We're inviting a huge number of playtesters over the next few days to try out the game. The servers are now live 24 hours a day for all regions until the 16th of October!
DEMO DOWNLOAD The Playtest download will be exactly the same as the Demo on the Steam Page. For the purpose of Steam we would like to encourage playtesters to download the Demo if they can and play via that as it really helps us out on Steam.
Additionally, wishlisting the game Really helps us too so please do that if you haven't done so. You can do both via the link here:
We're currently working on a new roadmap with a number of fixes and hope to release this very soon ahead of the game's launch into Early Access on November 7th.
Thank you everyone for joining us during this stage of development!
A bug that caused the “WARNING! Unrepairable breach!” message to show for ships after the destruction of a compartment without a breach has been fixed.
A bug that caused Coastal fleet boats to not be repairable if a compartment had a breach has been fixed.
Aircraft
MiG-29SMT — the RWR has been replaced with the L-150 system.
T 2 — a bug that caused additional camouflages to be missing in the customization menu has been fixed.
Missions
The spawn locations on the mission [Domination] Test Site-2271 have been fixed.
In missions on the Sinai map, the helipad has been moved to the mountains to help improve its protection.
On the [Conquest #1] Normandy mission, spawn points that were partially inside of a building have been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
September has rolled around, and so has our next batch of exciting updates. We've been working tirelessly behind the scenes to harness the magic of AI and integrate it into the heart of Never Ending Dungeon. Let's dive into the developments!
This month was all about blending the power of AI with the generation. Our programming team and the AI specialists united to create a communication layer for seamless in-game generation. Through intense brainstorming, we pinpointed the exact type of data the AI needs to send for optimal generation.
As a bonus, we can show you our Meta Quest generator at work:
We can’t wait till you can test it out! For now, check out how our dungeon is shaping up:
Let’s talk about multiplayer! We've been laying down the groundwork for a multiplayer mode. So no need to use external programs, just play out your campaign directly in NED.
We've added mesmerizing visual effects to two of our treasure chests, making your discoveries even more thrilling and memorable. Don’t worry, they don’t bite. (Or do they? ;)
Our concept artist added one more goblin to the band, and prepared for you a boar and froggies. Check them out below:
We also started working on goblin figurines. We can’t wait when will have whole army of goblins for you to deal with :D
We can't thank you enough for your support, and we're committed to making Never Ending Dungeon the best TTRPG experience ever. Stay tuned for more updates!
New vehicle M12 Gun Motor Carriage, equipped with a French 155mm artillery and was used from World War I to World War II. After all, who can resist such a Big thing?
Increase the armor of the Pz.III Z, as it is too vulnerable. Also, high rank enemy bonuses will now apply to the Elites.
Increase the traction of all vehicles to improve driving experience.
Remove the Pivot Turning upgrade for all wheeled vehicles.
Reduced the reload time of the KV-2 from 43 seconds to 35 seconds.
Version 1.3 has been released! This update focuses on the titular Dead City and fleshes out the exploration of it. It also adds two new heroes, four new spells, and a whole slew of Quality-of-Life improvements and bug fixes - many of these suggested by the community. Thanks, community! You're the best.
The update introduces a new tier of Ruined Tower for heroes to explore. The Ruined Library contains loot that can upgrade a hero or a guild's capabilities significantly and even alter late-game strategies. There are six different loot drops that can occur when a Ruined Library is explored. - The guild gains a random Lvl 8 hero. This hero does not take up any 'slots' at the guild. - The hero exploring the library gains Legendary Gear. These add +10 / +10 to attack and defense, compared with +6 / +6 from gold gear. - The hero exploring the library gains a permanent speed boost - All future hero recruits now start off with a healing potion - All heroes (except the merchant) can go on Support quests and tag along with each other. - The guild gets an assortment of (new!) high-level, single-use spell scrolls
Two new heroes have arrived to explore the ruins - the Thief and the Dog (woof). The thief is a ranged marksman who places a higher priority on raiding monster lairs. They'll wait to destroy monster lairs until they are a higher level as compared to other heroes. (For instance, a Warrior will try to raze a Level 1 Sewer when they reach Level 3. A Thief will wait until they reah Level 4.) Dogs (woof) love to roam around with other heroes, and get a large priority bonus to any Support missions. Dogs also start with the Support ability, as do Clerics and Bards. However, Dogs are unable to buy any equipment upgrades at the Blacksmith. They can purchase protection rings.
There are new spells and modifications to old spells. As far as old spells go, the spell Homesickness has been ditched. Like its forgotten predecessor, Heroic Amnesia (lol), it was too unclear what the spell was meant to do. It has been replaced with a Town Portal spell, which is what everyone wanted Homesickness to be. It is an expensive spell at 200 Lore, but will get your heroes out of a bind. Next up comes Flatten Earth, which has had its cost reduced to 100 Lore, is now included in the starting set of spells, and can remove explored Ruined Towers!
