Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

In this release we have added trading cards, improved NPC trading, and made it easier to pick up loot. We now have eight new trading cards that show some of our game characters (enemies and NPC’s) as well as custom scenery. We also made exchanges with NPC’s and the Ghost Trader a bit easier. We did this by letting you view the Inventory and RPG Character Sheet while in an NPC conversation. Finally, we made it easier to pick up small loot items (e.g. knives) by extending their selection areas.

Here are the full details of the update:
  • Added Steam trading cards
  • Enable inventory view during NPC conversation
  • Enable RPG Character Sheet view during NPC Conversation
  • Add indicator for currently active UI window (Title bar)
  • Easier to pick up smaller loot items
  • Fixed various minor bugs

Thanks for all the feedback and we hope you enjoy the update!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

In this release we have added trading cards, improved NPC trading, and made it easier to pick up loot. We now have eight new trading cards that show some of our game characters (enemies and NPC’s) as well as custom scenery. We also made exchanges with NPC’s and the Ghost Trader a bit easier. We did this by letting you view the Inventory and RPG Character Sheet while in an NPC conversation. Finally, we made it easier to pick up small loot items (e.g. knives) by extending their selection areas.

Here are the full details of the update:
  • Added Steam trading cards
  • Enable inventory view during NPC conversation
  • Enable RPG Character Sheet view during NPC Conversation
  • Add indicator for currently active UI window (Title bar)
  • Easier to pick up smaller loot items
  • Fixed various minor bugs

Thanks for all the feedback and we hope you enjoy the update!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

We have a massive update for you that addresses all your feedback to date and our overall goals for the game. We have added a new map feature, more art, upgraded graphics, rebalanced combat, and improved the look of our morph enemies. Our new map feature will help you navigate the dungeons and has both a wide and detail view. We also rebalanced combat so that you can spend more time exploring the dungeons as well as try to sneak your way around some enemies. Speaking of enemies, all the morphs inside the game got retouched to look more unique. Finally, we improved the look of the dungeons and made it easier to see some of the new art we have added without changing the dark and eerie feel.

Our new map is shown by default in wide view when you start a new game or load a save file. It shows the layout of the dungeon rooms and corridors. Also shown are interior room walls, large statues and columns, and location of teleporters. It also shows a small door icon at the start point of the current level and a green arrow icon to show the way out. You can use the default “m” key to toggle the map view from wide view to small view (zoomed in) as well as enable and disable the map. The map key can be changed in Options keys menu.

We rebalanced combat to allow for a better balance between exploration and combat in the game. In some cases you can use the map to help avoid combat when low on health by selecting alternate paths. To retain the same balance in acquiring RPG points we had to increase slightly the XP (Experience Points) gained by killing enemies. The Stats Guide on our Steam Page has been updated with all the details.

Finally, we upgraded the game graphics by making the dungeons look more vibrant. We adjusted how the dungeon walls, floors, and roofs are shown. The same was also done to large stone or metallic scenery such as columns and statues. We also added some new art and loot in virtually all parts of the game.

Here are the full details of the update:
  • Added new mini map feature with two zoom levels
  • Added new remappable key to toggle/zoom the map
  • Controller remapped “Back” button to control the map
  • Changed dungeon walls, floors, roofs, stairs to look more vibrant
  • Changed statues and columns and other scenery items to look more vibrant
  • Rebalanced combat by readjusting enemies in all six levels
  • Increased RPG XP values for each enemy type
  • Added scenery and loot in all six levels
  • Changed look of all three morph enemy types
  • All morph enemy types now have a new stun ranged weapon
  • Improved enemy ranged weapon combat
  • Fixed player customization to always show correct color for selected item
  • Fixed various minor bugs

Sample of scenery with new map:



Sample of upgraded graphics showing orcs:



Sample of our new ogre morph:




Thanks for all the feedback and we hope you enjoy the update!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

We have a massive update for you that addresses all your feedback to date and our overall goals for the game. We have added a new map feature, more art, upgraded graphics, rebalanced combat, and improved the look of our morph enemies. Our new map feature will help you navigate the dungeons and has both a wide and detail view. We also rebalanced combat so that you can spend more time exploring the dungeons as well as try to sneak your way around some enemies. Speaking of enemies, all the morphs inside the game got retouched to look more unique. Finally, we improved the look of the dungeons and made it easier to see some of the new art we have added without changing the dark and eerie feel.

