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Dungeon of the Endless

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Community Announcements - Saylawl

Hello everyone,

This time, it's for real! The official public update 0.9 is here. Thanks to our courageous players who tested the branch version to help us to finalise it :) So we added the 2 last heroes, a mob and an event but also the much-awaited tactical map, the backpack and other improvements requested by the community.


  • Added 2 new heroes:

    • Mizi Kurtiz, the G2G hero and her dark companion
    • Kreyang, the EL Founder pack Drakken hero

  • Added 1 new event: the EMP, which temporarily deactivates modules of random rooms [G2G] Thanks Stealth_Hawk
  • Added 1 new mob: the Hurna Debuffer (and its elite form) which reduces the attack power of heroes in the room
  • Added “almost-HD” portraits for the heroes HUD
  • Improved environments by adding props, animations and FXs
  • Added situational dialogues (different for each heroes)
  • Added new tutorial (select in the menu to test it) [WIP]
  • Added 2 special skills for prisoners and crew members


  • Added a tactical map: mouse wheel down to zoom out, then click or mouse wheel up over a room to zoom in. You can move and (un)power rooms in this mode
  • Improved the Crystal phase:

    • The rooms are no longer unpowered
    • The Crystal can’t be put back in the first room
    • All the doors of the floor are opened!
    • You have to decide when you leave the floor: all your crew have to be in the exit, otherwise you lose them!

  • Added a backpack in the Inventory panel: all items in this bag will be kept between floors
  • Added remote powering: auto-power several rooms at the same time by clicking on a remote room as long as you have enough Dust
  • Improved Merchants: each one now has a currency between Food, Industry, Science and Dust for sell and buy
  • Added a “multi-doors” bonus: get a score bonus when you open doors in an “action phase”
  • Added a pause button on the bottom right widget
  • Improved several animations on monsters & heroes
  • Heroes found in the dungeon can now have a higher level (with cost slightly increased)
  • Added hero refund: if you dismiss a hero, you get a certain amount of food based on his level
  • Added a special portrait when a hero dies
  • Improved Heroes HUD: reorganised the buttons to avoid misclicks, improved wounded feedback
  • Improved GUI (log, hero panel, FIDS, dialogue, transition screens…)
  • Unlocked Deena by default
  • Changed low health feedback to be sooner and more visible
  • Improved Auto-Powered FX and environment FXs
  • Added new FXs for each module upgrade


  • Increased the level up cost of first hero levels, slightly reduced the last ones (global cost is increased)
  • Increased number of new heroes in the floor
  • Reduced heal cost in the Infirmary Pod
  • Reduced Shop cost (build & research)
  • Tweaked item costs (for drugs) and effects (for devices)
  • Increased Lure activation delay
  • Reduced the power and the number of the anti-minor modules mobs
  • Increased power of Kamikazes, but they also hurt other creatures
  • Changed Holohero module behaviour: it no longer attracts mobs of other rooms
  • Increased Holohero module defence

Bug fix (since branch 0.9.20)

  • Kreyang is available for Endless Legend Founder Pack owners
  • Level up stats preview is displayed
  • Green colour is correct in the tactical map (shows rooms with modules inside)
  • Heroes selection marker is correct in the tactical map
  • Several panels are now hidden in the tactical map (dialogs, crystal button...)
  • Mouse wheel can be used in the Inventory
  • System menu is fixed
  • Lighting glitch in the Sewers environment is fixed
  • Hero sprites glitches during attack have been fixed
  • Kamikazes Elite behaviour is fixed

Amplitude Studios
Community Announcements - Steph'nie

Hey everyone,

We wanted to share with you the latest progress report with the development of Dungeon of the Endless. Indeed, we have been super proud to reach the Beta recently and would like to reassure some of you, longing for the next update!

