Here it is at last: the First Aid Kit update. We apologise for the slight delay, but we're hoping you'll enjoy this update for Dungeon of the Endless. The recent changes should improve your overall experience with new resolution options, key binding, small multiplayer improvements (chat in the game over/victory screens, regional filter, cross platform sessions), a first version of an auto-save feature, some balancing, bug fixes and so on.
This update also fixes the issues with the Endless Legend Emperor pack, with the Refreezerator pod and the Kreyang hero.
RELEASE NOTES [1.0.23]
Unlocked Founder heroes by default: Josh 'Ntello (DotE Founder) and Kreyang (EL Founder/Emperor)
Added new resolution system in option panel
Added windowed mode in option panel
Added ability to rebind keys
Added Heroes groups shortcut with Ctrl + 0-9 (therefore allowing you to change your hero hotkeys)
Added first version of Auto-Save feature in case of crashes (solo mode) [WIP, doesn’t work if a crash occurs during elevator phase]
Added three G2G achievements (also renamed the achievement "Unbeatable Duo" to "Members Only")
Enabled cross platform multiplayer (Windows & Mac OS). Lobbies hosted by a player with a different public folder & files (modded version, or different OS) will be shown in gold.
Added regional filters in the lobby
Added chat in game over and victory panels
Added module build cost in the research panel
Improved Abandon game confirmation dialog
Improved some hero / monster / module animations
Improved Merchant on the tactical map (colour shows currency)
Improved projectile heights
Improved monsters placement to reduce overlapping
Increased self-destruction Delay of Kamikaze mobs with now a random interval
Reduced Kamikaze mobs spawn and zone damages on modules
Increased Kamikaze mobs damage zone on other monsters
Removed Keeper monster in the Library
Changed Pro Modules Stele with multiplicative effect
Changed Bad Company skill effect (addition instead of percentage)
Fixed some issues with items duplicating and Merchant
Fixed several issues with multiplayer
Fixed several issues with environments and lights (rooms too dark)
Fixed disappearance of the crystal carrier in the high score panel
Fixed typos in dialogue and localisation keys
Fixed Drill pod unlock (required to reach floor 24 and not 25)
Fixed Ken not respawning in Refreezerator
Fixed hero reappearance after dismissing them
Fixed the album resolution in 4:3 (now stretched though)
Fixed some issues with singleplayer game save: you can now retrieve it after playing a multiplayer game
Please note several known issues are still being worked on, and those include:
The multiplayer issues require a lot of testing
The auto-save feature: it's a first version for now and we plan on improving it, but it should prevent save losses in most cases. Piece of advice: remember to save and from time to time restart the game on Steam if you often get crashes. We're still working on the performance as well.
Lobbies listed in "gold": in case you want to report an issue, don't forget to mention if you were in this case (modified public folder or cross platform multiplayer)
This is going to be one fun contest: we are giving you the ability to design your own monster for Dungeon of the Endless. This competition will be divided in 2 parts:
The gameplay (behaviour, stats, etc.)
The visual and the name
Once the winner of part 1 is selected (Amplitude round, then GAMES2GETHER vote), we will be able to move on to the second part of the contest (same process). Look below for more details and post your submissions here: http://forums.amplitude-studios.com/showthread.php?43375-G2G-Creation-Contest-Monster-Edition-Part-1-Gameplay
Part 1 – Gameplay
The Brief Create a new awful creature to scare the players. Here's what you should pay attention to:
Force the players to change their strategies when encountering it
The monster to be manageable without one unique setup (one particular modules or items)
We are looking for a “classic” monster which can be found several times by floor, rather than one very powerful creature
We will select proposals doable in our engine without too many developments, so use existing creatures as inspirations and don’t be too exotic!
Code name: the final name will be given in Part 2
Behaviour (see the advice!):
Priority target (if relevant): heroes, crystal, minor modules, major modules
Stats (set a number between 1 to 4 for each property):
Rational: you may explain the interest of the creature for the game
We gather every day more and more feedback to improve Dungeon of the Endless and are really thankful for it. In this blog post, we wanted to let you know what we are working on at the moment, for the next patch, but also what we plan for the upcoming weeks as well, in terms of short term priorities.
