the big update is still in progress, but thanks to your valuable feedback, which hasn’t gone unnoticed, significant improvements have already been integrated. What remains is completing the Forest Graveyard, redesigning the Museum to make space for the exhibition about the new location, adding the new equipment and making the language files modifiable. Fingers crossed, the update should be ready by the end of August.
In the meantime, you can explore a curated selection of AI-generated music, created using Suno and featuring original lyrics tied to the game’s lore. Each song delves into key themes, characters and events, offering a fresh perspective on the story through atmospheric sound and storytelling. It’s the perfect way to get in the right mood while speculating about what’s to come.
today I wanted to share a quick update. I submitted Cursed Dungeon Raider to the Indie Arena Booth at Gamescom 2025, hoping to showcase it among some of the most exciting indie titles out there. Unfortunately, I found out today that we weren’t selected to be part of this year’s lineup.
Of course, it’s disappointing, but I completely understand the tough decisions the jury had to make, choosing from so many great indie games. That said, this only motivates me more to keep improving, keep building and keep sharing the development journey with you.
Thank you again for your continued support!
Progress and New Release Window
Hello Community,
I want to update you all on the progress of the next big update. With some of you already playtesting the Closed Alpha, I’ve been working to implement your feedback, which is taking more time than expected. As things stand, I now expect to release the big update around the end of May 2025.
However, this also means that the current release target of June 2025 is unrealistic and I have to push back the full release once again. Rather than setting another specific date that might not hold, I’m now shifting to a general release window of 2026. When I’m one month away from release and confident everything is ready, I’ll announce the final date.
That said, in the best case, the release could still happen in 2025. A key indicator will be the big multiplayer performance test event, which I plan to hold a few months before launch. More details on that will come when the time is right.
Thank you again for your continued support!
Demo and Release Date
Hello Community,
the public demo for Cursed Dungeon Raider is now available for everyone to play. You can dive into the game and experience the single-player mission set in Transylvania, giving you a taste of the core gameplay while I continue working on the full version.
Additionally, after careful consideration, I’ve set a new release date for the full game:
19.06.2025
This extra time will allow me to finish the key elements I mentioned in my previous message. As a reminder, I’m working on completing the Egypt region, expanding the Historical Museum exhibits, integrating Co-Op multiplayer, creating NPC character models (where you can participate with your 3D models too) and ensuring everything is polished and tied together with exciting contracts.
For those of you who have been part of the Closed Alpha playtesting, you can continue testing the game until the full release. Please remember that your save data will be reset at launch, so treat this phase as a chance to help test features rather than focusing on long-term progression. You’ll also be able to try the demo alongside the Closed Alpha if you’re eager to explore the new content ahead of its final integration.
Thank you again for your patience and ongoing support. I can’t wait to hear your feedback on the demo and share more updates with you as we approach release!
Release Postponed
Hello Community,
Unfortunately, I have to postpone the release of Cursed Dungeon Raider. At this time, I can't provide an exact release date, but I will share an update about the new release date by Halloween at the latest.
The reasons for this decision are straightforward. Since I am developing the game as a hobby in my free time, I underestimated how much time it would take to create a complete gaming experience with all the promised content for the Early Access version. Specifically, I need more time to complete the Egypt region, expand the Historical Museum exhibits, integrate Co-Op multiplayer and apply final polish to bring everything together with exciting contracts.
However, I will be releasing a public single-player demo around Halloween. This will give you a chance to get hands-on with the game. The demo is set in Transylvania and will showcase the main gameplay during a mission.
For all Closed Alpha playtesters, you can continue playing until the new release date is reached. As mentioned at the bottom of each changelog update, your save data will be reset at release, so please play with testing in mind rather than focusing on progression. That said, you’ll be able to play the demo alongside the Closed Alpha if you’re eager to experience the new content before it’s fully integrated into the main game.
Thank you again for your continued support!
Closed Alpha V.20240814
As always, I want to thank everyone who participated in the closed alpha. Your feedback is always valuable in spotting and fixing numerous bugs. I look forward to your continued support with this latest update.
If you haven't yet participated and would like to join the play-testing while providing valuable feedback, please refer to the post linked below for detailed information on how to gain access to the Closed Alpha.
Reduced the fox’s running speed slightly to make it easier to track before it escapes.
