Ancient Dungeon VR cover
Ancient Dungeon VR screenshot
Genre: Role-playing (RPG), Adventure, Indie

Ancient Dungeon VR

Hotfix ea0.1.9.4


  • fully revealed minimaps are now transparent at parts that you haven't visited
  • reworked minimap to reveal tiles by line of sight and not full rooms at once
  • pois are no longer a question mark on your map but reveal with the same new room reveal mechanic

  • increased flail bomb explosion radius by 0.5m (20%) and adjusted particle effect to correct size
  • flail head max allowed swing speed has been increased by 20%
  • flail head max swing speed is now dependent on chain length (longer chain = higher max speed)
  • fixed grass blades being half transparent
  • improved grass displacement logic
  • fixed hanging vines moving in the wrong direction when interacting with them with weapons
  • fixed some crystals not spawning in a run when too many have been collected
  • fixed rabid bestiary not setting touch damage to 0 when open on proxies
  • fixed incantation orbs having the wrong layout on the tome when having more or less than 3 mana orbs
  • fixed gnawed-off paw flickering in stat screen
  • added onManaReturn modding event
  • fixed modding asset bundle loading on windows
  • fixed an issue with fungal growth on the flail
  • fixed an issue with saving causing an exception wiping your equipped relics
  • fixed being able to use marks in the end run screen
  • fixed multiple quests not correctly unlocking when using the save run feature
  • fixed arcane rift softlocking players
  • fixed arcane rift boss routine also running on proxy players
  • fixed some issues with crystal prisom fight
  • fixed un-parry-leled not working correctly after a version upgrade

Hotfix ea0.1.9.3


  • fixed multiple generation desyncs
  • fixed some worldgenerator states persisting between runs, which resulted in subsequent runs after a challenge run to not have secret rooms or shops for example
  • fixed relic hunter insight upgrade from spawning arena curses in normal runs
  • fixed minimap disappearing when opening quest menu
  • fixed marvellous marks adding more and more text to relics after each run

Hotfix ea0.1.9.2


  • reduced cooldown for flail bomb by 1 second
  • increased size of the minimap on your wrist
  • fixed some softlocks with arena mode
  • fixed some issues with saving and loading runs resulting in blackscreens
  • fixed a hole in a room in overgrown gatehouse
  • fixed multiple issues with subsequent runs not correctly reloading relics and other objects resulting in buggy interactions and relics not working correctly
  • fixed an issue with relics sometimes being blank and not having a name
  • fixed mortality and crit damage stat not being saved
  • fixed crit damage not resetting after ending a run
  • fixed a potential issue with the feverish modifier not checking max health of the player
  • fixed multiple exceptions that were thrown in the game
  • fixed shopkeeper sometimes not spawning the boss when killed
  • fixed health bars sometimes not reappearing after NG+++ or vial of blue blood has been applied
  • fixed skeletons not cleaning up correctly on death
  • fixed skeletons sometimes still dealing damage after being killed
  • fixed an exception that could occur in bargain signed in blood
  • fixed ride the waves quest not unlocking when doing both arena quests at the same time
  • fixed multiple issues with the minimap
  • fixed burlap blindfold using the wrong sprite
  • improved the way multiple relics push themselves away when spawning at the same position
  • fixed augment crystals and relics overlapping sometimes
  • fixed the game upgrading your save file not saving immediately, which could cause lost progress when the game crashes after a version update
  • fixed flail parts spawning even when the flail is already unlocked
  • fixed augment crystals spawning when a weapon part is also spawning somewhere

Hotfix ea0.1.9.1


  • added a new augment to the flail which shortens chain length
  • flail parts can now also spawn in the noxious sewers
  • small cosmetic adjustments to the stat screen to make marks more visible
  • increased flail damage while in mace mode
  • fixed an issue with enemies not dying correctly when using crossbow (and any subsequent non crossbow runs)
  • coins and keys will no longer collide with orbs in order to not accidentally destroy them
  • potentially fixed some world generation desyncs
  • fixed the game not reloading correctly when offline
  • changed fog color to a slight green when winning a run instead of red like before
  • fixed beast not doing its death animation for proxy players
  • fixed some materials not being affected by fog
  • fixed some issues with unbreakable items in shops
  • fixed multiple quests not unlocking correctly
  • fixed some max health changing relics not correctly updating the health amounts
  • fixed flail design in augment window not looking correct
  • fixed ingame console not showing relic names
  • fixed missing translation keys for flail stats in the stat menu
  • fixed spawn listeners not correctly cleaning up which caused issues in hard mode where enemies had too much health

MAJOR UPDATE: Flail & BOMB Weapon Class + MORE


Hello hello, fearless adventurers!