We have been rather quiet for mainly two simple reasons: some of us have been away or will be soon going on holiday, but also to show and talk about our games at Gamescom (Germany) and Unite (USA). This requires a lot of organisation on our side and we're just working really hard to get a game build ready (it's always nice to show a new version of the game at an event!). Secondly, as you all know, we've recently reached the Beta and have started the implementation of some heavy features:

  • Co-op multiplayer mode: after several gameplay iterations, we're starting to have something that is quite enjoyable! We're currently fixing several bugs before we can release it in a public update. We still have several improvements we'd like to implement as well but yeah, we're getting there
  • Tactical map: AT LAST. And it's working too, but we're still working on the visuals
  • Improved Crystal phase: we're testing several changes with the VIPs
  • A score journal: work in progress
  • Several improvements: we've implemented several small improvements requested by the community (but we'll let you know in due time!)
  • The remaining promised game content: we're not going to shed a tear, but we've added the last heroes and environment for the release
  • Balancing: singleplayer and multiplayer, but also spaceship wise (we should be working on that in the long run, until the release)

Tl;dr: there's still a lot to come but you'll have to wait a little before you can try out the new additions/changes.

Stay tuned however: we might have cool surprises for you. :)

~Amplitude Studios
Community Announcements - Steph'nie

Hi everyone,

Are you ready for a new creation competition? In the latest update, we implemented a new game option: spaceships that you can actually unlock! They bring new game modes with special gameplay effects, new starting configuration and visuals for even more diversity and more fun of course.

Today, we want to call on your creativity to create an extraordinary new spaceship for Dungeon of the Endless!

The creation contest will be divided in 2 parts:

  • The gameplay (rules, stats, etc.)
  • The packaging (visual, name, description, etc.)


The Brief

In order to propose an interesting variety of challenge for the player, here is a quick reminder of the spaceship in game and a glimpse of the others which are planned for the release [spoiler alert!]. The aim is to find ideas not too similar to the already existing ones:

  • The Infirmary: no end turn auto heal, more HP, drugs
  • The Armoury: 4 heroes at start, no free hero, no offence module
  • The Drill: no production module at start, endless floors
  • The Library: focus on research / modules, heroes "lethal as canaries"
  • The Refreezerator: 1 hero in the entire game, but undying… or nearly!

The Entries

There are different properties to define in the gameplay aspect of your spaceship:

  • Code name: the final name will be given in Part 2
  • Special gameplay rules: see below
  • Number of heroes at start (1 to 4)

If it's relevant:

  • Global statistics modifiers (attack power, health, defence, etc. of heroes / mobs / modules)
  • Starting modules (and unavailable modules)
  • Starting items (and unavailable modules)
  • Starting FIDS and FIS incomes

The special gameplay rules are obviously the most important part of the entry. The idea is to find a way to use the current features and elements already available in the game and rearranged them to create a new way to play it. Try to keep it simple! A good concept can be summarised in one sentence.

/!\ Entries need to be posted in this thread: http://forums.amplitude-studios.com/showthread.php?33511-Spaceship-Creation-Contest

We will select 3 of your proposals then organise a GAMES2GETHER vote! You may submit several entries but are limited to three! Also make sure you keep all your entries in one post!

Please note however that Amplitude reserves the right to modify the 3 proposals and will work with the winner to finalise the design and adapt it to development constraints.


We will be closing the thread on July 15th, at midday (Paris time!).


Winners of Part 1 et Part 2 will:

  • Get their names in the game credits
  • Win a cool Dungeon of the Endless T-shirt and buttons
  • Three Steam copies of the Dungeon of the Endless - Founder Pack: so you can play with your friends once the multiplayer is released!

Best of luck to all of you!
~Amplitude Studios
Community Announcements - Steph'nie
[0.8.7] Patch Notes

Bug fix
  • Random hero selection is now properly displayed
  • Notifications are no longer displayed on top of transition screens
  • Players can now unequip an item without this one disappearing
  • The instant power given by the “Emergency Generator” module is now ignored if the room is already powered by the Auto Power event
  • Stele is now immune to zone damage
  • “Fast but Weak mobs” stele event no longer stops mobs when they stack
  • Saves, merchants, dust (initial / loot) and items are now functional in the endless mode with the Drill pod
  • Armoury floors no longer spawn free heroes
  • Fixed some sprites glitches

  • Reduced basic FIS incomes
  • Increased cost of Emergency Generator (now incremental)
  • Increased cost of FIS modules
  • Reduced Wit of Mechanical Pal
  • Tweaked cost and spawn value of items
  • Reduced Pilfer effect
  • Reduced power of flying Necro mob
  • Increased classic item spawn in the Infirmary Pod
  • Increased difficulty in Easy and Too Easy mode (power of mobs)

Please keep in mind that your previous game save will not be compatible with this new version.

