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

Ancient Dungeon VR

Hotfix ea0.1.5.2


  • fixed bat ear not working correctly
  • fixed loading a saved run placing the player in the wrong alt floor
  • fixed a generation issue placing wrong ceiling tiles in the noxious sewers
  • fixed burlap blindfold having issues when loading a run
  • hagglers mark now does a sound when it can't be activated (during boss fight for example)
  • fixed some text kerning issues
  • wisp and beast companion will now get removed when ending a run in multiplayer
  • fixed an issue with slobbering totem removing all keys and coins when loading a run
  • added when the player evades a hit, a sound will be played
  • fixed an issue with no damage achievements (evasion chance was not correctly applied)
  • fixed sharpened eagle talon not working
  • fixed wall arcs over boss doors not having collision
  • fixed challenge chests spawning enemies from the wrong floor
  • fixed crystals in the prisom fight not completely retracting sometimes
  • added a join discord button instead of just having text
  • fixed an issue with sealed souls ghost fights not working
  • glass cannon now restores to your previous health when it gets removed (dying in multiplayer)
  • fixed some typos
  • fixed hagglers mark softlock when in a challenge room

Hotfix ea0.1.5.1

- added the new achievements to steam backends so they can get unlocked correctly
- fixed multiple generation issues in the world generation
- fixed miasmic toadskin playing the wrong sound on activation
- added a marvellous marks effect for hagglers mark
- disabled challenge rooms for the time being until a fix for the softlocks have been found

Major Update – New Floors, Relics, and More!



Adventurers, the latest Ancient Dungeon update is here!



Packed with new features, exciting reworks, and important fixes, this update is our way of taking your dungeon-diving experience to the next level.

Let’s dive into the details:




  • Added 13 new enemies across alternate floors.
  • Introduced 6 new relics to discover and enhance your runs.
  • Added 4 new milestones to unlock and test your skills.
  • Included 2 new journal pages to uncover more lore.
  • Added 1 new insight upgrade to expand your strategies.
  • 2 new alternate floors: Explore the Noxious Sewers and Luminous Depths, each with unique challenges, enemies, and bosses.



  • A new post-boss area lets you choose your next floor, offering more strategic control.
  • Introduced 2 new bosses, each guarding the new alternate floors.



  • Gloaming Mines overhaul: Every room has been redesigned for smoother exploration and gameplay.
  • Sound adjustments: Updated volumes for enemies and objects for improved immersion.
  • Reworked challenge room logic to prevent softlocks during runs.
  • Savegame handling improvements to avoid rare save corruption issues.



  • Fixed relic combination Innocence Mark + Glass Cannon killing players instantly.
  • Fixed mod settings menu overflowing with content from different mods.
  • Fixed black screens in multiplayer for some players.
  • Fixed multiplayer disconnects after 5 minutes of playtime.
  • Fixed dungeon generation issues in hard mode with large dungeons.
  • Fixed ladder climbing issues for teleport movement.
  • Fixed various typos across UI elements.
  • Fixed some achievements not unlocking in multiplayer.
  • Fixed key and coin pickup sounds in multiplayer.
  • Adjusted prices and probabilities for many relics to make them more balanced.
  • Added onObjectGrab event for modding purposes.
  • Improved stability during the Beast fight.
  • Fixed black screen issues when starting a run.
  • Fixed an issue with Glittering Orb functionality.
  • Various other stability improvements.


Jump Into the Action Now!



This update is packed with new content and improvements that make Ancient Dungeon better than ever. Share your thoughts in the comments, and let us know how your adventures unfold!

Thank you for your continued support, happy dungeon diving! 💚

Clarence the Slime Plushie is Coming... with Your Help!

Hello, dungeon adventurers! 👋

This Halloween, we have something special brewing in the depths of Ancient Dungeon. We’re thrilled to announce a collaboration with Makeship to create a Clarence the Slime Plushie, the cutest, squishiest companion straight from the dungeon! But to bring Clarence out of the dungeon and into your homes, we need your support!

How to Make It Happen:

We’re running a crowdfunding campaign through Makeship, and here’s what you need to know to bring this adorable slime to life:



1. Pledge $2 to support the campaign and help us reach our goal of 200 supporters.
2. If we hit that goal, Clarence will officially go into production!
3. If we don’t reach the goal in 9 days, no worries you’ll be refunded within 2-7 business days.

Your $2 pledge helps ensure that Clarence goes from dungeon-dwelling slime to a plushie you can proudly display on your shelf (or snuggle with during intense dungeon runs). 💚

Why We’re Excited 🎉


Clarence has been a beloved character in our community, and we couldn’t think of a better way to celebrate Halloween than by launching this fun campaign. We know many of you have a soft spot for Clarence (literally), and this is your chance to bring him home!

