Dig or Die - Gaddy Games
Hi everyone!

It has been a long time, but it's finally there: Dig or Die is released today on consoles.
The port was made by Blitworks Games (they have previously ported They Are Billions, Spelunky 2, Train Valley... very talented studio !).

I hope this port will let new players discover Dig or Die, and propose a new and nice way to play the game.
Dig or Die on Playstation
Dig or Die on Xbox

As for myself, I still work on Plan B: Terraform, currently on Early Access. But I hope to be able to come back on the Dig or Die universe after! Lot of thinking and discussions going on about it. And if enough success, this console port will help me fund it.

Here is a new trailer that was made for the occasion:

Dig or Die - Gaddy Games
This minor update just changes some musics to avoid some copyright issues with youtube videos of the game.

Detailed explanation: all musics had the appropriate licence to be used in the game, but not to be uploaded and monetized by youtubers playing the game. So I purchased some alternate versions with this specific licence extension. Concerned musics are a few day musics, and the new alternate version is very similar.
Dig or Die - Gaddy Games
The demo will be live until february 13th, and two days later the Early Access will start. I hope you'll enjoy the game :-)

More info :
https://store.steampowered.com/news/app/1894430/view/3677786186794639633
Dig or Die - Gaddy Games
Very small fix to update the broken discord links.
As last build was a very long time ago, if you see anything broken, please contact me !
(on the forum or on my discord : https://discord.com/invite/gaddygames , where you can discuss Dig or Die and my new game Plan B: Terraform )
Dig or Die - Gaddy Games
Hello everyone! My new project is finally ready to be presented:

https://store.steampowered.com/app/1894430/Plan_B_Terraform/

Plan B: Terraform is about colonizing and terraforming a newly discovered planet.
You'll mine resources, process and transport them to the cities to grow your population, but also terraform your planet to make it inhabitable: warm up the atmosphere, form rivers, oceans and grow forests.

If you think it's interesting, I hope you'll wishlist it as it would help a lot!

Now about the Dig or Die future, I keep noting ideas and thinking about what would be interesting to explore. I'll continue to do that while i'm 100% focused on Plan B, and we'll what comes after :-)
Dig or Die - Gaddy Games
Hello everyone!

First, about Dig or Die discounts: I'll try to increase the discount by 5% every six months (-30% at last winter sales, 35% for next summer sales, etc). And so I just set up week long discount at -32%.

Now, what about Dig or Die future? Thousands of things could be improved and added to the game, but I cannot seriously work on two games at the same time. So after working for 5 years on this game (and 4 years since early access), I have chosen to work on my new project.
If you know of a company that would like to take over Dig or Die and continue its updates, and/or port it to console, please let me know.

I might make a mistake... but I think that I really have to develop this new game, that its concept is worth it. It's too early to present it, except to say that it will be very different from Dig or Die (another game genre). But if you like innovative and unique games I think that when I explain its concept you'll agree with me that it's worth it. Now my task is to manage to make it, and make it fun and nice to play!

And this time I'll not be alone, as I've hired an artist that will work full time with me on the project! And there will also be an original sountrack for the game. Now I go back to work... I'm so eager to progress and present it to you! :-)









Mar 22, 2019
Dig or Die - Gaddy Games
Here is a small update I just released, mostly to fix a few issues. Thanks again to all of you for your support and appreciation of my game :-)
Now I go back to work on my new project!

v1.11 (Build 858)

General
- Added recipes for crafting Stone, Granite and Lightweight Rock
- Changed ingame discord links to the language-specific discord channels when appropriate
Bug Fix
- Fixed bug that prevented client to place a backwall over an item
- Fixed bug that paused the organic rock during 10s after a reload
- Fixed "/find" to avoid returning positions outside of the visible world
- Fixed <1% lava quantity that didn't burnt wall (but damaged player)
- Fixed lava plants that could burn when in fire
- /killme now works on clients
- Explosive screen shaking now on clients too
Balance
- Added flashlight in creative/epilogue mode
Minor
- Updated "/clearkills" help
Dig or Die - Gaddy Games
This update brings new arts and animations for all monsters, new items, various tools and commands for map edition, and a lot of bug fixes and improvements.



New edition tools are detailed in this wiki page: https://digordie.gamepedia.com/Modding_and_Mapping. Don't hesitate to complete it, or post a link to your own custom maps.

I'll now start working on a new game, and stop updating Dig or Die but for bug fixes or minor improvements. I'm not sure yet what I'll do next with Dig or Die as there are so much to do... hire a developer to work on it? find a partnership with another studio to continue it and port it to consoles (if you are one, contact me!)? Wait for some hypothetical Dig or Die 2 in order to change the game features in depth? I don't know yet.

As for my next game, it will be totally different from Dig or Die. I can't be sure if I'll manage to do something great, but I do think you'll find it very interesting, and really worth to work on it! I'll post something about it when it's time, but if you want to be sure not to miss it, register to my little mailing list (no spam, something like 1 mail per year): http://eepurl.com/cIQ0VD

Thanks again to all of you for your support during those last few years!

