This patch contains some bug fixes, QoL changes, and some visual updates that I have made to the new game I am working on. Those changes are trickling back to this game.
-Removed a bug that caused the text parsing sound to clip sometimes -Fixed a bug that caused preview damage calculation to calculate incorrectly for the following badges: Ranged Shield, Melee Shield -Fixed a bug that prevented the cursor from scrolling the screen correctly while at the edge of the map -Fixed a bug that allowed the player to recruit Clerics with 2x Atk -Bards will no longer allow the War Demon badge to activate again during the same phase -After activating War Demon, the unit will automatically be reselected now -An additional decorative UI element has been added to the dialogue box
Good News! We plan to release the game before March, 15th. The game Minimal Dungeon RPG will be officially released on March, 7th. Stay tuned and enjoy!
I want to thank all the players and community members for giving my first game a try and I am happy that players have enjoyed it! That being said I feel like I want to do more for my players and to be honest the launch was not as great as I wanted it to be because there were issues with the game at launch and I apologize for that.
This is my first ever commercially released game and it is also a solo developer project so I worked very hard to get the game done but I did feel that I rushed the release of the game as I needed more time to playtest, bug fix, improve onboarding and add all the features I think should be in the game. Even editing incorrect spelling and grammar as writing is not a strong suit of mine.
By releasing the game early I was able to get a lot of great feedback and I have been updating the game and will continue to fix bugs wherever I can. There is more that I want to do and I plan to do but unfortunately I have been working on this game for the span of more than two years and I overworked myself trying to release it and patch it as soon as I possibly could. So I am burnt out on the project and I want to step away from it for a while
My plan is to have a larger quality of life update which rebalances enemies, changes up the starter cards, add more lore and story elements, and overhaul the parts of the GUI and map outside of combat. This is already in the works I am designing and trying to see what I can do to make the game better.
It may be a long time until I can release these updates though as a problem that has set the updates back is that I made some mistakes and rushed my code years ago and so it is harder to update and work with the code I have set there and some things need to be rebuilt better. For a roguelike deck builder having your code work consistently and having clarity is essential and that's something I need time to work on.
For anyone who has stuck with the game this long despite bugs or issues, you have had I really don't know if I deserve that but I am very grateful for the amazing support and the great community we have here on Steam. Please do not hesitate to reach out to me or let me know about issues, bugs, or suggestions you have for the game. I really want to fix every issue that comes up and make the game better. I just need time to get it done right.
New platforms have been added for creative building! 🎨 Several players on our Discord have requested additional coloured platforms for more aesthetic options, so Therése has gone ahead and added some!
Autosaving across all Scenarios! 💾 When you complete an objective, the game will now autosave your progress in all Scenarios, including the tutorial. Unfortunately manual saving is not yet possible in the tutorial, but this will hopefully temporarily address the (many) requests we’ve had for some kind of saving functionality in the tutorial scenario.
👾 Bug Fixes
Benches can now be moved on platforms
Fixed some items held by folk occasionally being invisible
Fixed text-wrapping in victory message of some languages
Fixed Stargazer Folk holding asteroids at distance
Fixed Construction Folk not finishing houses
Fixed generic interest items breaking houses
Fixed “Put Back Decoration” sign appearing on some buildings after loading
Fixed Spacebus not bringing folk to Traumaville
Fixed some folk navigation issues
Fixed folk sleeping “zzz” remaining after city blasts off
Fixed folk counter occasionally showing incorrect headcounts
Fixed items getting stuck after platforms are TNT’ed
The UI bubbles in the tutorial now properly rotate to face the player
Sign items are now walkable and no longer block doors
As always, a huge Thank You to all our wonderful players who report in these bugs. It's really helpful for us as we work to improve the game!
There are new major changes that will require much more management of the mining. However this allows the players to better control which ore is being mined. Also, if you are in need of a specific ore quickly you can now spend more fuel to get what you need quicker.