Our new map is shown by default in wide view when you start a new game or load a save file. It shows the layout of the dungeon rooms and corridors. Also shown are interior room walls, large statues and columns, and location of teleporters. It also shows a small door icon at the start point of the current level and a green arrow icon to show the way out. You can use the default “m” key to toggle the map view from wide view to small view (zoomed in) as well as enable and disable the map. The map key can be changed in Options keys menu.

We rebalanced combat to allow for a better balance between exploration and combat in the game. In some cases you can use the map to help avoid combat when low on health by selecting alternate paths. To retain the same balance in acquiring RPG points we had to increase slightly the XP (Experience Points) gained by killing enemies. The Stats Guide on our Steam Page has been updated with all the details.

Finally, we upgraded the game graphics by making the dungeons look more vibrant. We adjusted how the dungeon walls, floors, and roofs are shown. The same was also done to large stone or metallic scenery such as columns and statues. We also added some new art and loot in virtually all parts of the game.

Here are the full details of the update:
  • Added new mini map feature with two zoom levels
  • Added new remappable key to toggle/zoom the map
  • Controller remapped “Back” button to control the map
  • Changed dungeon walls, floors, roofs, stairs to look more vibrant
  • Changed statues and columns and other scenery items to look more vibrant
  • Rebalanced combat by readjusting enemies in all six levels
  • Increased RPG XP values for each enemy type
  • Added scenery and loot in all six levels
  • Changed look of all three morph enemy types
  • All morph enemy types now have a new stun ranged weapon
  • Improved enemy ranged weapon combat
  • Fixed player customization to always show correct color for selected item
  • Fixed various minor bugs

Sample of scenery with new map:



Sample of upgraded graphics showing orcs:



Sample of our new ogre morph:




Thanks for all the feedback and we hope you enjoy the update!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

For this update, we have added partial-controller support and many scenery improvements in all levels of the game. We have tested Xbox 360 controllers on Windows 7 and 8 as well as Xbox one controllers for Windows 10. In addition, new scenery items such as candles and loot were added in all levels. These additions provide an improved ambiance, especially in the later levels, and double as clues for the dungeon.

We wanted to add controller support to give off the old-style console dungeon crawler feel. With our current partial controller support you will be able to look around, use all the attacks, block, run, select objects, switch weapons, access various menus, sheath your weapon, and basically do anything you could do with the keyboard and mouse outside of the menus.

For the menus, you have complete control of the inventory, character sheet, clue menus, and NPC discussions by using the D-pad and “A” and “B” buttons to select and cancel respectively. You can also overwrite the auto save and load that auto save with the controller. Unfortunately, the options menu and the character customization menu at the beginning of the game won’t be accessible by the controller but still can be used by the mouse. Lastly you can change the look-around sensitivity for the controller by modifying the Mouse/Controller sensitivity setting in the options menu. Overall, using the controller should provide a fun and retro feel to the game if you want to use it.

We also added another layer of various art and effects throughout the game. The idea was to give the entire game a few more sprinkles on top. The main thing was more effects primarily in the form of various types of candles. However, these art additions are not just for game feel. The effects serve as clues on where to go and what you might encounter as you move further in the dungeon. The strategic placing of the effects combined with the art creates a whole new feel for certain sections of the game.

Lastly due to due to the many requests we have received, we wanted to let you know that we intend to work on the map as a primary feature for our next update. There will be a map for each level in addition to a few new unique surprises. We hope to have the new map feature out late February.