Stretch those arms and secure Clarence to your head, you’re about to flail wildly into the newest update to Ancient Dungeon. And yes, that is both a warning and a promise.

This one’s a big’un. A huge one. The kind of update that kicks the dungeon doors open and tracks cinnamon smelling fungus in your homebase. We’re talking a brand new weapon, awesome revamps, shiny new features, bug fixes that have been bonked into submission, and a pile of quality of life changes stacked taller than a mimic pretending to be a bookshelf (no worries, we totally did not turn bookshelves into mimics in this update).

So without further suspense....

Let’s crack open the update scroll and see what awaits you in the dungeon today.

NEW WEAPON: Flail and Bomb




The Flail is a heavy weapon ruled by momentum, physics, and the ancient art of swing first, ask questions never. You’ll be whipping a massive iron ball through the air and into anything unlucky enough to exist in front of you. Walls? Bonked. Pesky Flies? Bonked. Personal space (hopefully not the merchant)? Also bonked.



And when swinging wildly isn’t enough, the flail has a trick up its spiked sleeve. Its ranged counterpart is the BOMB. The flail head detaches and becomes a throwable explosive you can launch with your off-hand, detonating on trigger after release. Perfect for clearing mobs, controlling space, or finally getting revenge on those flies that think dodging is a personality trait.


For adventurers who prefer their destruction more… direct: the Flail can retract. This tightens the chain for better control and turns it into a close range monster smacker for when you just want to stand your ground and hit something extremely hard.

Swing big. Throw bigger. Regret nothing.

How to Find the Flail and other Weapons



Weapons no longer politely appear fully assembled like gifts with a bow on top. No, no. That would be too easy.

Weapons now come in pieces, literally.



Instead of finding a full weapon in one go, you’ll discover weapon parts scattered through the dungeon and assemble them across multiple runs. The Flail’s parts can be found in the Infested Dungeon and the Mines, so expect a bit of hunting before this beast is complete.

Other weapons now follow this system too.

2 New Currencies to Bring Home



Two new currencies have appeared in the dungeon, and yes, you’re expected to bring them home like a responsible adventurer.

You can now return Gold and collect Crystals during your runs and bring them back to the homebase. Apparently the Acolyte discovered there’s treasure down there and immediately declared a mandatory (optional) donation to the Grand Library. Very noble. Very suspicious.



After boss fights you’ll find his loyal assistant: the Scrying Glass. Deposit your gold and crystals into it for safekeeping, and they’ll be waiting for you back home.

Crystals unlock Augment slots (what augment slots? patience, hero), while gold fuels various upgrades with more uses coming in future updates. The dungeon economy is thriving. Please invest responsibly.


Equipment Augments ENTIRELY Reworked





Augments have been completely reforged.

The old upgrade tree has been retired to a quiet farm upstate. Augments are now slots you equip into your loadout, meaning you’ll have to choose what powers you bring into battle instead of unlocking everything forever. Buildcrafting is now a thing. A dangerous, wonderful thing.

We’ve added 20 new augments so you can twist your playstyle into something truly unrecognizable. And this system lays the groundwork for future SPECIAL augments coming in later updates.

Head to the anvil, experiment, and prepare your loadout like a proper dungeon professional. The monsters will not adjust accordingly.

Quest System





Every hero needs a quest. Preferably several. Preferably posted anonymously on a board somewhere.

Milestones have been reborn as a full Quest Board. Head to where milestones used to live and you’ll now find active quests ready to be tackled and rewards ready to be claimed. As you push through the story and conquer new challenges, more quests will appear.

The dungeon now officially recognizes your heroism in writing. No backing out now.

Happy questing, adventurers!

A Sketchy Pond?!



The homebase has expanded… and apparently discovered water.



A suspicious little pond has appeared, sitting there quietly and definitely not plotting anything. We’re told it’s important. We’re also told not to ask too many questions. The Acolyte insists this is all part of a grand plan we’ll “understand later.”

We don’t trust it. You probably shouldn’t either.

