Feb 20, 2014
Community Announcements - S.
Release Notes [0.2.1]
  • Artefact HP is no longer restored when you save a game
  • Minor module slots are no longer visible on top of the GUI panels
  • Fixed a bug in the Sewer environment: heroes blocked in small rooms
  • Neurostun module is now functional
Community Announcements - S.
<a href="http://forums.amplitude-studios.com/content.php?388-DotE-The-Scientist-update-0.2.0-New-G2G-Vote"><img src="http://i.imgur.com/nKFRVmP.jpg" width="630"></a>

Hey guys,

Here it is at last... As we mentioned earlier this week, we are introducing a new resource in Dungeon of the Endless: Science, which you will be able to play once your game has updated (you may need to restart Steam)!

We have been amazed by the amount of submissions in our latest forums competition for hero items. With about 180+ ideas, we have decided to allow the community to vote for their favourites, which now leads us to tonight's GAMES2GETHER vote on hero items!



  • Changed version annotation system
  • Changed location of the diagnostics.html files: .../Public/Documents/Dungeon of the Endless/Temporary Files
  • Changed keys configuration for specific keyboards
  • Added a shortcut: you can now select a module in the build menu with F1, F2, F3, F4 or Z, X, C ,V
  • Changed a shortcut: you can select multiple heroes with “Q” on QWERTY/QWERTZU (“A” on AZERTY keyboard)

  • Added 3 new items with special skills
    • Aftershave
    • Hipster Scarf
    • Ahhrrrmani Suit
  • Added an area of effect FX for the “Claymoar” module
  • Improved notifications:
    • New item discovery
    • New module unlocked
  • Improved module tooltips
  • New score calculation: it is now based on the number of doors open, FIS gathered, killed mobs, Dust lost, heroes lost and FIS left at the end; we decided not to take the time factor into account and continue to display it as a second value

  • Modified several VFXs and SFXs on skills and the Sewer environment
  • Added VFX on superior levels modules
  • Added VFX when you level up modules
  • Added VFX when you suppressed modules

  • Added a new resource: Science
  • Implemented Endless Artefacts: you can now find artefacts in rooms that allow you to research new modules, in exchange of Science; this artefact needs to be defended during the research (3 turns). See Dev Blog for details: http://forums.amplitude-studios.com/content.php?386-DotE-Scientific-Progress-Goes-Woof
  • Added levels on modules: you can now level up your modules with Endless Artefacts ; 4 levels per modules, for both major and minor modules
  • Added 3 new modules:
    • Science Creator I (major module)
    • Tactical HUD (major module)
    • Tear Gas (minor module)

  • Increased the overall difficulty of the game
  • Reduced the difficulty on level 1
  • Reduced price and power of non-common items
  • Reduced spawn probability of some powerful items
  • Tweaked effects of support / debuff modules
  • Reduced power of some modules, as resource production of major modules (but can be increased with level up)
  • Increased hero levelling up cost (especially for the last levels)
  • Increased power of some passive skills
  • Increased merchant HP / defence
  • Reduced the amount of minor slots in the last levels
  • Increased the amount of major slots
  • Reduced disparity between mobs speed (increased difficulty)
  • Increased Dust loot in rooms
  • Changed the defence computation: new formula of damage = attack power * (1 - (defence / defence + 100)) with new defence values for heroes, mobs, items, modules and skill (prevents invincibility)
We are currently working on the difficulty levels.

  • Fixed the effect of some passive skills:
    • Repair
    • Knee Deep in Blood
    • Placebo
  • Fixed several bugs:
    • Chest stuck in doorway after a hero’s death
    • Blocked hero in a specific room
    • Rocks appearing in the background
  • Fixed an exploit: free Dust from the Merchant

Your previous save will not be compatible with the current version, so make sure you start a new game! :) Thank you.

~ Amplitude Studios
Community Announcements - S.
<a href="http://forums.amplitude-studios.com/content.php?386-DotE-Scientific-Progress-Goes-Woof"><img src="http://i.imgur.com/wr6X2V9.jpg" width="630"></a>

Hey everyone,

We hope you had a nice weekend and that you are enjoying the latest build of Dungeon of the Endless. We have recently introduced the Laboratory environment and all know that you are eagerly expecting the last missing resource of DotE: Science!

It will complete the FIDS (Food, Industry, Dust, Science) you can already find in our previous game, Endless Space! Of course, the update will include other features as well, but we'll tell you more about that when the update is available: sometime this week.


The addition of Science in Dungeon of the Endless is defined by:

  • a resource
  • a major module
  • an Endless Artefact

Science will grant the player a new possibility of progression to adjust to the evolving difficulty. Indeed, you will be able to research new modules or the improved versions of your current ones, with Endless Artefact.

This Endless Artefact represents a new room type and a positive event. When clicking on the Artefact, the player will be given four possible choices; each of these choices may be: a new module or an upgraded version of a module you already have. The randomness of blueprints is then replaced by the research of modules through these Endless Artefacts.

A module research will cost you Science points, that you will be able to produce thanks to the Science major module, and three door openings (three turns, basically) to be completed. This means that you will need to protect the Artefact against the enemy waves, creating an interesting new defence point in the dungeon that will force you, or not, to defend it until your research is completed or for later use.