~Amplitude Studios
Community Announcements - Steph'nie

Hofix [0.8.5]

  • Fixed the 100% loading issue that occurred when a player was stuck during loading due to a save and load problem.
  • Monsters now disappear properly when they die
  • Spaceships are now properly loaded on saved games
  • Hero health is now saved with the Infirmary Pod
  • Fixed conditions to unlock the Drill Pod
  • Optimised profile saving frequency
  • Fixed a bug that made duplicate item disappear when buying and equipping it from the merchant
  • Auto power room FX was changed so that it never exceeds the room’s size
  • Fixed Opbot right and left idle animations

Have a nice weekend!
~Amplitude Studios
Community Announcements - Steph'nie

Hello everyone,

We are very glad to make this announcement today: we have reached the Beta of Dungeon of the Endless! What does this mean? It means that we are pretty much “feature complete” for the final release of DotE, for the Single Player mode. Indeed, the current game experience should be similar to the one you will receive in the final version, but obviously more balanced and improved!

Please note that we intend to have a 4 player co-op Beta very soon. In the meantime, our VIP players already started testing it but it’s only a first version for now, so we would like to make sure we can improve it a little bit before making it available to all of you.

To celebrate the Beta of DotE, you will finally be able to purchase the Founder Pack Upgrade, that includes the unique Library ship and Josh 'Ntello hero, Endless Space coupons, and the Founder Pack badge for our forum. You will only be able to pick up the Founder Pack Upgrade during the Beta: once we announce and reach the final release, it will be too late! Also, the game (both editions: Pixel and Founder pack) will keep the 25% Alpha discount until the end of the Steam Summer Sales before changing into the usual 10% Beta discount.

Anyway, we’re really excited (and quite stressed out – if only you could see the shadows under our eyes) for this release: we are bringing some really cool additions and hope you will enjoy them. Besides other additions, improvements, some balancing and bug fixing, this new version includes the implementation of new game modes thanks to the spaceships you will be able to unlock through special achievements.

From Alpha to Beta: what have we achieved?

  • MORE OF EVERYTHING: more doors, floors, monsters, heroes, items, modules and surprises
  • HEROES: the ability to choose your starting heroes and use powerful skills to survive this hell
  • SCIENCE: use Science to build and level-up modules and make those monsters cry
  • NEW GAME MODES: you can now unlock new starting spaceships to discover completely new game modes
  • IMPROVED CONTROLS: we worked on a refined game system and controls requested by the community
  • NEW TRACKS: we have added two brand new awesome FlybyNo music tracks

The Spaceships

We implemented a new game option: the ability to choose the crashed spaceship you will start the game with. You can unlock a new spaceship by earning special achievements (two different possibilities for each spaceship – Steam achievements will be available later) and will be able to select it in the configuration panel at the start of a new game.

A Spaceship is not only a visual skin of the first room: indeed, it comes with special gameplay effects, a starting package (a defined number of heroes, resources, items, modules etc.), a new design of Crystal, and a new order of floor environments. Each spaceship is like a mode and should bring some diversity to your game experience!

/!\ Warnings:
  • The new spaceship balancing is still WIP
  • For technical and optimisations reasons, we have entirely recoded the sprites manager of the game (animation system): it was a very big task with a lot of repercussions. We think that we have fixed most of them, but there could still be some graphical issues, so please accept our apologies in advance.

Release Notes [0.8.4]

Available here.

~Amplitude Studios
Community Announcements - Steph'nie
[0.7.10] Release Notes

  • Swapping two different items will now give the correct amount for each statistics
  • Heroes will keep abilities given by the level, even if the player equips and unequips an item with the same abilities
  • Merchants no longer disappear
  • Fixed the buy/sale system
  • Fixed the Pepper Spray tooltip

  • Reduced the game difficulty:
    • Slightly reduced number of mobs in waves
    • Increased Food, Industry and Science basic incomes to 3 (used to be 2)
    • Reduced attack power of Hurna Hunter
    • Slightly increased the Wit of heroes
    • Increased HP and defence of Elise
    • “Too Easy” difficulty: reduced HP and attack power of mobs (remark: since the first easy mode appearance, the quantity of mobs is the same in the 2 modes, but weaker)

  • Removed the artefact in the first room of the floor

Please note that the balancing is still WIP, thanks for your feedback!

~Amplitude Studios.
Community Announcements - S.