The Next Update
We've had several reports on the Endless Legend Emperor/Founder bonus missing in Dungeon of the Endless. We once again sincerely apologise for the inconvenience: we already fixed this issue but while other improvements are being tested by our QA team, we thought we'd rather wait before releasing a patch. Something new as well, to make it slightly more obvious, we decided to unlock automatically the Founder heroes: Josh (DotE Founder) and Kreyang (EL Emperor [ex-Founder]).
What is it? A roguelike, tactical RPG, tower defense hybrid.
Reviewed on: AMD Quad Core 3.3GHz, 16GB Ram, GeForce GTX 660 Ti PC
Copy protection: Steam
Price: $13/ 10
Release date: Out now
Publisher: Amplitude Studios
Developer: Amplitude Studios
Multiplayer: Two-player cooperative
Link: Official site
It's the eighth floor of Dungeon of the Endless, and with a full squad of four, well-equipped, level 6-7 characters, I have everything under control. I set up turrets next to the unpowered rooms where aliens could spawn whenever I open another door, securing a path between the crystal I need to protect and the elevator to the next floor. I send Sara Numas, a katana-wielding bounty hunter and the fastest character in the group, to open doors, then run back to the crystal room to fight off whatever I've unleashed with the rest of the group. By the time the aliens get past the defenses, they're weak, and we take them out easily.
Then, of course, it all goes to hell. In my defense, I had no idea that if I spent enough time on a floor, the aliens will eventually bust through closed doors all by themselves and stream out in great numbers, but Dungeon of the Endless teaches all of its important lessons this way. It's a cruel, but entertaining learning experience.
Its pause-at-any-time combat, desperate race to the finish, and strategies that forced me to cut off a limb to save the body reminded me of FTL, while its character upgrades, inventory, and squad management reminded of XCOM. And then there's the tower defense element, where each room has a set number of nodes where I could place turrets, healing units, and other useful gadgets.
Dungeon of the Endless pulls from many popular games and genres from the last couple of years, but what's wonderful about it is that all these elements come together to create something entirely new.
I start each run in an escape pod that crash lands on an alien planet. The only way out is up through 12 floors of an alien infested dungeon, and I have to bring the crystal with me to power my escape.
Each stage has two phases. First I have to find the elevator to the next floor, opening one door at a time. Each time I open a door there's a chance I'll find aliens that will immediately attack my squad, defenses, or the crystal. If my entire squad or the crystal goes down, it s game over. If I survive whatever happens after opening a door, I have infinite time to plan my next move.
Dust, a resource that makes the crystal more powerful, lets me provide power to rooms, which ensures aliens don't spawn there, and activates the room's major and minor module slots. Major modules are mostly for gathering resources: Industry, which I need to build anything, Science for researching upgrades, and Food to heal and level up heroes. Minor modules house different kinds of turrets.
I've seen all these turret types before in other tower defense games, but having a squad on the ground meaningfully recontextualizes that familiar gameplay. There are many different hero and module combinations to experiment with, and I'm much more invested in the characters I'm tower-defending because I customized them myself.
For example, I gave Elise Ness, a freelance demolitionist in a giant space suit, a big machine gun that deals a lot of damage. With a healing module and another that boosts her attacks, she can protect a room by herself from most threats.
I can heal heroes and activate up to two of their special abilities, but that's the full extent of direct combat controls. The trick is knowing what room to put the heroes in, and how to prepare those rooms in their favor. Once they're in there, they'll take care of the rest automatically.
The only way to get Dust is by finding it in new rooms, but there's always less Dust than there are rooms, ensuring that a wave of aliens can spawn whenever I open a door. After finding the elevator, it's time for the second phase. I need to bring the crystal and the heroes to the elevator, but picking the crystal up will cause large waves of aliens to spawn in every unpowered room, and unlike waves in the first phase, they won't stop coming until we re out of there, or dead. The most interesting choice at that point is what rooms to power up.