BLACK MARKET
NEW
Added one-time side missions available via the bulletin board at the black market.
Added the Innkeeper as an interactable character for submitting side missions.
CHANGES
Changed that the player can no longer disable lights in the black market.
DUNGEON
NEW
Added more trap variety for increased gameplay challenges.
Added trip ropes as a new mechanism for triggering traps.
Added more details to the dungeon environment.
CHANGES
Increased the number of collectible items in the dungeon.
Walls with lower holes can now replace doors to add more variety.
FIXES
Fixed a bug where the spear trap failed to damage the player despite a direct hit.
Fixed a bug where two door sections were incorrectly positioned on top of each other or very close to each other.
GAMEPLAY
NEW
Added an introduction main quest line to guide the player through all the different locations.
HISTORICAL MUSEUM
NEW
Added more interactive elements with the museum guard.
Added the museum attendant as an interactable character.
CHANGES
Throwing objects is now classified as a minor act of vandalism and will result in penalties.
HOME
NEW
Added a chandelier, bulletin board, drawer, and candle holder to the home office.
CHANGES
Resized the bedside table with two drawers and adjusted its positioning. Objects within should remain unaffected.
FIXES
Fixed a bug where a display case at home still contained pre-filled artifacts.
Fixed an issue where the ladder fell through the floor.
ITEMS
FIXES
Fixed a bug where the electric lantern caused flickering low-quality shadows near objects.
MYTHOLOGICAL MONSTER
NEW
Added the ability to throw rocks for all Golems.
PERFORMANCE
NEW
Added a dynamic shadow system. If the game performance drops below 30 FPS, shadows will be progressively disabled to maintain smooth gameplay, especially in the historical museum.
CHANGES
Optimized performance for shadow casting lights.
Reduced performance impacts from smoke effects.
USER INTERFACE
NEW
Added notifications for changes in money and archaeological reputation.
CHANGES
Improved readability of the level loading tip text with added shadows for better visibility against bright backgrounds.
Again keep in mind that the save game will be resetted as soon as the game gets released in early access. So please play for testing purposes and not for the progress.
Finally, I want to express my gratitude once more for your ongoing support and feedback. Your input is invaluable, and future updates will be guided by your valuable suggestions and preferences.
Now, set out on your adventure!
Closed Alpha V.20240722
As always, I want to thank everyone who participated in the closed alpha. Your feedback is always valuable in spotting and fixing numerous bugs. I look forward to your continued support with this latest update.
If you haven't yet participated and would like to join the play-testing while providing valuable feedback, please refer to the post linked below for detailed information on how to gain access to the Closed Alpha.
Fixed foxes getting stuck while trying to escape in a certain direction.
Fixed a bug where all animals and monsters noticed the player at the start.
BLACK MARKET
CHANGES
Updated interactions with the black market merchant.
CONTROLS
NEW
Added a control setting to smooth out camera rotation.
Added control settings to toggle movement and sprint, enabling auto-run capabilities.
DUNGEON
NEW
Added new points of interest on the Scandinavian island.
Added a lit ship on the sea for easier boat location.
Added more lootable objects in the dungeon.
FIXES
Fixed placement issues with destructible walls at lower dungeon entrances.
Fixed misplaced doors in the dungeon and their rotation issues.
Fixed misplaced destructible walls in the dungeon.
Fixed main artifact glitching below the coffin.
Fixed immediate light transition from bright to dark when descending into the dungeon.
GAMEPLAY
NEW
Added smell gameplay mechanic.
Added one new objective.
CHANGES
Changed sprint mechanics: sprint key input is ignored when endurance is depleted, allowing recovery before the player needs to release the sprint key.
Updated player crouch transition to be smoother.
GRAPHICS
FIXES
Fixed a bug where ashes began to glitter.
HISTORICAL MUSEUM
NEW
Added interactions with the museum director.
Added new donate-able collectibles to the museum's display cases.
CHANGES
Changed museum display cases to only be visible when a collectible is donated.
Changed other large displayable objects in the museum to only be visible when discovered and objectives are completed.
Updated interactions with the historical museum storage worker.
FIXES
Fixed display cases at the historical museum that stopped displaying donated objects after repeated visits.
HOME
NEW
Added more bookcases at home.
