Added support for camera rotation (using the <- and -> keys) and camera reset (using the home key).
Implemented support for unrestricted frame rates (FPS) which can be chosen in the settings menu.
Weekly challenge content for next week.
Reduced the increase in enemy HP and armor on days 4, 9, 15, and 19.
Fixed bug causing shortcut keys for buildings to become scrambled.
Resolved issue where players were prone to accidental card selection at the start of each day.
Fixed bug causing significant camera displacement when moving the camera while the game was paused.
Fixed bug where players who have played the demo version were not receiving the "Complete Tutorial" achievement.
Fixed bug where some players were not seeing roguelike challenges.
Fixed bug causing repeated selection of the same map multiple times.
We are paying attention to feedback and issues raised by players in the Steam comments, forums, surveys and Discord channels. We will address game issues and make adjustments as quickly as possible. However, due to limited resources (this is a solo-developed game), not all feedback can be immediately addressed. We appreciate your understanding!
Additionally, our translation support team has nearly completed translations for French, German, Russian, Japanese, Korean, Spanish, and Portuguese(Brazil), which will be implemented soon.
Build notes: 1.6.9e - Fixed two Katie spankbanks (MMA and Flawless fire gem) - Fixed an issue where some memories aren't triggering correctly - Fixed an issue with video thumbnails when there were two videos with the same name - Fixed up puppeteering for the Katie MMA fight
1.6.9d - Fixed up memories (accessed from settings)
1. The maximum level required for upgrading the magic barrier has been changed to level 110 2. Fix bug where attributes of level 100 and level 110 suits cannot be displayed correctly
Nightmare Mode Custom levels with randomly chosen waves. You can choose the background, boss and weapons from the start. If you found the gauntlet too easy, then this mode is for you!
Small Changes and Bug Fixes
Issue with screen size not being correct when toggling maximised Mouse support for clicking buttons Mouse 3 now fires charged weapon Mouse 4 + Middle mouse now fires bombs Fixed some colours in backgrounds, pixels out of place etc. Red outline to smoke Normal and Easy - Colour previews for routes. Route B in horizontal stages now follow the dark theme to make it clearer both routes are different. Keyboard Controls screen can now be exited with Keyboard and Gamepad without clicking back. Fixed some enemies appearing too soon Some boss health values lowered a little
I hope you are well since last time. It’s time to take a look at the development of Neverlooted Dungeon.
Still polishing the game
As I announced last time, the game is now in the polish phase. The game is almost finished, but I continue to improve it until it finally reaches my level of requirements.
My process is quite simple at the moment: I play and analyze the latest version of the game, I do some playtests and analyze the feedbacks, then I sort things to debug, improve, change, add, delete. Then, I work on a new version with the aim of improving the things with the most impact in a limited time. Once the deadline is reached, I finalize the game version, and I start the analysis and improvement loop again.
Full level 2 rework
One of the big challenges I tackled was the complete rework of level 2. For a very long time I found that this level was well below the others in terms of interest, because it was one of the oldest levels that I had created. And as it is important to “confirm” the interest of the game after an already very appreciated first level, it became urgent to take care of it.
I started out simply reworking it, but it ended up creating a completely new level. The best parts of the previous level have been reused in this or other levels. It was a big challenge but according to my own tests and playtests, I think it was largely successful. I’m also very happy to have completed this work in just a few weeks.
More life in the dungeon
Among the important improvements of the latest versions, I worked on the creation of new unique creatures, especially for the last levels. Indeed, certain levels were really lacking “their creatures”, whether for novelty and variety, but above all for the atmosphere and narration that they provide.
I started by creating a lot of creature placeholders with very coarse geometry and place them in the levels, and made a lot of tests. I finally really created several of them, including also some variations. There are now crabs, zombies, living statues, and many others which I will not talk about so as not to spoil their discovery. I am very satisfied with the result. In a future version, I will improve their animations, behaviors, and adjust their difficulty, in particular some of them are much easier to defeat than they should be.
Here is a glimpse of some of them. You can find the cute crab in the latest version of the demo.
Stronger focus on epic traps
Part of my goals in polish is to improve the “Epic Tomb Looting” aspect, particularly by improving and adding “Indiana Jones”-style “epic trap rooms”. I am improving and adding small puzzles too, more for the narrative and atmospheric contribution than for the real challenges, but don’t worry, some optional puzzles will be real challenges. I have actually done things that I find really nice in the new level 2, here is a short preview:
New trailer in progress
In order to better highlight the latest developments and the work on the atmosphere, I started to create a new trailer. It’s always the same structure based on the same musical track, on which I replace the clips with new ones. I think almost all the clips have been changed in this latest version. When the trailer is done, I will officially publish it and promote it.