My favorite method was to explore a floor until I had enough Dust to power a path between the crystal and next elevator, build as many turrets as I could along the way, and hope they slowed the aliens enough so I could get to the elevator before they caught up with me.
It took me a couple of runs to realize that I couldn't just sprint through floors. Dungeon of the Endless' universe, which mixes space marines with walking skeletons and wooden chests, conveys a lot of dread with its dimly-lit but colorful, pixelated artstyle, and there are some really menacing aliens in the upper floors.
Opening a door doesn't only give me a chance to find the loot I need to deal with them, but counts as a turn which collects resources from whatever major modules I've built. Do I make a run for the elevator now, when I know I have a fair shot of getting there, or do I take a chance and open another door? There's a lot of equipment, research, and upgrades to choose from in Dungeon of the Endless, but the game hinges on the decision to open a door, or not, and it was loaded with tension every single time for the eight hours I played it. There's no loading a previous save. It's a commitment.
The other big question that kept me interested was if could make it to the top. It was challenging, and so far I've only been able to do it on the "too easy" mode, but once I did, I was pretty much done.
Floor layouts are randomly generated, and I was always curious to discover all the little visual details in each new room. There are also new heroes to earn, and different escape pods, which tweak some of the basic rules and starting conditions of a run (like ships in FTL). Still, once I've survived one alien-infested, sci-fi/fantasy hybrid space dungeon, I've kind of survived them all. The aliens have a lot of nasty surprises, but they didn't force me to change up my strategy once I found one that works.
It took me at least six tense hours to find that strategy, and for $13/ 10, I can definitely recommend taking a ride on that elevator.
Changed lighting system to improve performance (and solved the issue with black stripes visual artefact)
Improved normal map to enhance lighting surface
A lot of optimisations have been made in our animations and sprites system
Added a chat in the start, transition (lift) and final screens
Differentiated in game chat from the log to improve visibility
Added a way to cancel typing text in chat: ESC to close chat or Ctrl + Delete to erase
Added a kick player button in the start screen
Added Steam friend invite feature
Added 25 achievements
Added 6 Steam Trading Cards
Added Steam badges and rewards (wallpapers / emoticons)
Added OST in the “Soundtrack” folder
Added HD GUI with bigger fonts (automatically activated on big resolution)
Improved the heroes and ship selection screen with 3D spaceships
Added a new victory screen with our rescued heroes
Improved loading screen
Improved game over screen
Improved the transition between floors
Floor progression is displayed
Heroes are now in a lift and randomly commenting on the situation (some lines are conditioned by events in the last floor, with the loss or recruitment of new heroes)
Globally improved the user interface
Improved the tutorial which is now interactive
Added Controls panel (in system menu) to display all the shortcuts
Improved the tactical map:
Press T or scroll up above any room close the tactical map with the camera at the same position than before the zoom out
Ctrl + click doesn't close the tactical map but power / unpower rooms
Added door steps to clarify the paths
Added animations on the Crystal (appearance, unplug, plug in, explode)
Added new icons and colours in the log
Improved exit button to finish the floor (and potentially abandon heroes!)