This should lower any advantage in leaving the game running to mine as the mining needs more direction than before.
Panels:
The 5 levels of panels have been completely redone:
Ore selection slider:
This now includes an ore selection slider which allows you to manually select the ore type you wish to mine. This replaces the previous mechanic of unlocking various ores by Time chamber (TC) level.
For example, previously you needed to get to TC level 100 to get more nickel, now you need to buy the level 3 panel to allow nickel mining.
Overdrive button:
You can now choose to mine ore much more quickly in return for a very large usage of fuel. For every 5x usage of fuel you will double the speed of mining. The overdrive button will turn off after a certain amount of time; it will be up to the players to discover the amount of time it lasts and the correct manner to use this.
Fuel Gem requirements:
Certain panel types now require specific fuel types. Also higher level panels will use fuel quicker. This all equates to more money required for fuel, and rewards have been adjusted to balance for this.
Some gems now have unique animations when inserted into the fuel panel, and upon close inspection of the fuel gems you may notice a track which slides to lock them in place in the panel. If you insert an incorrect gem into a panel, it won't animate, and will also warn you with a message.
Grating:
- improvements to textures and animations
Conveyor:
- improvements to textures and animations
Store changes:
Fuel Gems:
The fuel gems section in the store has been expanded to give you a new selection of the fuel gems required to control the washplant.
Upgrade books:
Information on each panel is now detailed in the panel upgrade book in the store. This paradigm will be used in the future to detail other upgrades.
Major Game Fixes:
- The Master Bladesmith tutorial has been adjusted to improve the spawn positions of the various MB avatars.
- The Master Bladesmith voice can now be adjusted up much higher than previous, and its nominal level at the start of the game is at the center to allow easy volume changes.
- The game will now close correctly and no longer hang in the taskbar upon exit.
- Cloud saves will now automatically restore the game across computers or upon windows file deletion, if you log in with the same Steam account (Steam auto cloud).
- The game has been updated to 4.27 to facilitate the above 2 changes. This then created a whole slew of secondary issues that needed to be adjusted including the lighting and cable components. Therefore there may be a slight change to the lighting brightness.
- Starting the game should no longer result in players falling out of the world, thus missing the starting tutorial
- If you do manage to fall out of the world before you have entered the TC for the first time you will be restored to the starting cave, instead of the TC area.
- Difficulty has been adjusted to make the game a little bit more challenging in the very early stages of the game 0 - 20. This will reset to how it was nearly a year ago, since the ease of these first few levels made the game too easy, and a lot of players were lost due to lack of challenge. Difficulty post level 35 is the same now as it always has been.
Icarus’s Blessings Global Buffs: • + 40% EXP rate increase • + 40% Soul EXP rate increase • Increase drop rate in Dungeons: o Ancient Relic Dungeon o Cave of Vulcan o Crystal Rock Altar o The boiling abyss of corruption o The coagulated abyss of blood o Armored Sheath o Luery’s Secret Vault o Magic Gem Mine
Preview: Magic Gem Mine
Luery's Secret Vault
Ancient relic dungeon
-Ancient Relic Dungeon entry will be back to 6/6 per day.
Event Date: The event will happen from Friday to Sunday for each month. Schedules will vary for each month and will be announced regularly.
Event Schedules: •March 04 to 06, 2022 •March 11 to 20, 2022 (5th Anniversary Special) •March 25 to April 03, 2022
During the event, the field monsters will drop Legend Coin Chips and can be exchanged to the Event Coin store located in Ohrdor Commercial District NPC "Arke Tribune"
*Legend Coin Chips
A maximum of 1,500 Legend Coins can be acquired from converting Legend Coin Chips in Event Coin Store per week.
*Legend Coin
Legend Coins can be used to purchase event items in the Labyrinth shop NPC "Hektor the Builder"
Labyrinth Shop Updates & Adjustment
We added new items in the Labyrinth Shop where you can use your Legend Coins from the Icarus's Blessings Buff event.