Once you have unlocked a new module or obtained its upgraded version, it will automatically be replaced by its newer version. After that, you will be able to use the Artefact for another research, following the same process.

It will be almost impossible to research all the modules in the game, which will greatly diversify each playthrough and encourage the player to make the best choice possible. Indeed, she/he should be aware that the modules presented to them may or may not reappear again; this should increase the importance of making the right decision.

The player will then decide if she/he wants to specialise or diversify her/his modules.

More info on this update coming soon!

~ Amplitude Studios
Feb 6, 2014
Community Announcements - Steph'nie

  • Fixed the exit bug related to the game save

Please note that you won't be able to load your save if you have encountered this issue: you will need to start a new game. Thanks you.
Community Announcements - Steph'nie
<a href="http://store.steampowered.com/app/249050"><img src="http://i.imgur.com/4UmFlhR.jpg" width="630"></a>

Hi guys,

We have prepared for you an exciting update [0.1.20] for Dungeon of the Endless that will introduce a new level (now 5 in total), a new environment: the Laboratory, new mobs, a new hero, some improvements, difficulty tweaks, bug fixes etc. Check out the release notes below for more details.


  • Added 1 new level, reaching a total of 5:
    • Special stage: the level 5 has no major slot. The player has to stock resources in the previous levels to win the game; the initial Industry & Food production bonus is set to 3
  • Added the Laboratory environment at level 3, 4 & 5
  • Added a new layout for the starting rooms above level 1
  • Improved the level design with more branches around the Crystal at level 4 & 5
  • Improved the exit spawn: now generated at the beginning of the level so it doesn’t spawn next to the first room
  • Added 2 new mobs: Hydra and zombie Chimera (special behaviours to be added on the Hydra)
  • Added 1 new hero: Golgy, the spider-woman, with 3 exclusive new skills and a particularity: she doesn’t have weapons but 2 device slots
  • Added 8 new objects, some with passive skills, like repairing (repairing skill has been added to already existing items). The tooltip of these items with skills is WIP
  • Fixed some passive skills effects (e.g. Iron Fist and Placebo)
  • Improved performance, especially on the GUI
  • Improved the hero GUI panel (better feedback on hit, still WIP)

  • Some mobs now spawn on specific levels
  • Reduced the difficulty at level 1 (no more Crystal Eaters or Golems): we want to keep this level less difficult to let the player grasp the game
  • Slightly reduced difficulty at level 4 (in prevision of level 5):
  • Reduced waves number
  • Slightly increased hero and merchant spawns, Dust and major slots
  • Slightly increased mobs Dust loot
  • Slightly increased the power of mobs but reduced their number
  • Improved War Mask skill (Hikensha): the attack power bonus is applied even in the powered rooms
  • Increased Dust at start to 24 (previously set to 20)

Your previous game save will not be compatible so please start a new game. Thank you!


We actively read the Official Forums and Steam Discussions though we don't necessarily always have the time to reply. So keep on giving us feedback: that's how we will improve the game!

As you know, we enjoy the interactions that the GAMES2GETHER allows: sharing our design documents to get your opinion on the game at a very early stage of the development, the Early Access system that allows you to play the game before its official release and participate in the design choices, meeting you in person at gaming events or at the studio, organising design brainstorms and of course competitions that allow us to add your awesome ideas at the same level as ours in the game!

We have a new vote available: pick your favourite major and minor modules: GAMES2GETHER page.

And, a new forums competition also just started: Item Creation Competition.

<a href="http://forums.amplitude-studios.com/showthread.php?21986-G2G-Items-Creation-Competition"><img src="http://i.imgur.com/1cp2Fwd.jpg" width="630"></a>

~ Amplitude Studios
Jan 28, 2014
Community Announcements - Steph'nie
Release Notes [0.1.16]

Quick Patch

~ Amplitude
Jan 23, 2014
Community Announcements - Steph'nie
Hi everyone,

Tonight, we're releasing a quick patch that should fix the issues reported with the 0.1.14 update.

Release Notes [0.1.15]

Quick Patch
  • Fixed several performance issues
  • Fixed the unbreakable Crystal bug: players could still continue their game despite the Dust count brought down to 0

Have a nice evening! :)

~ Amplitude
Community Announcements - Steph'nie
<a href="http://store.steampowered.com/app/249050"><img src="http://i.imgur.com/oJffl0K.jpg" width="630"></a>


We have great news to share: an update for Dungeon of the Endless (yay, we're as excited as you) and a new GAMES2GETHER vote.


Hero active & passive skills
  • Each hero gets up to 2 active and 2 passive skills (+ repairing and operating skills) when s/he levels up (predefined for each). As they level up, new skills will be available.
  • You can trigger an active skill with the icons below the hero portraits or use ‘E’, ‘R’, ‘T’ keys
  • The number displayed on the icon is the number of doors you have to open before using it again
  • More information about skills principle and objectives here: http://forums.amplitude-studios.com/content.php?374
  • This is a first version of the skill system: effects need to be tweaked. We started with relatively “simple” skills (stats modifiers) but are planning on adding more complex ones.