  • Fixed a typo in the game configuration which caused this unintended extreme difficulty

Please accept our apologise for the inconvenience. We are working on fixing the other issues reported by the community at the moment. You should expect the "Hot fix" in the upcoming days, once our QA team gives us the green light for the changes we submitted.

~ Amplitude Studios
Community Announcements - Steph'nie



  • Added 2 new levels (9-10) with a new environment: the ice biome
  • Added 1 new hero: Elise, the “Freelance Demolitionist” and her heavy arsenal
  • Changed hero max level from 8 to 15
  • Added 2 new minor modules:

    • Pepper Spray - It confuses monsters and forces them to attack each other
    • Seblaster (offence) - It targets monsters with an area of effect, hitting without distinction heroes and monsters

  • Added 2 new mobs:

    • Hurna Hunter
    • Door opener: he can open a door if you don’t kill him on time!

  • Added 5 new elite mobs:

    • Kamikaze Necrophage
    • The Keeper
    • Silics Supporter
    • Chimera Debuffer
    • Chimera Kamikaze

  • Added the Stele Event. If you find a stele, it will add one or several effects to the entire floor for a limited amount of time. These effects can be positive, negative, or both.

  • Added a reset skill system: you can use Science and reset the skills cooldown
  • Changed the healing system which is now based on the hero’s percentage of HP, and the cost is proportional to number of healed HP
  • Changed the operating system: the hero needs to stay in the room at least one turn to obtain a (bigger) bonus
  • Added an animation for the Merchant when he teleports to the Merchant module
  • Added a comparison system for hero equipment
  • Added a preview for the next skill available when you level up
  • Added a scrollview for passive skills when you have more than six
  • You can now select several heroes with the “shift” key
  • Added a default cursor
  • Updated hero selection menu
  • Added feedback (visual and sound) on dying heroes (< 25% HP)
  • Removed the Research button in the HUD


See the latest dev blog post for more details and rationales about the multiple changes which impact the balancing of the game
  • Refactored configuration system which allows us to control the flow and the events more precisely:
    • Some events (exit, merchants, heroes and artefacts) are placed at the generation to control the:
    • Quantity of Dust loot in rooms at each floor is now controlled
    • Spawn of mobs is now random at each floor

  • The targeting of some mobs have changed:
    • Necrophage Flying attacks major modules and target in priority long range heroes
    • Silics Bulldozer no longer attacks heroes
    • Silics Trash attacks only the Crystal (but is weaker)
    • Most part of elites mobs attacks NPC

  • The offence modules have now a priority target:
    • Prisoner pods are anti-heroes mobs
    • Tesla are anti-modules mobs
    • Claymoars are basic mobs
    • Smoking guns are special mobs

  • The move speed of entities are reduced when in the same room than enemies, except:
    • Flying Necrophage
    • "Crysophile" Necrophage
    • Hydra Chimera
    • Some heroes with "dodge" passive skills

  • The previous version level 8 is approximately the new level 11-12 in terms of food cost and stats
  • The heroes stats and skills have changed with new levels and to create a distinctions between the different teams of heroes
  • Increased waves difficulty when the exit is found

~Amplitude Studios
Community Announcements - S.

Taken from the Dev Blog.

Design Update: What We Have Been Working On


Variables in the level configuration
We have completely refactored how we configure the game. Instead of fixed values for each floor, we now describe curves with different abscissas (number of players, levels, difficulty, spaceship, number of open doors, depth…). We need it for a more modular configuration, for the multiplayer and to prepare other game modes (like endless mode).

Because it’s a new way to express the variables and their evolutions, we are trying to stay close to the previous version, but there are necessarily some differences. There are also some changes that we wanted to make and are now easier to achieve! Some examples:

  • Reduced the amount of mobs in room in floors 2-4 but increased afterwards
  • Reduced difficulty of waves in floors 2-4
  • Smoothed the exit waves difficulty
  • Reduced number of rooms by level (but there are 2 new levels in the build)
  • And all the other things evoked below

Thanks to the remarks and proposals from the community, and particularly Ail, which help us in this process!

Dynamic and Static Events
In the previous version, there were only dynamic events: what you found behind a door was generated when the door was opened and allowed us to control the floor difficulty.

In the next update, we are keeping the dynamic events and the difficulty variable but we are also adding static events, which are placed at the generation of the level to control the number and the depth position. That means for example that we can be sure that there are exactly 2 or 3 artefacts in level 7, placed mostly not too far from the first room. These static events are currently used for the exits, merchants, heroes and artefacts.