But it is very scenic. Just a reminder, you definitely do not know how to swim.

Talking about scenic, get ready for...

Infested Dungeon REDESIGNED





That's right, the Infested Dungeon has been completely redesigned and now looks disgustingly beautiful.

New visuals, new atmosphere, same unsettling cinnamon smell wafting through the air. If you’re allergic, please consult your healer and bring an epipen. The dungeon is not liable for spice-related incidents.

Enjoy the view. Try not to breathe too deeply.

KICKSTARTER NPCS!



Four Kickstarter NPCs have moved into Ancient Dungeon and now occasionally visit your homebase to chat, loiter, and generally exist in a way that feels important.

If you grow attached (or just enjoy the company), you can permanently enable them in the settings menu so they stick around. The dungeon is dangerous it’s nice to have roommates.

AND... ONE OF THEM IS A CAT?!

SAVE SLOTS


We've added save slots! You can now have up to 3 different save files in the game and switch between them in the main menu.

Arena Changes


We've added a lot more Arena Mode Room variations and made infested/noxious and mines/depths appear randomly and not one after another.

NEW END SCREEN



You'll find a new end screen after you die in the dungeon, giving you a more detailed breakdown of your journey.

Reworked Fog and added Ambient Occlusion


BEFORE

AFTER

As you can see we've made huge improvements in how the fog looks in the game. The dungeon and your homebase is now prettier. You welcome.


We've added Ambient Occlusion! There's a setting to turn it on now, so your dungeon is EVEN prettier.

Insight and Lore Reworks


We have completely reworked how Insight is calculated. You now can't collect infinite Insight anymore. Insight is now based on your game progression (bestiary entries, relics found, journal pages etc).

We have also reworked the way journal pages spawn in the dungeon to unlock them faster and more reliably, especially for experienced players.

Changes and Adjustments



  • Added a new stat called Mortality, which shows how much damage you will receive when hit
  • Stats of other players can now be seen in multiplayer
  • added multiple small new dialogues to the acolyte and blacksmith npc
  • Soul Delves now give more insight (and award crystals) and will show the amount on the UI (if not completed)
  • All drop tables are now affected by luck, which means chests, enemies etc will drop less or more depending on your luck stat
  • If you have a mark equipped you will now see it visually recharge when killing an enemy
  • Added a few new insight upgrades related to early game progression
  • Lowered difficulty of Noxious Sewers and Luminous Depths to be more in line with the base floors
  • Dungeons now use a new seed system to make them 100% consistent to that specific seed
  • Weapons can now be unlocked by finding multiple weapon parts within the dungeon instead of the whole weapon at once
  • the game now awards 5 beast blood on beast kill. Hard mode increases the awarded blood amount by the multiplier. First phase of beast awards 1, second phase 1 as well and third phase 3.
  • added a crit damage stat (hidden in ui for now), that changes how much crit damage you will do
  • added ghost of ghost fights to bestiary
  • added lore rooms for luminous depths and noxious sewers
  • removed ginseng root relic


FIXES & IMPROVEMENTS



  • Massively increased the loading speed of the game
  • Dying in Singleplayer will not reload the game anymore and will immediately respawn you at the home base (like in multiplayer)
  • You can now control the voice chat volume of each player separately
  • Alt floors will now appear from the start and don't need to be unlocked
  • you can now see which player has not bought or bought an insight upgrade by hovering over the lock in the UI
  • fixed an issue in the world generator which caused rooms to always spawn in the same orientation
  • fixed lots of z fighting issues in the game
  • fixed multiple generation desync issues in multiplayer
  • updated LIV sdk to latest version
  • fixed fire or poison effects not spawning a visual if effects are applied quickly after the previous one has run out
  • fixed cosmetics shop ui rendering above stat screen ui
  • fixed modding coroutines not correctly cleaning up
  • fixed ghosts not dissapearing after a fight
  • fixed player models having bald spots
  • lots of performance improvements in the gloaming mines, which should remove the lag many people were experiencing
  • fixed duplicate hit splashes appearing when hitting enemies in some cases
  • fixed lots of visible MSAA seams
  • fixed wasp nest state not persisting when saving
  • fixed some issues with the queen fly
  • fixed granitle pestle working for other players
  • fixed arena pool running out of relics and causing softlocks
  • fixed onButtonPress modding event not working in multiplayer
  • fixed insight board not updating when a player leaves
  • your wrist info will now be hidden in the home base
  • increased maximum allowed deadzone in settings to 0.9
  • improved visible body setting visibility
  • fixed magic wand not being able to cut grass
  • fixed minecart not working for tome and wand combo
  • rebalanced some insight upgrade costs
  • fixed some softlocks with the rabid bestiary
  • updated some colliders on elementals to make them more reliable with crossbow
  • multiple fixes to the ingame console
  • and MANY MORE...I don't want to bore you guys