Added compass, chalk, and flashlight as starter equipment on the office table.
CHANGES
Removed pre-filled collectibles from display cases at home.
Removed bed collider interaction.
Updated map to a more historically accurate version at home and in the menu.
ITEMS
NEW
Added ceramic plate as a new collectible.
Added an advanced compass with rangefinder capabilities.
Added beast repellent as throwable equipment.
CHANGES
Updated guide flags, ladders, and wooden boards.
FIXES
Fixed glowing light tube of the electric lantern when it was not lit.
Fixed wooden boards sticking to surfaces at home when returning.
Fixed glitching objects when crouching and then standing up over them.
Fixed collectible weapons on the Scandinavian island disappearing when going back home.
MYTHOLOGICAL MONSTER
NEW
Added new points of interest to the Wisps guidance possibilities.
Added Berserker (Werebear) as a new monster with variations in black, red, and snow fur.
CHANGES
Updated monster spawn mechanics: more difficult monsters spawn as the player succeeds.
FIXES
Fixed Wisps reappearing after exiting the dungeon, even if they were vanished by the player.
PERFORMANCE
CHANGES
Optimized GPU memory usage.
Optimized RAM usage.
SAVE AND LOAD
CHANGES
Optimized loading process.
USER INTERFACE
FIXES
Fixed active cursor issue at the start of the game.
Again keep in mind that the save game will be resetted as soon as the game gets released in early access. So please play for testing purposes and not for the progress.
Finally, I want to express my gratitude once more for your ongoing support and feedback. Your input is invaluable, and future updates will be guided by your valuable suggestions and preferences.
Now, set out on your adventure!
Closed Alpha V.20240612
First and foremost, I want to thank everyone who participated in the closed alpha. Your feedback is always valuable in spotting and fixing numerous bugs. I look forward to your continued support with this latest update.
If you haven't yet participated and would like to join the play-testing while providing valuable feedback, please refer to the post linked below for detailed information on how to gain access to the Closed Alpha.
Changed the decoration on the black market round table.
FIXES
Fixed a bug where non-purchased, stackable items could be stacked onto purchased items and vice versa.
Fixed a bug where selling silver coins at the black market caused the bouncer to stop you from leaving.
CONTROLS
NEW
Added control settings to enable horizontal and vertical inversion of camera controls.
DUNGEON
NEW
Enhanced the dungeon with additional details and collectibles, enriching the exploration and discovery experience.
CHANGES
Reduced the number of empty rooms in the dungeon.
Adjusted rock traps so they can no longer destroy demolishable walls with minor contact.
FIXES
Fixed a lighting issue with broken tables in the dungeon.
Fixed a bug where interior items were placed directly behind the door in the dungeon.
Fixed glitching walls in the dungeon.
Fixed a bug where two doors in a row were spawned in the dungeon.
Fixed a bug where the lower dungeon entry was blocked by other doors and/or objects.
Fixed a bug where the dungeon had no entry.
GAMEPLAY
NEW
Added interactive features to paintings, allowing access for more detailed information.
Added new sound and visual effects to indicate when the last 5 seconds of stamina are depleting.
GRAPHICS
NEW
Added support for 16:10 aspect ratio, ensuring a better visual experience for users with different screen formats.
CHANGES
Introduced a maximum speed parameter for the Aurora Borealis to prevent it from moving too quickly on certain systems.
FIXES
Fixed a bug in the dynamic calculation of shadow resolutions, resulting in a general performance boost, especially in scenes with many shadow-casting lights.
HISTORICAL MUSEUM
CHANGES
Enhanced museum performance.
Altered museum lighting to be more yellowish and slightly darker.
FIXES
Fixed a bug where the museum could still be visited despite being recently banned.
HOME
NEW
Added display cases at home; these are currently not usable but will be functional in future updates.
CHANGES
Improved performance for the large chandelier over the round table at home.
Removed the world map from the round table at home.
Modified the paintings at home.
ITEMS
CHANGES
Expanded the range of objects that can be drawn on with chalk.
Updated coin attention spark to appear only in dungeon worlds.
Made wood boards stackable.
Enabled wood boards to be placed on dynamic objects, with the boards falling off when the object moves, making it easier to construct small structures.