And here is the complete change log:


v1.1 (Build 854)

General

- New arts and anims for monsters and bosses (almost all, not yet complete)
- New item: Alarm. Flashing light with sound, when powered with a signal
- New item: Distance Sensor. Detect units around it (3 modes: green for players, red for monsters, blue for both). Added those 3 modes to the proximity sensor.
- New item: Composite Door
- New item: Mega Health Potion. Heal 100% of HP, cooldown 15s
- New item: Pheromones Potion. Attract monsters from further away
- New item: Invisibility Potion. Canceled if shoot or use item. Visually, player is almost invisible.
- New item: Ultimate Rebreather
- Item modification: Stealth Bracelet, changed from previous Invisibility Bracelet. Player is half-transparent. Monsters have more difficulty to find player (during the day): distance to detect, and to lose track, is reduced (half). Cancels only if shooting (player can dig). Usage 30s, cooldown 60s.
- Drone: it now stays in inventory, is called when you activate it. Recipe modified so they now are updates. Added transparency to AI speech bubble.
- Minimap: button to toggle a x2 zoom, and display the % of exploration
- Menu "CUSTOM GAMES" renamed into "OTHER WORLDS"
- Improve monthers pathfinding, to climb (especially platforms)
- Add localization in Traditional Chinese
- Update localization in Simplified Chinese, Dutch, French, German, Italian, Korean, Polish, Brazilian, Russian, Spanish, Japanese

Map edition tools

- Added an empty map in local files /DigOrDie_Data/SteamingAssets/Empty World. Work In Progress, various things left to do: manage monsters areas, bosses, strange rocks, minimap clearing.
- Clock day/night areas display now dynamic whatever the day/night durations, perfect precision now
- "Delete" key to remove items
- Made strange rock area dynamic, build those rocks anywhere with the Creative Brush.
- Organic rock heart is now dynamic too ; it regens a bit differently, player can "move" it. It can also be healed once killed with the Brush tool.
- If you spawn a boss with the Monster Gun, in Dev Mode (m_devMode=true in Creative Mode), it will set its lair/respawn area at this new position.
- Automatic character skin reset (open character window) if change of host (if map shared to someone else, even in solo)
- F4 debug : display the currently (daily) spawn monster
- Add basic rifle to recipes (useful for map edition)
- Added Scrap Metals recipe to ultimate autobuilder (useful for map edition)
- Adds an Auto-Builder Ultimate when activating the Dev Mode.
- New param: m_checkMinerals. Add some minerals (gold, etc.) at loading if not enough found (if players dug everything). True by default.
- New param: Dev Mode (m_devMode). Give invincibility, fast travel/fly/noclip with numeric keypad arrows, time change with PageUp/PageDown/Home/End keys.
- New param: m_dynamicSpawn. To make monsters spawn depending of the surrounding blocks & background (example: if crytals, spawn ants) like in Terraria (see wiki for more info).
- New param: m_rainY. Set rain/cloud altitude (880 in main world)
- New param: m_fastEvaporationYMax. Water evaporates very fast below (280 in main world).
- New params: m_sunLightYMin & m_sunLightYMax. Altitude where sky become caverns (no more sun light). Useful for map edition, as it changes some of the spawns. 600 & 665 in main world
- New param: m_lavaPressureBottomCycle. Lava altitude at the lowest point of its cycle. 2 in main world
- New command: /clearminimap. Clear Minimap (for map edition)
- New command: /clearbosses. To kill all bosses and delete their lair/respawn area
- New command: /clearminimapfog to clear the minimap fog (useful for map edition)
- New command: /clearkills to clear the killed monsters list (keep firefly & hounds) (useful for map edition)
- New command: /cleardaycounter to reset the day counter.

Bug Fix

- Prevent getting several similiar Hazardous Events following each other
- Fixed Meteor Shower and Earthquake for clients
- Fixed monsters spawning from altitude (and crashing stupidly)
- Ultimate Autobuilder don't consume items anymore when they are available
- Minimap : fixed bug when near map borders
- Fixed sync of blocks destroyed by grenade launcher
- Fixed other players name highlight (now only if item is beinbg dragged)
- Fixed bug that let projectiles go through walls when quick saving (+ other collisions issues when quick saving)
- Fixed some texts not updating when changing language (game creation & lobbies screen)
- Monster Gun: bosses spawn with right clic are now aggressive
- Monster Gun: Spawn monsters with Monster Gun are not killed anymore at loading.
- Fixed bug (at loading) with lava cycle skip & organic rock kill
- Fixed an issue with the input field while saving game
- Fixed bug that prevented infiltration when water pressure was > 83

