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

Ancient Dungeon VR

Devlog #4 - Jan 12 2022

Hey everyone. This is the 4th development update. This devlog will mainly focus on the big code cleanup and rework we are currently working on.

The Rework


Ancient Dungeon has been in development since around May 2018, which means a lot of the systems that are used have aged pretty poorly. Furthermore, the game contains a lot of legacy code and outdated systems which need to be refactored. That's why we are currently working on our second update, which is simply called "Codebase Cleanup".

Here is a small list of things that we are going to change/update:

  • Use OpenXR as the new standard and remove VRTK from the project
  • Update the project from Unity 2019.3 to 2020.3
  • Improve and rework several parts of the project which are poorly optimized
  • Improve the workflow of several modding related actions, such as AssetBundle loading, Room Modding, etc.
  • Expand the modding capabilities
  • Improve modding documentation
  • Introduce a reworked stat system which makes item synergies behave more consistent, and also fixes a lot of issues with stackable upgrades and potions
  • Make the world generation more consistent (currently the world can look different even if the same seed is used)
  • Add Localization support
  • Add some QoL features like Steam Workshop support, UI Pointers on both hands, and a stabbing mechanic for swords
  • Rework/Rebalance some items which are currently having issues


This rework will probably take a few weeks for us to complete. Especially reimplementing all of the VR interactions in OpenXR may take some time. But it is necessary in order to support new HMDs in the future more easily and to add new content to the game in a more streamlined manner.

What will the players get from this? Most of this work is behind-the-scenes work, which means players won't even notice the difference. But there are still some things that people may notice:

  • Less microstutters
  • More consistent physics and climbing interactions
  • Fewer issues with grabbing items/equipment


Future Content


The Codebase Cleanup will most likely not introduce any new content. New content will come in the update after it. We are planning on adding new floors to the game which will be an alternative to the currently existing ones. For example, the alternate floor of the "Overgrown Gatehouse" will be called "The Buried Gardens". These alternate floors will be roughly the same difficulty wise, but feature new gameplay elements and a few new enemies. Our goal is to have an alternate floor for every floor currently in the game (except Beast's Cradle).

Also, the Beast's Cradle won't be the final floor of the game. The true end boss and true final floor has not been revealed yet and will come in a future update. Stay tuned for that!

We are also looking into supporting Daily Runs with a daily Leaderboard and scoring system, so players can compete against each other every day.

We are also currently working on designing a few new gameplay elements such as new traps, different merchant shops and more. More info on that in future devlogs!

Thank you everyone for playing the game and giving feedback! We really appreciate it.

Hotfix ea0.1.1.2

Hey everyone. This update fixes a lot of the reported issues over the last few weeks. Stay tuned for the next dev log next week where we talk about the next upcoming updates! (last weeks devlog was skipped because it was during the holidays).

changes/fixes:
- The Alchemist challenge run now doesn't spawn orbs any more that were excluded
- NG+ 2 now correctly applies damage to the player when hit
- NG+ now doesn't override damage from items and mods any more that change the outcome of the damage
- Food no longer disappears in NG+ 2 and higher in your wrist slots upon reloading a save game
- In NG+ 3 and higher your health bar now properly gets disabled upon reloading a save game
- The Gambler challenge run no longer gives out flyers all the time in certain runs
- The "Caretaker" milestone now resets the 'being hit' state upon entering NG+
- The Item Compendium and Insight Shop now update when milestones are unlocked in the hub that give insight or/and an item
- Fixed "Third card monte" showing stat change popup upon reloading a save when you picked up the item
- The crossbow color no longer disappears when using snap turn
- fixed ghost NPCs getting killed with assassins mark
- fixed a bug where killing the ghost in the ghost fight with assassins mark softlocking the fight
- controllers now vibrate when parrying a ghost sword
- "Third Card Monte" can no longer remove heart containers
- When using snap turn you now get snapped to the closest angle after talking with NPCs or during the ghost fight to prevent offset issues
- fixed potential synergy issues with calcified pustule
- fixed ghost npcs not getting cleaned up when entering the next floor
- fixed falling out of the map when getting too close to collapsed walls
- fixed threshing blade not affecting ceiling plants in the mine

modding additions:
- exposed new classes "Chest", "Lock", "AIBossBook", "WorldGeneratorEvolved.BuildingBlock"
- added some missing objects to StringToObjectMapper