Changes on game variables & difficulty
  • Added a global variable that dynamically measures the difficulty of a level and modifies the events to balance it and slightly reduces inequalities between games
  • Capped hero’s max level to 6 and modified the skills distribution
  • Slightly increased the recruitment cost
  • Slightly decreased Opbot’s wit and wit items effect
  • Added a 4th level in the dungeon
  • Increased power of mobs to slightly reduce their number
  • Reduced Dust loot and number of module slots in the 3rd and 4th levels
  • Slightly increased mobs speed
  • Reduced the delay of the first waves during the Crystal phase
  • Removed module targeting mobs during the Crystal phase waves in the last levels
  • Tweaked item loot table
  • Slightly improved level design diversity

Improved GUI & Controls
  • Added shortcuts: inventory = I, hero panel = U, close last opened panel = ESC
  • Improved heroes HUD (WIP)
  • Added right click on the hero portrait: opens hero panel
  • Added display of the DPS value in the hero stats panel
  • Prevented manual heal during auto heal phase
  • Added a “select all” shortcut on the key placed before the numbers in the top left corner, first step for multi-selection
  • Added a progress loading screen
  • Added tooltips
  • Added targeting priority to the Crystal focusing mob

Improved performance & fixed bugs
  • Fixed operating module bonus related on equipped items
  • Fixed some UI bugs
  • Improved dungeon generator on low end computers
  • Improved performance in the last levels


You’ll find the new GAMES2GETHER vote here: choose your new hero!

<a href="http://g2g.amplitude-studios.com/G2G-Votes2"><img src="http://i.imgur.com/NAOEAbB.jpg" width="200"></a> <a href="http://g2g.amplitude-studios.com/G2G-Votes2"><img src="http://i.imgur.com/6oOqLvW.jpg" width="200"></a> <a href="http://g2g.amplitude-studios.com/G2G-Votes2"><img src="http://i.imgur.com/lpVe1ih.jpg" width="200"></a>
Community Announcements - Steph'nie
Hello everyone,

We just wanted to clarify a bit the situation on the development of Dungeon of the Endless. We are working on an update at the moment that was initially planned for this week (hence the announcement on game saves, that still stands by the way). However, it will be slightly delayed.

We have indeed been working on this update for a little while now and the holidays happened, so it took a little longer than expected but we're almost there. The next update will introduce the awaited heroes' system of skills, besides a 4th level, amongst other additions. It's still very work in progress, but it should add a little something interesting to the game. Unless we aren't fully satisfied with our work and decide to do more testing, we will try our best to keep these updates coming regularly.


The principle
  • Each hero gets up to 3 (currently 2) active and 3 (currently 2) passive skills when s/he levels up (predefined for each)
  • The passive skills automatically give specific bonuses under certain conditions
  • The active skills need to be cast by the player
    • The effect lasts during X seconds
    • Then the skill is deactivated during X turns

The objectives
  • Add more interest and control in battles and hero management
  • Add more interest in the level up of the heroes
  • Improve the differences and enhance the personalities of the heroes
  • Add choices for the player about the right moment to use each skill

  • We tried to avoid micromanagement, so there is no need to target
  • The objective is not to come close to an action game (such as a MOBA): you cannot frenetically use them; it’s more about choosing the right moment
  • We started with relatively “simple” skills (stats modifiers) but we are planning on adding more complex ones
This will be a first version of the system, so we will listen to your feedback very carefully.


We’re beginning to implement some of yours requests, mostly about the controls and the balance of the game. We will also add a 4th level to the dungeon!

Of course, we happen to be working on other exciting additions for the game but it'll all be available when the time is right so stay tuned. Please accept our apologies and thank you for your understanding.

Community Announcements - Steph'nie
Taken from the Dev Blog:


I hope you are all doing well and enjoying the Vaulters in Endless Space, equipping Gork with the pink tutu in Dungeon of the Endless, or going through the game design documents of Endless Legend. We have several things on our minds to share with you that are related to our games and the GAMES2GETHER.


It's coming...soon. I hate to tease you like that (no really, I do) but it is still work in progress and we'd rather not reveal anything to disappoint you but since we're all back from our holidays, we should focus on the development of the game and provide updates regularly.

Before the new version is available, please make sure that you finish your current game:

Game saves will not be compatible with the new version.

So tell your friends, family and pugs in case they miss the message. Keep in mind that we are in Alpha and many changes are likely to be made so don't get too attached to your current crew members, you'll find more of them if you explore the dungeon.


We have the results of the G2G votes for our mid and long term priorities for DotE: Advanced Events and the Multiplayer won! Before you worry about the other choices, please understand that we will eventually add all the items listed on this G2G votes, as they are on our list of improvements but the G2G votes allow us to set priorities.

We have also asked you for event ideas for the game and have been loving your submissions. In the G2G vote of this week, we will ask you to choose between the ones we thought were more likely to be added soon. More details on our decision here but congrats already to all of those who contributed to the thread.

You can vote on the GAMES2GETHER page but don't forget to redeem your CD keys before doing so.


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