not all gifts are good. Will you take a chance?