Hotfix ea0.1.8.2

Ancient Dungeon ea0.1.8.2 has been released. This update introduces LIV Native Live Streaming support for Quest and fixes some smaller issues that have been reported.

- LIV has been updated to the newest version, which now supports native streaming
- improved load up times significantly
- added a potential fix for Linux/Proton users having a warped view in headset
- fixed some issues with sealed rooms and merchants mark
- Fixed an issue with tome and wand where in certain cases it would incorrectly mark a special orb as being cast, when in reality it was returning to the book which caused the player to lose the charge
- fixed multiple issues with vial of blue blood
- fixed vial of blue blood damaging the player when eating food
- fixed glittering orb softlocking arena runs, challenge chests and sealed rooms
- fixed an issue with luminous depths not generating correctly
- fixed changelog not being up to date in main menu
- improved asset loading ordering which should prevent wrong relics etc being shown on proxy players in some cases
- fixed shopkeeper fight not starting in high performance mode
- added overstock flyer and shining catalyst to arena blocklist
- silk chain now has a small delay before teleporting enemies
- fixed some spelling mistakes
- reworked winged shoe to better detect objects to float over
- fixed some cosmetics positioning
- fixed an issue with fog having the wrong distance on PCVR and Quest 3

Hotfix ea0.1.8.1

[p]- fixed a critical issue on PSVR2 (and potentially other) headsets which froze the game on startup[/p][p]- fixed some crates in the home base not being breakable[/p][p]- fixed some softlock issues in arena mode[/p][p]- curse of leaden feet now only deals its effect when actual damage is taken[/p][p]- fixed arena breaking in subsequent lobby runs[/p][p]- fixed starting an arena run when starting a normal run in multiplayer, after an arena run was played[/p]

New Wave-Defense Game Mode + Halloween Update!

The Halloween + Arena Update Has Arrived!

[p][img src="https://clan.akamai.steamstatic.com/images/35672451/9d2deace0345fcc30b8f9ec9341ace9b351ee120.png"][/p][p]Adventurers, it’s time to dive back into the dungeon this Halloween if you dare.

This is one of our biggest and spookiest updates yet, introducing the brand-new Arena Mode: a wave defense mode! Explore the revamped home base, complete with a Mirror to try on new cosmetics, a full Halloween makeover, and even a Photo Booth to capture your frightfully good looks.[/p][p]We’ve also brewed up a cauldron of reworks, fixes, and treats in this massive update. So without further ado… grab your pumpkin lantern and dive into the sweet (and spooky) details below!
[/p]

Arena Mode: New Game Wave-Defense Game Mode

[p][img src="https://clan.akamai.steamstatic.com/images/35672451/ed1fe4355ad0843e9d503168095c936efc9d1abd.png"]This new game mode can be found next to our classic dungeon crawler mode at the home base. You can hop in with up to 3 other players with all the weapons you have unlocked. Face wave after wave of enemies in the toughest challenge Ancient Dungeon has ever seen. Shorter runs, higher stakes! [/p][p][/p][p]For most it will be unlocked, but if you haven't filled out your bestiary with at least 35 dungeons you'll see a progress bar at the area and it will be locked. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35672451/57803b17ec0325045feb9f113294d23f2a24aa47.png"]To unlock it simply hop into the dungeon and discover 35 monsters by going through each floor.

[img src="https://clan.akamai.steamstatic.com/images/35672451/c9d13313ecf048271c657573bc8e1afb11bff7f7.gif"]In this new game mode you'll start with just a few monsters spawning. Fight them off and survive the wave and be rewarded with a selection of relics to pick.

[img src="https://clan.akamai.steamstatic.com/images/35672451/e2dc83f8906879c520938f80989bc9fe23ff3dca.png"][TAG-40]After you pick a relic the next wave starts, each wave spawns new relics for you to strengthen yourself and survive so pick carefully! With more players more relics spawn each wave and you're able to select more than 1 relic.