Balance

- Potion regen: +150% instead of +200%
- Potion armor (-30% damages ) applied before armor (so more effective)
- Critics damage : x3 instead of x2
- Plasma Sniper: 35 damages instead of 45, but 25% of critics chance instead of 5%
- Armor Potion now reduce damage by 30%
- Precision Potion: 20% more chance instead of 30%
- Increased drowing monster damage (2+ 5% of max HP)
- Fishes damages in air are now the same as drowning monsters
- Under The Sea mode: modify shape of the bottom of the sea to let player go closer to the gas rock islands
- Under The Sea mode: MadCrab easier to find (bigger lair)
- Under the Sea: spawning zone for T3 monster a bit higher so players can reach the cavern ceiling more easily.
- Default mode: granit caverns a bit longer, more connected
- Base Defense mode: move all bosses (now better hidden)
- Demon aim better when player is running
- Regeneration Potion ticks duration changed. One tick every 1.6s (still 150% of hp healed over 60s - so heal ticks of 1/2/3/4 hp depending of difficulty)
- Grenade Launcher cannot damage T4 & T5 rocks
- All electric components recipes produce 2 instead of 1
- HP Regen Potion cost modified (3 blue flower instead of 4)
- Precision Potion cost modified (7 High Radioactive Blood instead of 10)
- Armor Potion cost modified (7 High Radioactive blood instead of 10, no more dead plants)
- Speed Potion cost modified (now 3 Deep Cave Tree Seeds and 7 Highly Radioactive Blood)
- Invisibility potion recipe change (deadly blood)
- Mega potion recipe change (build 1 instead of 3 - change for big potions too)
- Sapphire emit a bit of light

Minor

- New Command: /killme
- Crafting group: "minerals / materials" now together
- Add contrast & modify colors of steel platforms and composite walls
- AI: improve bubbles colors to be more readable at day & night
- AI message when near a rare mineral
- AI message to explain there is no normal loot at night
- Help: says we can place dirt but not rock; and that we can drag&drop items onto the other players names
- Update english localization
Nov 27, 2018
Dig or Die - Gaddy Games
Major v1.1 update will soon be ready!


Today I uploaded on the beta branch a version with two of the major v1.1 features:
- New arts and animations for all monsters and bosses! You can already see most of them in the beta version (still work in progress however)
- Tools to help players to create or customize a map: a "dev mode" param to get full invincibility, fast travel and no collision ; a param to make monsters spawn dynamically depending of the surrounding mineral backgrounds ; and various other commands and params (Here is the wiki page to explain them: https://digordie.gamepedia.com/Modding_and_Mapping ).

V1.1 will also have a lot of balance, some new items (not yet done), a minimap zoom, and various bug fixes

It will probably be the last major update of the game for some time, as after this one i'll start working on a new game.
I'll see if I can find some partnership, or hire a developer to continue major updates for Dig or Die. If not, I'll work only on bug fixes and minor improvements for Dig or Die, and focus mostly on my next game (which will not be Dig or Die 2, at all)

Dig or Die - Gaddy Games
This update should improve your experience in multiplayer: for late-joining clients (they will get same weapons & devices than host) and for better managing bad behaviors (easy kick & ban, and if banned host get its inventory). It should also improve low-framerate experience with the volcano lava cycle & eruption and jumping down platforms bug fix.
Also, Base Defense mode is now really (really) challenging in late game.

I'll now start working on the v1.1 update. More news about it soon.

And remember about the Eiffel Tower Building Contest, it ends tomorrow!



v1.03 (Build 814)

General
- Joining clients (first-time) automatically get the host devices & weapons (param m_clientGetHostItems)
- Banned players give all their item to host (param m_banGiveLootToHost)
- Kick & Ban buttons in the players list window, for host. Add a "players" button to open this window (Tab key shortcut).
- Volcano: skip a lava up/down cycle if lava didn't have time to go away when cycle should start. An "*" is then written next to the lava pressure in the F4 debug.
- Dynamic balance of the volcan eruption "lava volume", in order to avoid mass lava flooding & ocean drying, and lava not coming out:
* reduce the eruption duration (600s=>500s)
* extends its duration dynamically if lava didn't rich the top (up to 800s). Add two params for that.
* modification of the layout of the bottom-side chimneys, to make the lava coming out slowlier (on new worlds)
* modification of the layout of the top-side chimneys, to make less rain entering the boss lair (on new worlds)

Bug Fix
- Fix bug with teleporter UI (when removing an active teleporter)
- Fix "load" button in main menu locked in some situation (if no multi (or custom) save, and quitting a multi (or custom) game)
- Fixed bug that prevented to jump down from a platform when very low framerate

Balance
- Base Defense mode: after 33 nights, when there is no more monsters to spawn, monsters gain 10% of HP & damage every night
- particle turrets projectiles don't go through (that was never intended)
- Balance: Flame-thrower turrets more resistant (400 hp instead of 250)
- Plasma Sniper Rifle damage increased from 35 to 45
- ZF-0 gun unlocks target if fired with shift key pressed

Minor
- Update items description and help (no need for devices to be placed in the items bar)
- Add params m_speedSimu and m_speedSimuWorld to modify the simulation & world (liquids) simulation speeds
- Improve/fix fps debug: show framerate, then the ratio between the game time speed and the real time speed, and then the ratio between the world simulation (especially liquids) time speed and the game time speed. Add a param to lock the game/world ratio (if low framerate, the framerate will be even lower, but liquids will run at the normal speed compared to the player movement and day duration).
...

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