Dungeon of the ENDLESS™ - 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.


RELEASE NOTES [0.1.20]

IMPROVEMENTS AND ADDITIONS
  • 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)

BALANCING
  • 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!


GAMES2GETHER

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
Dungeon of the ENDLESS™ - Steph(✿◠‿◠)


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.


RELEASE NOTES [0.1.20]

IMPROVEMENTS AND ADDITIONS
  • 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)

BALANCING
  • 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!


GAMES2GETHER

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.




~ Amplitude Studios
Jan 28, 2014
Dungeon of the ENDLESS™ - Steph'nie
Release Notes [0.1.16]

Quick Patch

~ Amplitude
Jan 28, 2014
Dungeon of the ENDLESS™ - Steph(✿◠‿◠)
Release Notes [0.1.16]

Quick Patch

~ Amplitude
Jan 23, 2014
Dungeon of the ENDLESS™ - 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
Jan 23, 2014
Dungeon of the ENDLESS™ - Steph(✿◠‿◠)
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
Dungeon of the ENDLESS™ - Steph'nie
<a href="http://store.steampowered.com/app/249050"><img src="http://i.imgur.com/oJffl0K.jpg" width="630"></a>

Hey,

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.

RELEASE NOTES [0.1.14]

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


GAME2GETHER VOTE

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>
Dungeon of the ENDLESS™ - Steph(✿◠‿◠)


Hey,

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.

RELEASE NOTES [0.1.14]

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


GAME2GETHER VOTE

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

Dungeon of the ENDLESS™ - 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.


SKILLS

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

Notes
  • 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.


OTHER IMPROVEMENTS

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.


Amplitude
Dungeon of the ENDLESS™ - Steph(✿◠‿◠)
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.


SKILLS

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

Notes
  • 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.


OTHER IMPROVEMENTS

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.


Amplitude
...