Pledge here to help us reach 200 supporters!

Thank you for being such an incredible community and for helping make this dungeon dream a reality! Let’s rally together to make Clarence plushie a success!

Happy adventuring and happy Halloween,
The Ancient Dungeon Team

Devlog 16 – Towards 1.0



Hey everyone, and welcome to our 16th development update, which will cover a lot!

Since the launch of Ancient Dungeon, multiple content updates have been released including:

  1. Seals Souls Update
  2. Insight Rework
  3. New Relics
  4. Expanded on Lore

We’ve also spent significant development time building much requested features like multiplayer and porting the game to other platforms so others can enjoy Ancient Dungeon!

Here’s a recap of all the progress we’ve made so far:

[table]
[tr][th]Update[/th][th]Time Spent (Months)[/th][/tr]
[tr][td]OpenXR Rework[/td][td]6[/td][/tr]
[tr][td]Multiplayer[/td][td]18[/td][/tr]
[tr][td]PSVR and Pico Porting[/td][td]3[/td][/tr]
[tr][td]Official Quest Store Release[/td][td]1[/td][/tr]
[tr][td]Sealed Souls Update (Challenge Runs)[/td][td]1[/td][/tr]
[tr][td]Insight Rework / New Pages[/td][td]1[/td][/tr]
[tr][td]Christmas Update (Hard Mode Modifiers)[/td][td]0.5[/td][/tr]
[tr][td]Total[/td][td]30.5[/td][/tr]
[/table]
It's been a lot of time and a lot of work for our small dev team, but we're proud of what we've done. As you can see, we’ve spent a lot of time on the multiplayer update and OpenXR rework, which meant we didn’t have as much time to dedicate to new content.

With this milestone completed we’re excited to be moving our focus back to new content for the game! Players can expect an explosion of fun updates in the coming months! What sort of fun, you ask? Let's take a look...

The Road to 1.0


In the last few weeks, with your feedback and suggestions we have planned out a rough structure on what a proper 1.0 release looks like. While this roadmap might change (as most of our plans do) it gives a general overview of what you can expect from us in the coming months.

Introduction of Alternate Floors - The Dungeon…is Growing?





Now If you’ve read our previous devlogs you know we talked about not introducing alternative floors, that was because of the time involved in creating them as well as them having the same difficulty as the base floor. The compromise we came up with was the Points of Interest system (POI), in which floors could create small variations inside of them to make each floor more unique.

During testing and design, we realized that while the approach made sense on paper, it felt too restrictive in practice and was difficult to design because each POI is only allowed to have a small number of rooms. The dungeons still felt too similar. The definition of a POI was too broad, ranging from special rooms to entire clusters, making it hard to define clearly. Some POIs were just special rooms with the same textures, while others looked like entirely different floors. Ultimately, we were unsatisfied with the current POI system and decided to break it up.

This is going to be done in two major ways:

Firstly – Points of Interests are going to be added to the game in the form of single rooms or small multi room areas. Examples of this can look like:

  • A special type of shop that can appear instead of a normal shop
  • A climbing challenge or puzzle room
  • Rooms with a new type of enemy, mini-boss fight, or an NPC encounter

Additionally, POIs will be like the dungeon they are in, meaning they are unique to the dungeon you are currently exploring and look different as you traverse through the floors.

Secondly, we are adding multiple alternate floors to the current floor architecture. Be warned, these alternate floors will not be the same difficulty as their base counterparts. As you adventure in these dangerous alternate floors, you will find them more challenging. Fear not the base path will remain unchanged (Overgrown -> Infested -> Library -> Mines) for those that dare not take on this challenge. However, should you choose it, the further you get away from the base timeline, the more difficult the floors will get.

In this sense, the dungeon will be laid out like a triangle, the deeper you travel the more possibilities you have to explore brand new dungeons.


Please note, this visualization is subject to change and the number of floors have not been determined yet

While this means big changes, some aspects of the adventure will remain the same:

  • Most alternate floors will not feature their own special boss, they will most likely feature a boss from the base floor with a variation in the boss mechanic to make them more unique and challenging
  • While most alternate floors will have some new enemies, you’ll still encounter the creatures you’ve come to learn and love
  • Base floors will remain available, but alternate floors will need to be unlocked

Are you excited? Well get ready to be even more excited with some sneak peeks into these strange worlds you’ll soon be adventuring in!




The End(ing) Is Nigh (SPOILERS)


As many veteran adventurers are now aware, a terrible Beast lies in the lowest depths of the dungeon, a creature that doesn’t seem very interested in dying regardless of how much it’s hacked apart. Why? How? All will be made clear…

In addition to the new alternate floors, another floor beyond The Beast’s Cradle will be added, but will only be accessible when certain criteria are met. There, the true source and full history of the Ancient Dungeon will finally be revealed.