Here are the full details of the update:
  • Implemented partial controller support for Xbox 360 and Xbox One controllers
  • Updated the Help page with controller button info
  • Added scenery and effects in the Battlements
  • Added scenery and effects in the Library
  • Added scenery, loot, and effects in the Smithy
  • Added scenery, loot, and effects in the Royal Chamber
  • Added scenery and effects in the Mines
  • Added scenery and effects in the Alchemy Labs
  • Changed some enemy types in parts of the Library
  • Fixed various minor bugs
Sample of new scenery in level 2 (Library):



Sample of new scenery in level 4 (Royal Chambers):



Sample of new scenery in Level 1 (The Battlements):



Thanks for all the feedback and we hope you enjoy the update!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

For this update, we have added partial-controller support and many scenery improvements in all levels of the game. We have tested Xbox 360 controllers on Windows 7 and 8 as well as Xbox one controllers for Windows 10. In addition, new scenery items such as candles and loot were added in all levels. These additions provide an improved ambiance, especially in the later levels, and double as clues for the dungeon.

We wanted to add controller support to give off the old-style console dungeon crawler feel. With our current partial controller support you will be able to look around, use all the attacks, block, run, select objects, switch weapons, access various menus, sheath your weapon, and basically do anything you could do with the keyboard and mouse outside of the menus.

For the menus, you have complete control of the inventory, character sheet, clue menus, and NPC discussions by using the D-pad and “A” and “B” buttons to select and cancel respectively. You can also overwrite the auto save and load that auto save with the controller. Unfortunately, the options menu and the character customization menu at the beginning of the game won’t be accessible by the controller but still can be used by the mouse. Lastly you can change the look-around sensitivity for the controller by modifying the Mouse/Controller sensitivity setting in the options menu. Overall, using the controller should provide a fun and retro feel to the game if you want to use it.

We also added another layer of various art and effects throughout the game. The idea was to give the entire game a few more sprinkles on top. The main thing was more effects primarily in the form of various types of candles. However, these art additions are not just for game feel. The effects serve as clues on where to go and what you might encounter as you move further in the dungeon. The strategic placing of the effects combined with the art creates a whole new feel for certain sections of the game.

Lastly due to due to the many requests we have received, we wanted to let you know that we intend to work on the map as a primary feature for our next update. There will be a map for each level in addition to a few new unique surprises. We hope to have the new map feature out late February.

Here are the full details of the update:
  • Implemented partial controller support for Xbox 360 and Xbox One controllers
  • Updated the Help page with controller button info
  • Added scenery and effects in the Battlements
  • Added scenery and effects in the Library
  • Added scenery, loot, and effects in the Smithy
  • Added scenery, loot, and effects in the Royal Chamber
  • Added scenery and effects in the Mines
  • Added scenery and effects in the Alchemy Labs
  • Changed some enemy types in parts of the Library
  • Fixed various minor bugs
Sample of new scenery in level 2 (Library):



Sample of new scenery in level 4 (Royal Chambers):



Sample of new scenery in Level 1 (The Battlements):



Thanks for all the feedback and we hope you enjoy the update!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

We have made some minor scenery/balancing additions in level 1 (The Battlements) and fixed two issues. The first issue was a lighting error when brightness was changed while the torch was out. The second happened when the player was killed and the game was restarted from the beginning rather then from your AutoSave file. Thanks for all your feedback to make the game better!

Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

We have made some minor scenery/balancing additions in level 1 (The Battlements) and fixed two issues. The first issue was a lighting error when brightness was changed while the torch was out. The second happened when the player was killed and the game was restarted from the beginning rather then from your AutoSave file. Thanks for all your feedback to make the game better!

Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

We have made more scenery improvements and fixes based on your feedback. We improved voice overs for some characters in the game (e.g. friendly orcs) and made the hidden rooms and spells a little easier to find and look better. We also added some new scenery in level 2 (The Library). Finally, puzzle levers now move faster and have a unique "busy" sound which may sometimes be heard when you press multiple puzzle levers or open/close doors too quickly. Thanks for your feedback and let us know what you think!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

We have made more scenery improvements and fixes based on your feedback. We improved voice overs for some characters in the game (e.g. friendly orcs) and made the hidden rooms and spells a little easier to find and look better. We also added some new scenery in level 2 (The Library). Finally, puzzle levers now move faster and have a unique "busy" sound which may sometimes be heard when you press multiple puzzle levers or open/close doors too quickly. Thanks for your feedback and let us know what you think!
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