FIXES
Fixed an issue with drawing chalk on wooden pillars in the dungeon.
Fixed a bug where silver coins could not be placed.
LANGUAGES
FIXES
Fixed a bug where the Portuguese language was not selectable and also blocked selection of other languages.
Fixed missing characters for a few languages.
MYTHOLOGICAL MONSTER
CHANGES
Changed Wisps appearance.
FIXES
Fixed a bug where Wisps were visible even during the day.
SAVE AND LOAD
FIXES
Fixed a game-breaking bug where the screen could go black if you tried to return home immediately after arriving at another location.
USER INTERFACE
NEW
Added a background to subtitles to enhance readability.
FIXES
Fixed the noise level interface remaining visible after restarting the game, even if the interface was turned off.
Fixed a bug where the inventory info interface remained visible while changing equipment if the mouse was left over an equipment slot when closing the inventory menu.
Fixed a bug where the archaeological reputation tooltip was still visible even after closing the inventory.
Again keep in mind that the save game will be resetted as soon as the game gets released in early access. So please play for testing purposes and not for the progress.
Finally, I want to express my gratitude once more for your ongoing support and feedback. Your input is invaluable, and future updates will be guided by your valuable suggestions and preferences.
Now, set out on your adventure!
Want to See Your 3D Character Come to Life?
Hello Talented Artists
Do you want to set a mark on the world of Cursed Dungeon Raider? There is now an exciting opportunity for 3D artists to showcase their skills and see their creations come alive in Cursed Dungeon Raider, which is set between 1919 and 1939 and goes all around the world from Central America over Scandinavia, Central and Eastern Europe to Eygpt, Africa and Asia. Contributors whose models are included will be not only visible but additionally credited in the game, showcasing your contribution to players globally.
What Kind of Models?
Most importantly detailed, realistic 3D character models that resonate with the early 20th-century setting. But if you prefer to create mythological monster, then there is your chance too. Whether you are passionate about creating background characters or formidable monsters, I am eager to see your creations.
NPC Character Inspiration
Butler: The discreet backbone of many aristocratic households. This character should embody professionalism and meticulous care, dressed in a crisp, buttoned-up uniform. His expression might be one of perpetual readiness and unwavering loyalty, with a posture that speaks of decades serving his employers. Attention to detail, like a perfectly tied tie, polished shoes, and a neat hairdo, would be crucial for this character.
Museum Director: An intellectual beacon with a keen eye for the rare and extraordinary. This character might wear classic 1920s attire, like a tailored suit, exuding authority and knowledge. Their model should reflect a person who spends days curating precious artifacts and educating the public, perhaps with glasses and an ever-present catalog or clipboard in hand.
Black Market Merchant: A clever and somewhat secretive trader of forbidden wares. This character could have a more rugged, elusive look, perhaps with a heavy coat to conceal their goods and a wide-brimmed hat to shadow their face. Details like hidden pockets, assorted trinkets, and a wary gaze would make this model come alive, hinting at a life of constant vigilance and secret deals.
Aristocrat Gentleman: The epitome of upper-crust society in the early 20th century. This character would be the picture of elegance and wealth, dressed in a fine suit or a tuxedo, complete with a monocle or a walking cane. His posture and demeanor should exude confidence and privilege, perhaps with a slight air of disdain or aloofness that marks his high social standing.
Mythological Monster Inspiration
Leshy: The elusive forest spirit from Slavic folklore. This character could be towering and imposing, cloaked in leaves and moss, with eyes that glow with the wisdom of the woods. The Leshy is the guardian of the forest, often portrayed with a beard made from living greenery and limbs that twist like gnarled tree branches. Imagine this spirit blending seamlessly into the forest background, appearing almost camouflaged until noticed by an unsuspecting passerby.
Huldra: This beguiling creature from Scandinavian lore is known for her stunning beauty that belies her true nature. With the torso of a beautiful woman and the hidden tail of a cow or fox, the Huldra is both enchanting and horrific. She could be depicted luring unwary travelers with her charm, set against the backdrop of misty Scandinavian forests. Her model would feature intricate details that reflect her dual nature, blending human allure with the wild elements of her forest home.
Model Requirements
The character model must fit into the time setting between 1919 and 1938.
It must be a realistic PBR style with high definition textures and reasonable amount of vertices.