[img src="https://clan.akamai.steamstatic.com/images/35672451/6831a213719e777e45ddebed38501dd34e677495.png"]Occasionally you'll be forced to choose a shared curse! These curses range from waves spawning faster and more chaotic to taking more damage per hits.

[img src="https://clan.akamai.steamstatic.com/images/35672451/b06e78d82ffcf588a3b68e783e39b85157c954d4.gif"][/p][p]After your selection the floor dynamically changes, this can mean raised platforms, the ceiling crashing down on you, the floor disappearing below you so you have to stay on your feet![/p][p]
[img src="https://clan.akamai.steamstatic.com/images/35672451/c5f97107c65de9894187724da7bc08a4ad31adf1.gif"][TAG-50]We've also added a ton of traps randomly appearing like this new fire trap besides your classic traps like spikes, darts and more![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35672451/5c7b688d5153cedaf59452d3665741ab6a3f1c03.gif"][/p][p]Arena mode has 3 doors featuring shops, items, and other goodies for you to unlock. As you kill monsters keys will drop allowing you to unlock these hidden treasures. The doors in this game mode feature a new lock which display how many keys you'll need to unlock them. [/p][p][/p]

LIV Implementation: In-Game Camera System
[img src="https://clan.akamai.steamstatic.com/images/35672451/e2452fafe48c3e5d6b4bb4e0ba12b05983906461.gif"]

[p]Take pictures and videos from all kinds of angles. Selfies, action shots, and cinematic clips are now just a tap away! Find the toggle for LIV in the MISC in-game settings to spawn the tablet![/p]


Home Base Updates: Photo booth + Mirror

[p][img src="https://clan.akamai.steamstatic.com/images/35672451/32cf52dab2ec7b40ad12f9aa570b38c1a556f090.png"]Find some new additions at the homebase, like a new Halloween themed photo booth to take selfies with your friends!

[img src="https://clan.akamai.steamstatic.com/images/35672451/0949789dbfcb758a48b6c6b97181aafb5d743202.png"][/p][p]Find the mirror at the Homebase to change your look. From hats to hairstyles, colors, and all kinds of cosmetics. Unlock more by completing milestones and drip yourself out!

Other changes include:
[/p]
  • [p] Halloween makeover: An assortment of pumpkins (WITH ONE SECRET PUMPKIN SOMEWHERE)[/p]
  • [p] A button?[/p]
  • [p] Skeleton head on tree trunk for you to punch around (for good luck)
    [/p]

Gameplay Changes & Improvements

  • [p]Sealed rooms have been added back into the game[/p]
  • [p]Reworked challenge chest rooms to be more interesting and more difficult in multiplayer[/p]
  • [p]Burning enemies now ignite nearby enemies[/p]
  • [p]Wisps now stack; more than 4 merge into stronger, multi-hit versions[/p]
  • [p]Locked loot rooms now offer better rewards[/p]
  • [p]Relics not yet found now show a small icon on the top right when you find them in-game[/p]
  • [p]Abberrants and Bosses now have small indicators in the bestiary[/p]
  • [p] Changed the probability system of orbs and relics into a weight-based system[/p]
  • [p] Reworked climbing, if a climbable object moves, players move with it[/p]
  • [p] Two new milestones added[/p]
  • [p] Minimap now shows player names in multiplayer
    [/p]

Performance & Visual Updates

[p]All optimizations, quality-of-life, and graphics-related changes:
[/p]
  • [p] You can actually see your body when looking down (toggled in settings)[/p]
  • [p] Increased view distance on Quest 2[/p]
  • [p] Improved audio system: handles overlapping sounds more efficiently[/p]
  • [p] Increased text scroll speed when pressing trigger[/p]
  • [p] Relics in home base UI are now correctly sorted by name[/p]
  • [p] Mods are now installed as .zip files for easier modding[/p]
  • [p] Improved world generator stability, especially in multiplayer[/p]
  • [p] Fixed wrong minimap scaling [/p]
  • [p]Skeletons now bone-splode on death[/p][p][/p]