New Weapon, Who Dis?


Our beloved local blacksmith has been stirring his forge embers for awhile now, but finally seems ready to get to work! A new weapon combo is coming! What is it? Well, tune into future devlogs to find out…(coquettish grin)

Putting The Multiplatform Into Multiplayer


As it turns out, implementing multiplayer on the Quest platform was a lot of time and work, but it’s finally (mostly) stable, which means it’s time to give our PSVR2 some multiplayer love. That sounded weird, but you understand. This porting will be done as we develop new content. Ideally, we want to achieve parity across all platforms. This takes significant development cycles, so we appreciate your patience as we get this out to our PlayStation adventurers.

New Team Addition


Some of you have already seen someone by the name of Rafi around. We are happy to announce, Rafi will be officially joining the team! Here’s a bit about Rafi:

Rafi was originally making ADVR mods like the mage class mod which helped him get into university for Animation. Grateful, Rafi wanted to give back and decided to join the team as our Level and Environment Artist. He is currently creating the visuals for the floors in the up-and-coming update. Please give a warm welcome to Rafi!


What are you excited about the most? Don’t see a feature on here that you’d like, make sure to suggest what you want to see in Ancient Dungeon!

Hotfix ea0.1.4.7


  • fixed an issue with glittering orb
  • fixed a blackscreen issue when starting a run
  • fixed health bars in new game +++ showing crazy amounts of hearts
  • stability improvements for the end game sequence
  • reworked a certain method in the game that returns the closest player. Previously this method was prone to errors which could cause a number of potential issues in the game

Hotfix ea0.1.4.6


  • fixed non-multiplayer items not spawning in singleplayer (clock key for example)
  • fixed player sometimes turning into a ghost when loading a saved run
  • fixed an issue with anarchists brand not dealing damage correctly
  • fixed chests not opening when under granite pestle effect
  • fixed glittering orb purple material issue
  • fixed ladders not working correctly in teleport mode (you no longer fall out of the world when using them)
  • fixed black ceilings destroying food items when touching
  • penitents mark description has been changed to indicate that it is chance based
  • fixed boss room exit and ground holes not working correctly with teleport movement
  • fixed beast beam attack going through walls
  • improved boss death handling in multiplayer, hopefully fixing the issue of some players not being able to progress
  • fixed boss rooms sometimes not spawning
  • fixed dead players being healed by heartspring harp
  • fixed player falling through the floor when starting a run

Hotfix ea0.1.4.5


  • saves now won't get removed when doing a multiplayer run inbetween
  • fixed coins and keys sometimes desyncing in multiplayer causing them to float and not able to be picked up
  • fixed marvellous marks description showing on active relics when not bought
  • fixed deranged adventurer stick dealing damage after death
  • fixed enemies spawning inside of portals in hard mode and multiplayer
  • fixed enemies spawning outside of walls
  • fixed deranged adventurer hitting itself in multiplayer
  • fixed wall alignment in homebase causing a seam
  • fixed boss sometimes not spawning when another player leaves
  • fixed ghost in ghost fight being identified as a damageable enemy (resulting in some objects like wisps or eagle talon targeting it)
  • fixed secrets spawning behind climbing rings in an overgrown gatehouse room
  • fixed an infested dungeon room that killed performance
  • fixed pause screen causing issues sometimes
  • fixed some typos
  • stability improvements

Hotfix ea0.1.4.4

- added ability to kick players as the host
- added a new effect for alchemist mark when marvellous marks insight upgrade is bought (longer potion durations)
- active relics now show the marvellous marks insight upgrade effects

- fixed berserkers mark not being listed as active item
- fixed a potential issue with the next dungeon not generating for some players in multiplayer
- fixed generator sometimes not generating past the start room
- fixed climbing rings being wrongly rotated in a blood key room
- fixed ascetic delve big slimes not spawning smaller slimes
- fixed wrong NG+ calculation when doing a follow up run
- fixed adventurer at the end of a run causing a black screen when talking
- fixed food in NG++ and onward being visible for a short time and then disappearing
- fixed some achievements from not triggering correctly
- fixed size of the boss spawn activation area so it is no longer possible to get locked out of the boss room when entering too slowly
- stability improvements

Hotfix ea0.1.4.3

- fixed multiple softlocks in locked loot rooms
- fixed cell door locks not being able to be opened by proxy players
- fixed a potential issue with dungeon layout desyncs
- fixed multiple errors that got thrown in the console, potentially causing microstutters
- stability improvements