Your models should be rigged and if they are not humanoid also come with a bunch of animations.
Try to adhering to industry standards (like Mixamo) to ensure they integrate seamlessly into the game.
How to Participate
Leave a comment here and tell me what you want to do. Further discussion will then be moved to the Steam Forum or via Steam Chat or Email.
I can't wait to see what you guys bring to the round table. This is your chance to leave your creative stamp on Cursed Dungeon Raider that blends rich history with an exploration adventure.
Looking forward to your incredible creations!
Closed Alpha V.20240513
First and foremost, I would like to thank all participants of the closed alpha. Your invaluable feedback was essential in identifying and resolving numerous bugs. I eagerly look forward to your continued support with this update. This update also includes compatibility with the Steam Deck. Volunteers for testing on the Steam Deck are welcome!
If you haven't yet participated and would like to join the play-testing while providing valuable feedback, please refer to the post linked below for detailed information on how to gain access to the Closed Alpha.
Fixed foxes stuttering movements when they attempt to flee from the player.
AUDIO
NEW
Added creaking wood floor sounds to the home environment.
CHANGES
Slightly increased volume for fire-related sound effects, including torches and fireplaces.
Adjusted the ambient rain sound at home to be more noticeable near windows and outer walls, while quieter deeper inside the building.
Updated the Scandinavian loading music to a theme that better suits the region.
BLACK MARKET
Added the Black Market as a new visit able location. In this secret location, players can sell their unearthed treasures, purchase new equipment and, in later updates, embark on exciting missions, some of which even go beyond the limits of legality.
In future updates you will be able to talk with enigmatic figures, each with their own hidden agendas, and unlock new potential clients. Whether you're looking to enhance your gear or delve into the murky waters of morally ambiguous quests, the Black Market promises a wealth of opportunity and danger alike.
CHARACTERS
NEW
Added placeholder characters featuring preliminary animations and AI-generated voice lines. Note: The voices will be replaced as soon as a proper voice actor has been found. Moreover, only a select few characters are currently interactable.
CONTROLS
NEW
Added comprehensive GamePad support. Please note, due to an overhaul of the underlying system, if you have customized controls, you will need to configure them again.
Controls are now individually adjustable for each device (keyboard/mouse and gamepad).
Added UI images for specific controls, including mouse buttons and certain keyboard keys.
Added a setting to adjust mouse sensitivity for gamepad controls.
Added controls for setting look directions.
Added controls to rotate inventory items during placement.
Added controls to toggle the visibility of the inventory, objectives, and pause menu.
Added a toggle option for sneaking in the control settings.
FIXES
Fixed camera rotation issues encountered at very low FPS.
Fixed stuttering of objects while being placed.
Fixed the scroll wheel functionality in the control menu. Other keys can now be used as well.
Fixed issues with dragging items in the inventory using buttons other than the left mouse button.
DUNGEON
NEW
Implemented foundational support for seed-based reproducible dungeons.
Added new dungeon room variations where ladders can be utilized.
Added destructible walls, currently only destructible by large monsters.
CHANGES
Enhanced the exterior of the Scandinavian dungeon with subtle decorations to increase its prominence.
Adjusted the boundaries of the Scandinavian island to match the water level.
FIXES
Fixed stuttering issues when entering or exiting the dungeon.
Fixed an issue where dungeon dust appeared to glow under certain conditions.
Fixed overlapping issues in dungeon room layouts.
GAMEPLAY
NEW
Objects that glitch through the floor will now reset to the main round table in the library. If you've lost any items, check there first; if they're not present, you can be sure they haven't glitched through the house floor.
Added a feature to disable bed colliders, allowing players to retrieve items that may have fallen behind them.
Added a "Surrender" button to exit missions on demand. Note: Using this feature results in character death and loss of inventory. Use it only if you cannot find your way back.
CHANGES
Endurance now only depletes in dungeon worlds and regenerates faster when standing still, with an increased rate of regeneration when crouching and stationary.
Improved the collider for stairs to enhance the walking experience and ensure more accurate object interactions.
Increased the interaction distance for objects on the floor or above the player.
Optimized interactions with small objects such as coins and chalk. Pixel perfect clicking is no longer necessary.
FIXES
Fixed collision issues with the statue stone circle.