Four new spells are included. The first, Summon Lair, creates a low-level monster lair at a target location. This spell costs 25 Lore and is unlocked with Advanced Spell Research. This should allow players to assist fresh recruits later on in the game by ensuring there's level-appropriate enemies to fight. The next three are one-time-use spells that can be discovered in Ruined Libraries. One, Meteor, is a 7x7 massive AoE damage spell. The next, Tax Heroes, takes 50% of the heroes' gold and gives it to the guild treasury. The final one, Supercharge Towers, gives all guard houses a temporary boost to damage, range, and speed.
The final Big Addition to the game is one that you'll never be able to see: the Danger Map(tm). Each tile on the map is given a 'danger' rating based on nearby monsters, and heroes now include this danger rating in their mission decision tree. This should prevent the classic "Low level hero tries to raid a sewer that's guarded by three cyclops" kinda of error. (Heroes don't check the danger rating on the path to the target, just at the target tile. So they might try to walk by some cyclops dens. But overall they should act much smarter.) Additionally, heroes may now take a Training mission to gain experience up to (2 * Guild Level) levels.
Other changes! - Level 10+ heroes now no longer target low level lairs (Sewers, etc.) if they don't have a bounty placed on them. This should leave some good targets for lower-level heroes. - Fixed a bug where Supporting heroes did not share gold and exp gains when their support target one-shot killed a monster. - Buttons to hire Support heroes now have an icon. - Fixed a bug where Ruined Towers gave neither gold nor lore when explored. - Ruined Libraries may have a reward flag placed on them. - Added an Qwerty / Azerty button under the title screen Options menu. - Game can now be paused by lowering the game speed to x0 (replaces the x1/9). Note that the UI only updates on ticks, so if you cast a spell or build buildings you won't see the guild's gold or lore stash change until you unpause. - Heroes may be dismissed and guild buildings may be destroyed. The button is next to the Zoom button. - Fixed several issues with the 16:10 aspect ratio display. - Added a button to increase bounties by a large amount (+50). - Added the ability to reverse tab through heroes with Control + Tab. - Extended the life of the Grave icon that pops up on hero death from 1 second to 3 seconds. - On Chill difficulty, removed goblin stat increases on levels 3 and 5. - Chill and Normal difficulties now start off with 100 and 50 lore, respectively. - Fixed a bug where heroes' armor upgrades did not display properly until a weapon upgrade was purchased. - Fixed a bug where players could build on unexplored tiles. - Added a Replay Game button when the player loses a non-campaign game. This allows the player to restart the map with the same seed. There's a bug where it doesn't always work and there will be small variations in the map, but it's close at least. - Mycellaneous typo fyxes - Fixed a bug where support missions didn't properly reset their length counters after the support mission times out. - Fixed a bug where some Ruined Towers were razed instead of raided. - Fixed a bug where a monster would be selected and then deselected, and the Bounty button would be visible and clickable but nothing would happen. - Bounties now display the number of heroes currently chasing the bounty.
It's been a lot of fun making Within a Dead City, but at this point the game has neither the sales or the review score to keep this as my primary game dev focus. I'll be kicking off another round of Tiny Mass Games in October and starting work on a fresh game.
I've still got ideas for what I want to add to the game! I'd like to do another content update that adds four new high-level heroes, but where the player needs to construct specific guild buildings to unlock each class. Like Majesty, these would come in mutually-exclusive pairs. (So any given game could only have 2 of the 4 new heroes.) I'd also like to play around with the magic spells, removing lore completely and moving all spells to the 'scrolls' system that the three new spells have. (Except for Flatten Earth and Summon Lair, which would now cost gold.) The player would automatically get some scrolls for completing buildings and upgrades, such as getting a Heal scroll for building an alchemist or a Town Portal scroll for upgrading the Guild Hall. They would get some for exploring Ruins too. I think this would give spells a more strategic flavor when they are a more limited resource.
The game's review score is still weighed down by a number of "not enough content" negative reviews from the game's launch. That makes it hard to justify additional dev work when Steam shoppers see that the game is below the 70% "Positive" review cutoff. For the next content update, I'll get it done in bits and pieces over the next year - it's a fun game to work on :D If the game's review scores do cross that 70% threshold, then I'd love to focus on Within a Dead City for a while longer.
If you'd like to keep up with my future game updates and progress, then my Discord server or itch page (joshuagalecki.itch.io) are the best places to follow me :)
Special announcement today! Development has been going strong, and some cool new features have been added, but even better is that SOON™ you'll be able to experience them yourself!
Le Château will be taking part in the upcoming Steam Next Fest where upcoming games are celebrated by having thousands of demos available to play. This means that Le Chateau will have a demo of its own! I've been working hard to make it happen (and to see what even works as a demo for a game like this one), and in the end I decided to make it come down to this:
1 hour of playtime (it's a lot, I believe, so you should be fine! Infinite just seemed too much for this game)
2 out of 3 world shapes are available
20 available tiles (17 of which will have to be unlocked by playing: specifics will be shared through a guide probably)
This should all be enough to allow you to make breathtaking kingdoms without feeling restricted to the available features.
I still have some other features in mind to add later, and a bunch of tiles that would be cool to add, but of course that will be for the full version, which I'm hoping to release later this year.
Feel free to ask any questions, I'll gladly answer them!
🏰King Shelfu out (I don't know how I feel about that line but okay)