Improved green arrow of hero destination to be always visible
Improved Stele interaction: you can now open it without moving your hero
Changed Stele health bar colour
Added gold colour on skill unlock items description
Improved red pulse animation on the widget
Hero level is now displayed in green if you can level them up
Tweaked heroes who are globally slightly more powerful:
Increased the power of most skills (in particular FIDS relative and heal skills)
Modified some skills to be more coherent with the heroes (Paramedic, Recycling, Red Plume, Bad Company)
Added / Modified skills to obtain more Dust (heroes with these skills: Golgy, Max, Mormish, Sara, Nanor, Hikensha)
Replaced Sara Duellist skill by Pickpocket
Tweaked heroes stats (increased in particular: Defence and Power of Hikensha; Defence of Deena, Golgy and Mizi; HP and power of Skroig; HP and defence of Warden and Joleri (a lot for her + reduced Dust penalty) and reduced Defence of Ken and Elise)
Gork is now unlocked by default instead of Opbot
Tweaked mobs (in particular reduced number of hard mobs and power of hunters, supporter and hydra)
Increased initial Industry and Food incomes
Reduced health cost
Increased artefacts in first floors
Increased hero attack power
Increased items loot
Autodoc Shards: increased upgrade health regeneration, reduced industry cost (10->8)
Suppressive Firebot: increased power, reduced industry cost (9->8)
Dust Field Gen: increased upgrade defence, reduced industry cost (9->7)
Holohero: reduced industry cost (16->15)
Neurostun module: increased upgrade effect, increased industry cost (6->7)
Tear Gas: increased damage over time effect, reduced industry cost (9->7) and science cost, increased HP / Defence
Pepper Spray: reduced cooldown, increased duration of Troublemaker, reduced industry cost (16->12), increased speed of troubled mob
Viral Injector: increased duration and poison effect (a lot!)
KIP Cannon: increased Science bonus of first level and increased attack max of upgrades
Reduced rooms number (about 14%)
Tweaked too easy mode (slightly increased mobs power and Crystal defence)
Reduced research costs of production module first levels
Increased the amount of Artefacts (a bug reduced their number)
Increased the amount of Heroes (a bug reduced their number in first floors)
Increased the amount of Major slots
Increased Dust Factory loot
Added score modifiers on spaceships (20% for Infirmary and Armoury)
Fixed several graphical issues on all environments of the game
Fixed several animations (heroes and monsters)
Fixed several issues with the user interface and localisation
Fixed GUI HD option not saved
Fixed several issues with multiplayer mode
Fixed several issues with the tactical map
Fixed an issue with the unlock of spaceships
Fixed Door Opener mob and number of doors open issue
Dungeon of the Endless is a Rogue-Like Dungeon-Defense game, in which the player and their team of heroes must protect the generator of their crashed ship while exploring an ever-expanding dungeon, all while facing waves of monsters and special events as they try to find their way out...
We just wanted to let you know that your game progress in Dungeon of the Endless will be reset on Monday (October 27th), with the official release. Make sure you finish your current games as you will have to say goodbye to your user profile which includes: spaceships & heroes you have unlocked, besides your game stats in the journal.
To celebrate the release of Dungeon of the Endless next week (October 27th), we are releasing the game soundtrack for free on FlyByNo's Bandcamp page. You may also name your price and support the artist, who also worked on the soundtrack of Endless Legend and Endless Space!
The full soundtrack includes these original songs:
Dungeon of the Endless (Main Title)
An Outmoded Voice
The Wild Underground Plains
Turtle Mode Engaged
Found a Thing!
The Surface (End Title)
DotE's soundtrack on Bandcamp available here for free or name your price: here
Another game is about to burst forth, all slimy and wriggling, from the womb of early access. Too graphic an analogy? Sorry. Another game is about to, er, be released, all digital and like a functional software product, from the pre-release designation of early access. Dungeon of the Endless is the game, and its release date has been set for 27 October.
"DotE was launched on Steam Early Access on December 11th, 2013," writes Amplitude Studios in an update, "and has been greatly improved thanks to your feedback, suggestions, design discussions, bug reports, but also forum contests, brainstorms, surveys, GAMES2GETHER votes and so on. With your awesome participation, we were able to create unique content for the game such as heroes, spaceships, modules, events or Steam achievements. Thank you all for participating in this Early Access."
This is the next part of Amplitude's unusual semi-crossover series; the last part being the recently released Endless Legend. Dungeon of the Endless is a prequel of sorts—not that the connection has much impact on the game's genre blending mix of roguelike and tower defence.
To mark the occassion, the developers have released this video—half of which is a pretty looking pixel short; the other half a scrolling list of names.