Fixed a glitch that allowed players to pass through dungeon ceilings.
Fixed an issue where players took fall damage after being stuck in an object for an extended period.
Fixed an issue with object placement when the player dies.
GRAPHICS
NEW
Expanded selection of FPS limits.
Expanded VSync options (Off, Full, Half). Note: Disable VSync if your FPS are not over your monitor's refresh rate to avoid stuttering and sluggish input/movement.
Added an option to disable shadows for low-end PCs. Note: Disabling shadows is not recommended as it causes lights to shine through walls and other objects. Use this option only if you are experiencing significant performance issues.
Added settings for soft shadows.
Added an option to manage shadows for player-equipped light sources only. Disable this setting if activating the electric lantern results in a substantial frame drop.
CHANGES
Improved FPS counter.
Updated the home's wooden facade and reduced the shininess of doors for a more realistic appearance.
FIXES
Fixed the high speed issue of the Aurora Borealis that was seen by certain players.
Fixed an issue where all lights were missing in the dining hall and office at home.
Fixed issues with trees clipping through objects.
Fixed DLSS compatibility checks for unsupported systems.
Fixed lighting issues on Scandinavian island during evening.
Fixed lighting issues related to snow, smoke, and fireplaces.
Fixed lighting anomalies when using chalk.
Fixed shadow casting from electric lanterns.
HISTORICAL MUSEUM
Added the Historical Museum as a new visit able location. Step into the Historical Museum, a cornerstone of the game world where history and adventure meet. As a new archaeologist, you can go there to begin your journey with free starter gear provided by the museum. You can enhance your archaeological reputation by donating artifacts and other valuable collectibles, which will be proudly displayed within the museum's halls.
In future updates, once you gain enough reputation, you will be able to connect with curators and the Museum director to receive specialized missions that deepen your engagement with the rich history of the real existing artifacts.
ITEMS
NEW
Added new equipment: ladders and wooden boards.
Added precious but rare gemstones to find.
Added collectible bronze chalices.
CHANGES
Introduced a subtle sparkle effect to coins.
Expanded the range of surfaces chalk can be used on, including more static surfaces like pillars, round walls, statues and now dynamic surfaces too like doors, chests and drawers.
Chalk is now stackable, enhancing inventory management.
Enhanced the compass glow for improved readability in dark environments.
Removed the pre-existing weapons from the basement weapon rack, allowing you to place your own found weapons there. Note: Placement still requires manual adjustment and can be clumsy.
FIXES
Fixed colliders of tableware items.
Fixed collision problems with small coins.
Fixed an issue while drawing with two chalks simultaneously.
Fixed the yellow highlight effect on certain objects.
MYTHOLOGICAL MONSTER
NEW
Added wisps that appear at night on the Scandinavian island.
PERFORMANCE
CHANGES
Enhanced performance both at home and on the Scandinavian island.
Improved debris performance.
Significantly improved the efficiency of lights and their shadows for substantial performance gains.
Enhanced the pathfinding algorithms for animals and monsters.
Optimized the mesh of 3D scanned artifacts. Note: If you have placed artifacts at home, some may have shifted slightly to different positions.
SAVE AND LOAD
CHANGES
Enhanced the load time for the Scandinavian island.
Optimized save/load times for saved games.
FIXES
Fixed a crash issue when loading the Scandinavian island.
Fixed physics issues when loading items. Before, it looked as if a poltergeist had been raging.
Fixed the loading of large chests to ensure they appear correctly if left open.
USER INTERFACE
NEW
Added a new interface to display the player's noise level.
Added subtitles with customizable settings (toggle on/off, language, size).
CHANGES
Relocated the settings warning icon to behind the settings name and made it slightly transparent to encourage players to hover their cursor over it for hints.
Relocated the Scandinavia marker further north on the mission world map.
Relocated interaction text to the center of the screen, rather than below center.
FIXES
Fixed the electric lantern's name across all language settings.
Fixed the inventory view when the player dies.
With this update you can now make progress, but keep in mind that the save game will be resetted as soon as the game gets released in early access. So please play for testing purposes and not for the progress.
Last but not least I want to thank you again for your continued support and feedback. Your input is invaluable, and future enhancements will be based on your valuable suggestions and preferences.