Dungeon Kingdom: Sign of the Moon is a modern real-time dungeon crawling RPG. Immerse yourself in a fantastic adventure in the lands of Pohe Fakesys and investigate the cause of the returning chaos and darkness.
User reviews:
Overall:
Mostly Positive (45 reviews) - 75% of the 45 user reviews for this game are positive.
Release Date: Nov 19, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Releasing the game as Early Access will allow us to obtain your feedback. With this, we can more easily develop, expand and improve upon the features that you enjoy, and ultimately create something that many people will love.”

Approximately how long will this game be in Early Access?

“We are on schedule to have the full version of the game available in early 2017.”

How is the full version planned to differ from the Early Access version?

“The full version will include more levels and environments to explore, with more creatures to battle, along with the continuation of the storyline. With this, there will also be Steam achievements, trading cards and leaderboards. We hope to also include cross-platform cloud saving; this will enable you to continue your quest across all of your devices.”

What is the current state of the Early Access version?

“The majority of the features that will be present in the full version have already been implemented. However, much of the main storyline has only just been touched upon and many of the environments are not yet present in the game.”

Will the game be priced differently during and after Early Access?

“At this time we have no plans to change the price when the game is complete and leaves Early Access.”

How are you planning on involving the Community in your development process?

“We will be encouraging the community to express their opinions on the game in the Early Access state via Steam forums, Twitter, Facebook, email etc. By doing so, they will be directly influencing the further development of the game, so that it will be tailor made for its players.”
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Recent updates View all (17)

February 24

Update 0.9.934


Dear adventurers,

Version 0.9.934 is now live.

This build includes the new RPG rule system. For those of you starting a new game, we’ll be very interested to have a look at your saved game when you reach the end of the Temple. This will allow us to fine-tune the new system and make sure there aren’t too many differences between players when they finish the Temple. So if possible, please send your saved game to contact@hydro-games.com

The new system is better balanced, and allows us to more easily change combat and character progression. The new system also uses an external file to fully control all parameters, opening up the possibility for custom rules and even modding. We’ll be able to talk much more about this in the future.

We’ve made a lot of fixes and adjustments for this build, but here are the most important ones:

-You can now drop an item on a portrait to add it to the hero’s backpack, a feature that was requested by many players. There’s no longer any need to manually open the inventory and then click on a slot to put it there. Just left click on the portrait to drop the item, without opening the inventory. If the hero has an empty slot in their backpack, the item will be placed there. Note that, the right mouse button will still open the inventory. This will also work for ammo and stackable items, stacking them automatically.
-Stamina is now fully implemented.
-A cooldown is now applied to a hero after she casts a spell, just like when using items.

Bug Fixes:
-Fixed an issue with the white moon symbol when changing hero’s position.
-Fixed an issue with the adventure book not opening after using esc key.
-Fixed an issue with reading books after they were thrown, leading to some empty text.
-Fixed an issue with the cursor remaining visible when opening in-game quick menu.
-Fixed some jumps when using ladders in the Temple and Jail.
-Improved adventure book’s scrollview behaviour, useful when you have read a lot of books/scrolls.
-Improved auto pickup of ammo, it now by default adds the collected items to the non-casting hand.

Beyond all the changes above, we’ve made improvements to the engine. As a reminder, Dungeon Kingdom’s engine is designed to be used for several games. To make development faster, we need the engine of the first game to be powerful. That’s why we’ve improved it in several ways.

We recently added inverse kinematics to creatures. This allows, for example, the feet of a creature to perfectly touch the steps of stairs, or perfectly follow a slope, all computed in real time. We were not satisfied with the creatures navigation until now, especially in the next areas of the game where there are a lot of stairs and height variations (much more than in the Temple). This is now working great! Also, inverse kinematics gives us the opportunity to make realtime procedurally generated animations: I’ll give you a simple example: when a creature switches a lever on a wall, from any position, the arm moves perfectly with the lever, without any pre computation or any work from an human animator.

The last major feature and improvement is about the artificial intelligence of creatures. The previous navigation module was designed very early on in the project. Since that time, the game has changed and we decided to go deeper with regards to the design of levels, with potentially any shape, lots of floors etc. This game is far from simple 2D grids, as found in most classic dungeon crawlers. So we needed a better system, more robust and more flexible, and it has been developed on these last few weeks. We also improved the decision making module to make smarter AI, and more importantly, to allow mixing it with some specific behaviours when necessary. You’ll understand what we mean in the Jail and the other levels!

Please note that the current creatures in the Temple and City still use the old system and the old navigation module, but they are likely to be replaced over time.

Now I have some great news. In the next build, you’ll explore a new area in Dungeon Kingdom, you will be able to leave the cellar and we’ll open more of the levels to everyone! Finally!

Thanks so much for your patience and support, and thanks a lot to all those who help us fix issues and balancing in the game. To finish the post, check out a few new screenshots…

7 comments Read more

January 26

Update 0.9.932

Hello,

First of all, we want to wish you all a Happy New Year and best wishes for 2017! Hopefully this year will be full of exciting dungeon crawling experiences!