However, I have already put it on the Steam page, so if you visited the page lately you may already have seen it.
Here is the current trailer, what do you think ?
Overall improvements
I also work on many things that are not necessarily visible, notably on fixing bugs or improving certain design elements.
I also continue little by little to improve the art style, notably with work on textures and lighting. I would love to have time to improve some atmospheric elements, like adding a waterfall in the first level, more particle and light effects, more visual scene elements.
Visibility and festivals
In terms of the game’s visibility, I’m happy because I feel like I’ve finally managed to break through a bit. I’ve been part of some festivals lately, and I started being really noticed, for instance with an article from Rock Paper Shotgun during the FPS Fest. I must now focus on making the best game possible, so that this visibility has a use when the game is released.
Demo update
I recently updated the demo to include the last improvements. There is also now a new small creature below the big stone bridge.
Roadmap
I am currently focusing primarily on improving the narration, with the addition of dialogues, notes, books, indirect and environmental narration, which I had always left at a minimum to concentrate on the gameplay.
My other priorities are improving the UI to have something cleaner and more professional, and finding an illustrator to create the introduction art and various visual elements of the game. Besides, if you are a freelance professional 2D artist specialist in fantasy, do not hesitate to send me your references.
My last really big challenge will be working on level 3. Several months ago I created a new version of this level, but I was never really satisfied with it. I would like to be able to combine the best of the existing level and this new version, to make it one of the best levels in the game.
Then, there are still a lot to do, like improving the combat, balancing the economy, improving the art, and many other things to round out the corners and have the best possible experience.
In terms of release, my current schedule is to aim for the end of the year around November/December. I think I’m still on time, but with the incompressible delays for the localisation and its testing, I can’t guarantee anything. There may also be the issue of overload of game releases at the end of the year that I should take into account.
Sort by main categories: view all, buildables, buildings, consumables (like gems, building materials), and equipment
Better categorization: added cooking stations under "equipment". Now appears under buildables and equipment
Learned blueprints are still moved to the bottom on next visit - but they are now focusable, so you no longer go all the way back up to the top if you press down on gamepad at the bottom
Shows you the items required and a preview mesh or icon, depending on whether or not there is a placeable mesh available
We have more improvements planned for the future!
✨ Quality of Life
MSQ Grassy Plains Obelisk now takes Furnace instead of Simple Stove due to material lock
NEW Fog settings: turn it off, have it on high to be more prominent, or keep it at the current default
NEW Shadow distance cutoff now affected by shadow quality: we recommend High for best looking settings, and lower if it's causing performance issues
NEW NPCs now display a heart emote for a loved gift, a music note emote for a liked gift, and a frustrated emote for a disliked gift
More rocks in Grassy Plains and Frozen Tundra for gem shards and Obsidian collection
Arrows can be now found under "equipment" in addition to "consumables" so it shows up along with the Wooden Bow
Miss Curator's counter dialogue only shows the prompt for requests if you have an active quest from her
"Cleaning Duty" quest changed from shipping 20 Clay to simply collecting items that should help get new players situated to which debris drops Cloth, String, and Fire Fragments
Furnace no longer requires Myst Crystals to craft: now requires an additional 5 Iron Ore and 5 Fire Fragments in addition to Stone and Hardwood
🐛 Fixes
Game no longer crashes when the recipient name is left blank in SNACK PACK
Fixed rare issue where SnackoUI would cause a crash when navigating between screens
Fixed issue where placing buildables in the basement of the player house would disappear
Fixed incorrect cost of Traditional Ice Box (340 → 3,400)
Angelfish now correctly spawns in the farm
Fixed issue where keybinds were being reset on game start
Fixed an issue where UI controls were released during sleep scenes.
Fixed an issue where items were lost from the inventory when saving.
Added dialogue indicating that items from the previous warehouse were moved to the mailbox after repairing the Witch's House.
Fixed a problem where the GreenForest puzzle map presentation was somewhat awkward.
Fixed an issue with the initialization of puzzle maps in Cloud Valley.
Fixed an issue where some logs in Cloud Valley were falling as soon as they were hit.
Additional Information
If the 'A Hooked Weight' disappears in the puzzle zone of GreenForest, please move to either the Green Forest Plains or Plateau and then return to the puzzle zone to proceed.