Today we launch a new little patch to fix an issue introduced with the last patch as well as a savegame continue issue for player maps.
Fixes:
fixed savegame continue for player maps
fixed towers sometimes stopping attacks
If you have ideas or feedback in general, or just some questions, feel free to chat with us on our Discord and let us know, what you think 😊
Adjusted the product value and the numerical values of the coin animation effects under the money increase buff. In the previous version, the money increase under that buff was calculated correctly, but the UI displayed the value before the buff was applied.
Removed the food bubble display in the forest scene. The meat and its stock are used to restore stamina for miners before they start mining. Since players cannot interact with it, there is no need to display it and cause confusion.
Slightly increased the bonus effect of stockpile upgrades. The stockpile capacity is now a bit larger.
Some minor bug fixes.
Find your way out of Velendar Castle. Discover why everything was taken from you. In this fantasy escape room, you’ll solve puzzles to escape the wrath of the king… and uncover what he wants from you.
🏰 New release from Biri Biri: Secrets of Velendar Castle – Escape Room 🏰
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Add it to your wishlist now and don’t miss the release!
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It's what it sounds like, hopefully the changes haven't caused any massive effects.
I have also lowered the splash damage of tower 1/2 so you will notice an increase in difficulty I think.
What we came for!Ultimately the game will still reach an RID threshold at some point and I will continue to optimize but I believe this should draaaastically lengthen how long the game can run without the need for a refresh.
Join the Discord to leave feedback.
~ Ayrton (Solo Dev that does this for free (at my own expense) and has absolutely no obligation to do so whatsoever)
New Content:
Added several new Steam achievements.
Added several new in-game achievements for more gems!
Added several new challenge types into the Daily Tasks and Weekly Missions pool.
Changes:
Changed the premium cost of 2x Immortal Boss rewards to a PERMANENT, one-time only cost of $15.
Reduced the gem cost of 2x Immortal Boss rewards from 750 to 500 gems. Paying with gems is still a temporary, consumable purchase, that is only valid for that day's event.
Changed the Offline Progress formula to use a percentage of your "best hourly" tracked stats so that it is more consistent and scales better with your progress. It also now rewards a small amount of Prestige Power, Runes, and Tech Scrolls.
Boss Chest Mimics now reward +10x of your wave energy income (accounts for super/ultra chance). It also has a 1% chance to reward +1 gem for a max of 100 gems per day.
Runes earned from the Battlepass now scale up similarly to your Rune Packs in the Store (based on your highest wave and automation levels).
Slightly lowered the energy cost of unlocking and upgrading Automation Functions to help newer players build a decent Automation setup earlier.
Confused enemies who walk back to the start of the maze (or get teleported to the start) no longer get unconfused right away. They will now walk back and forth between the first few tiles until the confusion timer wears off.
Reduced the amount of Supreme Shadow kills required for the Daily Task.
QoL Improvements:
Automation upgrades now show the energy cost even if the upgrade is unavailable due to a locked function or full upgrade slots.
Reorganized the Stats menu and added several new stats.
Bug Fixes:
Improved projectile logic and performance to reduce buggy leaks during ultra high game speeds when the Time Warp spell is active.
Fixed the reduced Skill Duration effect from Combat Styles to correctly reduce the total skill duration time (it previously did not effect the base time).
Fixed the two Weekly Missions that required certain hero skills before the hero was unlocked (only affected new players).
Fixed various other minor bugs and UI issues.
Hey SDPF3Fighters
We wanted to share an important update with you all. Super Dragon Punch Force 3 will be removed from both PC (Steam) and mobile platforms (Apple App Store and Google Play Store). As of Friday, 7 November, SDPF3 will no longer be available on the Steam store.
This decision wasn’t made lightly, and we want to take a moment to thank every single one of you who downloaded, played, and supported SDPF3. From the matches you fought to the memes, feedback, and unforgettable community moments. You helped make this journey truly special.
To the incredible team at Talent Digital Art, your hard work, creativity, and passion brought this game to life. SDPF3 was built with love, and that love has been felt in every corner of our community.
But this isn’t goodbye. This is just one chapter closing as another begins. We’ve got some exciting projects in development and we can’t wait to share with you soon.
Thank you for being part of our story, and for letting Super Dragon Punch Force 3 be part of yours.
— The Talent Digital Art Team
The Constantinople map added in the previous patch was a bit too hard when played from the previous available map (Skirmish DEMO map). Thus, Siege of Kerak map has been added to ease players into more difficult content.
In this map, players are set in a desert environment with very low resources and have to rely on criminal abilities and trading to get their economy up and running while defending their castle from Saladin and his brother Al-Adil.
Constantinople map difficulty has been reduced. It has been thoroughly tested and remains beatable on highest level of difficulty for people looking for a great challenge.
Difficulty has been rebalanced to make lower difficulties significantly more forgiving while gradually providing more challenge. For example, at difficulty 0, only 50% of original enemies spawn, and each difficulty level increases that number by 3%.
Players will never be attacked before turn 10 on difficulties 0, 1 and 2. This affects both lords and scripted invasions.
Distracting sounds removed (dogs are now quiet, no cheering from the arena)
Traps no longer show resource reduction when placed adjacent to harvesting buildings (no more -6 stone when placed next to a Quarry)
Although Laddermen and Siege Towers are non-combat units, they will still damage the Keep if they somehow manage to get next to it
Fixed some tooltips