This is the first of our new monthly updates, occurring on the last Thursday of each month. We’ve stealthily updated the game from 0.9.930 to 0.9.932. Included in this update are two core rule sets: the classic one that most of you are playing when launching Dungeon Kingdom, and the second one, which will eventually replace the current one (which is currently only accessible to a few beta tester players). We’ve rewritten all the core rules (damage computation, character progression, etc.). Once testing is complete, we’ll switch everyone over to the new rule set. This should happen within the next few days. This rule set change should make the game more balanced and more enjoyable. It also means we will finally be able to publish the new levels, as the proper balancing was a prerequisite for us before we could allow you to advance further in the adventure.

Beyond the core rules, here are a few new features that have been added:

-Ammo for bows, crossbows, slingshot, etc. don’t need to be in-hand any more. The game is able to get and count all the ammo items in your inventory. This leaves one more hand free (useful for casters).
-Ammo is automatically picked up when walking over it (after being launched for example).
-‘M’ key now both shows and hides the map.
-Reduced some console spamming when hovering over items.
-You can now rebind the strafe keys (check input tab in the launch dialogue).
-Added a few items (dard, etc.).
-Fixed issues with torch holder in the temple.

And of course, a lot of other fixes (spelling, portraits puzzle, pools puzzle, wrong UI elements positions, etc.).

Big thanks to our testers, especially to Miceldars for the precious help on core rules. And thanks so much for those who left us a positive review.

To end the post, here's a look at the new Black Mages Quarters:

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About This Game

"A very accessible dungeon RPG... for newbies and for pros." - Denis Remute

Dungeon Kingdom: Sign of the Moon is a modern real-time dungeon crawling RPG. Immerse yourself in a fantastic adventure in the lands of Pohe Fakesys and investigate the cause of the returning chaos and darkness.

At the dawn of the Fourth Age... You, a poor young man struggling to make ends meet, have been summoned by a strange man claiming to be a member of the prestigious Mages’ Guild, to join him on a great quest. In the hope for a better future, you accept his request, for who could refuse to follow such a seemingly eminent member of the Mages’ Guild? A feeling in the back of your mind tells you that this is related to the strange symbol of a moon on you hand...

Your quest will require you to explore the Dungeon Kingdom world, to uncover hidden treasures, solve puzzles and battle dangerous creatures in many areas, from dark dungeons to snowy mountains.

Features:


  • Story Rich: You won't wander into dungeons without experiencing the epic story. You take part in it through interacting with the environment, books, scrolls and NPCs.
  • Continuous Gameplay: Dungeon Kingdom's world is made of continuous levels, there's no fading or loading between levels, except for major environment changes.
  • Character Customisation: Create and recruit new adventurers onto your team of four. Increase their experience according to your actions throughout the game.
  • Enemy Variety: Battle with many kinds of enemies and monsters that have differing behaviours and capabilities.
  • Advanced AI: Unlike many crawlers, Dungeon Kingdom utilizes an advanced Artificial Intelligence system. This makes the gameplay more challenging as your enemies are smart and will not merely stand still and attack you.
  • Multiple Difficulty Levels: Three difficulty modes are available to best fit any player’s experience of dungeon crawler style games.
  • Controlled Randomisation: Certain areas will change with each play-through, along with the locations of items and their stats. This will allow for a higher level of replayablity.
  • Physics Engine: Dungeon Kingdom uses a real-time physics engine powered by PhysX, enhancing gameplay with unique puzzles.
  • Dynamic Environments: Perform immersive interactions with dynamic environments, such as setting fire to objects and watching the fire spread realistically.

The Team:

Hydro Games is a group of experienced game developers based in France, aiming to develop great games that players will love.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows Vista
    • Processor: Dual Core 2.0 GHz Intel or 2.8 GHz AMD
    • Memory: 2 GB RAM
    • Graphics: Shader Model 3 capable graphics card and at least 384 MB of video memory
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Additional Notes: On low-end devices such as certain laptops, play on the lowest quality level.
    Recommended:
    • OS: Windows 7
    • Processor: Quad Core 2.66 GHz Intel or 3.2 GHz AMD
    • Memory: 4 GB RAM
    • Graphics: Shader Model 4 capable graphics card and 2 GB of video memory
    • DirectX: Version 10
    • Storage: 2 GB available space
    Minimum:
    • OS: OS X 10.7
    • Processor: Dual Core 1.6 GHz Intel core i5 processor
    • Memory: 2 GB RAM
    • Graphics: Shader Model 3 capable graphics card and at least 384 MB of video memory
    • Storage: 2 GB available space
    • Additional Notes: Minimum quality level is strongly recommended for integrated GPUs on Mac computers.
    Recommended:
    • Processor: Quad Core 2.66 GHz Intel
    • Memory: 4 GB RAM
    • Graphics: Shader Model 4 capable graphics card and 2 GB of video memory
    • Storage: 2 GB available space
    Minimum:
    • OS: Ubuntu 12.04
    • Processor: Dual Core 2.0 GHz Intel or 2.8 GHz AMD
    • Memory: 2 GB RAM
    • Graphics: Minimum quality level is strongly recommended for integrated GPUs
    • Storage: 2 GB available space
    • Additional Notes: On low-end devices such as laptops, play on the lowest quality level.
    Recommended:
    • OS: Ubuntu 12.04
    • Processor: Quad Core 2.66 GHz Intel or 3.2 GHz AMD
    • Memory: 4 GB RAM
    • Graphics: Shader Model 4 capable graphics card and 2 GB of video memory
    • Storage: 2 GB available space
Customer reviews Learn More
Overall:
Mostly Positive (45 reviews)
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