Bug Fixes & Polish

  • [p] Fixed fly hive performance issues[/p]
  • [p] Fixed smorgasbord augment and other item-related bugs[/p]
  • [p] Fixed rotating Beast beam particle issue[/p]
  • [p] Fixed player collider height in seated mode[/p]
  • [p] Fixed feed the friend achievement[/p]
  • [p] Fixed statistics UI time formatting[/p]
  • [p] Fixed credits names and Craven speech bubble[/p]
  • [p] Fixed statistics and milestones not updating correctly in multiplayer[/p]
  • [p] Fixed rotten plant projectile sounds[/p]
  • [p] Fixed runs not starting after unlocking a new weapon[/p]
  • [p] Potion effects now flash faster before running out[/p]
  • [p] Fixed cascading power augment not working correctly[/p]
  • [p] Fixed enemy network sync issues in multiplayer[/p]
  • [p] Tons of smaller fixes and optimizations to make runs smoother
    [/p]
[p]
That's all for now, adventurers, jump in, try the new Arena game mode, and let us know what you think in the comments!
[img src="https://clan.akamai.steamstatic.com/images/35672451/f123bc27cf87576501b7039c1fadcc05a1210763.png"][/p]

Mage Class in Ancient Dungeon?!

Get ready as a brand new weapon combo is coming to Ancient Dungeon on the 31st of July!

[p][/p]

Devlog 18: Weapons, Destructions, Modding, Reworks, and More!


Hello adventurers!



We bring you a fresh devlog to let you know what we've been hammering away behind the scenes (literally) while you've been clearing dungeons, braving the new alternate floors, and exploring all the new features from the last update. Let's dive into what's coming to Ancient Dungeon.




we couldn't settle on just one so we've been working internally on 3 weapon combos. We'll be releasing them across three separate updates over the next 3 months, with the first coming soon! But here's the fun part: You'll decide which one comes first through this community poll. Each combo will offer a new playstyle.


We'll have more to show soon, but for now, get ready to vote and let us know which one you want first!



We're giving the Beast Blood shop a full makeover. With the addition of new weapons, we want to make spending Beast Blood more rewarding. The reworked shop will feel more like the Insight upgrade system, with a clearer layout and more meaningful choices.

It won’t just be about weapons either, expect general character upgrades too. We heard your feedback and we’re making Beast Blood feel a lot more valuable.





Destruction is about to feel a lot more... destructive. We’re adding visual destruction to dungeon elements like walls, ceilings, pillars, and floors.


While this won’t turn Ancient Dungeon into a dig-your-way-out sandbox, it opens up exciting new design paths that we're actively exploring like:

  • Secrets hidden behind destructible walls
  • Secret rooms revealed by throwing explosive orbs
  • Doors that can be blasted open with explosions or fire



We want every impact to feel satisfying and who doesn’t want to break more stuff?



Our modding community has been asking for more support, and we're making your lives easier. Coming alongside the next update:

  • An updated Room Modder
  • A Visual Studio Code Extension
  • Full autocomplete, syntax highlighting, and error checking for mod development



This is a full quality of life patch for our fellow modders.



More floors are coming. We're currently working on three new dungeon floors:

  • A castle courtyard style alt floor for the Overgrown Gatehouse (first floor)
  • A new Library Alt floor
  • A floor after the Beast's Cradle with new dangers, tougher enemies, and final lore pieces (we'll share more soon)

Our goal is that every dungeon gets an alternate path and a few surprises beyond that.



We're tweaking the flow of how you unlock content. Here's what's coming:

  • Weapon unlocks will require discovery in Points of Interest (these will not require the POI Insight Upgrade), instead of appearing automatically at the blacksmith.
  • Lore pages will be split across base and alt floors (whereas before they weren't any in alt floors), with more chances per run
  • We'll be finishing the journal storylines in the deeper dungeon layers

We want progression to feel earned immersive, and more satisfying each run.



We're making some upgrades and general improvements, here's a list below:

  • Upgraded to Unity 6 for better performance, stability, and bug fixes (including that stubborn multiplayer audio bug)
  • Major memory usage improvements to keep high NG+ runs stable and crash free
  • Kickstarter NPCs will be added as part of a future weapon update


]


That's it for now! First up is the community weapon poll. You'll decide what comes next so make sure to vote!

As always, thank you for playing, exploring, and having fun with us. More updates (and sneak peeks) are coming soon. Make sure to join our discord for the latest and to chat with us!

Stay sharp,
-The Ancient Dungeon Team