Control of the Dust
The Dust found in the room is now placed at the generation of the level to control its quantity. There is a minimum and a maximum amount of Dust :dust: placed in the dungeon based on the number of rooms. We also increased the global quantity of Dust.

Like I said, the exit is now a static event. It can be found sooner in the dungeon if you take the right path. But the difficulty level increases when you find it: you have the choice to leave quickly the level or not, but taking the shorter path may be not the best solution to reach the surface.

Spawn of mobs
In the previous version, there was a list of mobs set by floors. At each run, you would encounter the same mobs at each floor. It was good to plan your progression but not really surprising!

In the next update, each mob has a curve of spawn in the floors. At the generation of a floor, a number of mobs is picked between a minimum and a maximum set in the configuration. We have reduced the number of mobs by level to improve the particularity of each floor and give the opportunity to the player to adapt his/her strategy. At each floor, a number of mobs is kept from the previous level. The aim is to create a more logical and readable progression for each game.

The new algorithm also sets several new variables for each mob like minimal open door before its spawn, a maximum per wave, probability weight to spawn etc…


Mobs are now distributed in 4 categories: basic, anti-module, anti-hero and special (targets the Crystal, door or populated room for example). Some mobs see their priority targeting change, in order to clarify some behaviours or favour « tower defence strategy » by reducing the attacks on minor modules for example.

Offence modules now have a priority target among the new mobs categories (specified in tooltip). That creates a new particularity for each module and improves the strategies without having to add a new interface.

Priority targets of:

  • Prisoner pods are anti-heroes mobs
  • Tesla are anti-modules mobs
  • Claymoars are basic mobs
  • Smoking guns are special mobs

Then the priorities are special, anti-module, anti-hero and basic mob.
These changes are inspired by several posts of the community and particularly melkathi for the module targeting.

Zone control
We added a system of « zone control » on mobs and heroes. If a mob enters a room with heroes or modules, its movement speed will be reduced. If a hero enters a room with mobs thus. To avoid reducing the rhythm of the game, the global movement speed of the game is also increased. That means the game is faster during strategic phase and when the mobs are still in dark rooms but slower during battle or crystal phase. Some mobs and heroes are not affected by zone control (heroes have a new passive called “Dodge”).


Hero Levels
Heroes now have 15 levels (max for the release). The previous version level 8 is approximately the new level 11-12 in terms of Food cost and stats. (That means the level 1-8 are cheaper than before).

Skill levels
To complete the new levels, the hero now unlocks skills level 2 and some heroes can unlock a skill level 3 at level 15. These are the same skills with a more powerful effect (+50 to +100% for level 2).

Heroes’ team
We created small distinctions between the different teams of heroes:
  • Prisoners are slightly more expensive to hire (you need to greasing the palms), have a better increase of their attacks but stop to gain defence in levels 10 to 15 (with their reckless approach)
  • Crew members are slightly more expensive to level up (all the social costs…) but have a better increase of their defence (there are more disciplined. Mostly)
  • Auriga Natives are cheaper to hire and level up but weaker in first levels (not easy to work with this kind of people at first…)

We tried to improve the operating system which was redundant and uninteresting. We are not sure of these changes so we’re particularly listening to your feedback on this. The operating bonus is now only active when the hero stays at least one turn in the room (s/he can fight or repair but must not exit the room). That means there is no longer interest to place heroes on production modules, open door, place them in choke point then restart: if you want to obtain a bonus, the hero needs to be locked in the room.

We also increased the importance of the operating bonus (+50%), reduced the number of heroes with the operating skill (stays Opbot, Max, Deena, Golgy, Hikensha, Rakya and Mormish) and moved the acquisition of the skill in later level (3 or 4).

Heal and Rest
The heal is now a life percentage (30%) and the cost is proportional to the number of healed HP (same cost than before: 5 Food for for 200 HP). You can also “Restore” to reset the cooldown of skills of a hero by spending Science. The cost is proportional to the number of remaining turns and the level of the skills (3 Science / turn / level).

We added also several improvements on the interface / controls that you will be able to read in the changelog tomorrow. And as usual, there is also new content like the “door opener” mobs, which are pretty friendly creatures. :)

~Amplitude Studios

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