Genre: Role-playing (RPG), Strategy, Adventure, Indie, Card & Board Game
Dicey Dungeons
Version 1.7 out now!
Hey hey everyone! It's v1.7 of Dicey Dungeons! Caw!
This update is focused on bug-fixes, and on our wonderfully named new modding tool, Dicey Modgeons. For this update, I wanted to focus on tackling as many major, high priority bugs as possible. As a result, I think this version leaves the game in a really good, stable state to push forward with more modding tools and features in future!
Without further ado, the bug fixes:
Added support for high DPI monitors. Dicey Dungeons should now look better on the default settings for high resolution screens.
Your window size and position are now saved when you quit.
Fixed a serious crash bug that happen when attempting to resume a save on a floor that contained the Jester enemy. Thank you to everyone who reported this one - it took a long time to track down!
Fixed the bug that caused the dungeon atmosphere music to cut out occasionally when you change floors.
Fixed the bug that could cause the game to soft-lock if you shocked the Bear.
Fixed a bug where Yolanda has an empty textbox if you buy everything from her shop.
Equipment layout in combat should now always match the equipment layout in the inventory.
Make sure low health loop is always stopped by title screen music.
Fixed Weakened Gemstone staff having the wrong attack power.
Associated the "Quick Thinking" gadget with "Flight?".
Buffed Gold Dagger and Silver Dagger (they're both size 1 now instead of size 2, and when upgraded become unrestricted instead of simply increasing to MAX5.)
Transformer doesn't charge up if you flee from combat.
Fixed Keymaster remix rule behaviour for Witch.
Fixed Keymaster remix rule behaviour for Jester.
Fixed incorrect errors being printed in the console when poison damage is inflicted.
Fixed the incorrect display of card @data in several places. (e.g. when collecting treasure, in the backpack)
Fixed the bug where Transformer+ would revert to an unupgraded version after each fight.
Prevent Freeze from getting applied twice to dice stashed with to equipment like Lantern/Illuminate.
Added scrap as a level up reward to Inventor at level 5 (prevents a bug where they can get stuck if they have no equipment on reaching this level).
Bear Tranforms now correctly clear your backpack.
Fixed missing level up reward in Witch episode 2, Expect the Unexpected.
Fixed Inventor Silence bug (the once where the dice didn't snap to the slots correctly).
Made the positioning of Silenced Inventor slots a bit nicer.
Fixed a substitution bug that meant that Jester booster pack contents would be incorrect.
Fixed a bug where Skeleton's "Two Handed Sword" and Cowboy's "Midnight Charm" would get mistakenly exchanged with other things in some episodes.
Added support for swapping a 1x2 with two 1x1s and vice versa in the backpack screen.
Fixes a bug where enemies would end their turn without taking actions they could have taken if their last action changed their equipment (e.g. Aurora's Mood Change, Alchemist's Bear Potion).
Fixed the occasional long delays that would sometimes mysteriously happen after enemy turns.
Fixed a rare crash bug that could happen during the tutorial.
Weakened version of the Robot card from Jester episodes now heals you, and not the enemy, whoops.
Fixed a bug that caused multiple gadgets to sometimes be incorrect in Double Rubble.
Fixed a bug where Jester snapping upgraded cards created via Inventor Copy would fail to recognise the match.
Cleaned up a number of unnecessary traces in the console.
Fixed this hard to explain bug: If a piece of equipment with a countdown has a
lower* countdown when upgraded, it should now correctly remember its countdown when weakened.
In the event that the game is unable to create save files for whatever reason (e.g. permission issues, rogue virus scanners), the game now gives a clearer error message of what's gone wrong.
In addition, We're really excited to unvail the first public alpha of our external modding tool, Dicey Modgeons! Dicey Modgeons is our official stand alone tool for editing and creating mods for Dicey Dungeons - you can grab the latest release on github, here:
Dicey Modgeons makes modding the game much easier - you can use the editor to create new equipment, create or modify enemies, edit scripts, define new episode rules, and lots more! As modding support continues to expand for Dicey Dungeons, this tool will also be getting updated with new features! Feedback and feature suggestions are very welcome: https://github.com/TerryCavanagh/diceymodgeons/issues
In addition, we've got some new modding features in the game:
I've changed how modsettings.json works - the file in data/text/ is now just there as a reference, and isn't read in. To change your modsettings.json, place this file in your save folder and edit the contents!
Safety checks and missing sound effect checks are now off by default. To enable them, you need to set these options to "true" in your modsettings.json file.
"After combat" scripts on equipment and episodes are now executed when you flee from combat. (The variable "flee" is true if you've fled, and false otherwise.)
New command line argument `-modcheats`. This enables all of the various modding cheats for testing, and gives you 50 gold. This overrides any settings you might have in modsettings.json.
New command line argument `-allenemies`. Sets all enemies in a dungeon to the same enemy. e.g. `-allenemies="Loud Bird"`.
New command line argument `-boss`. Forces the boss of the next dungeon to be the enemy you specify, e.g. `-boss="Baby Squid"`.
New command line argument `-character`. Immediately starts the game at the beginning of a dungeon, playing as the specified character, in thier first available episode. e.g. `-character="Robot"`.
New command line argument `-episode`. Allows you to specify the episode when quickstarting as a character. e.g. `-character="Thief" episode=2`.
New command line argument `-enemy`. Immediately starts the game in combat against the enemy you specify. Unless otherwise specified, as Warrior in episode 1. e.g. `-enemy="Snowman"`.
New command line argument `-remix`. Makes the first remix offered be the one you specify. Only works in episodes with remix rules. e.g. `-character="Warrior" -episode=6 -remix="Val"`.
New command line argument `-equipment`. Gives the list of named equipment to the player. Only works when quickstarting with either the character or enemy arguments e.g. `-character="Robot" -enemy="Cowboy" -equipment="Slingshot,Cheat Code"`.
New command line argument `-empty`. Removes whatever equipment the player would normally start with - combines well with '-equipment'. For example, `-character="Witch" -equipment="Backfire" -empty` would start as Witch with ONLY Backfire equipped, instead of also starting with the usual Cauldron and Infliction episode 1 equipment.
The old command line arguments "testenemy" and "testequipment" have been deprecated.
Thanks to everyone for playing! See you for v1.8 soon!
Post Halloween
And that's a wrap! Spooky time is over! Thank you to everyone who played our Halloween Special over the past week!
This is just a quick post for anyone who still feels spooky and wants to try out the Halloween episodes, now that the event is over:
To access the Halloween Special episodes now:
Press ESCAPE on the title screen
Click the MODS button
And load the Halloween Special mod from the mod list!
This works because the Halloween Special was actually planned as a showcase mod for the game, a way for us to show off the sort of things that are possible with our modding system. We hope you enjoyed it!
I've got big plans for v1.7 to further expand the limits of what's possible to add to the game, as well as plans to introduce some new tools and documentation for people who are interested getting into mod making! Modding is going to be a major focus in the next few updates, so stay tuned for more!
Halloween Special
Welcome to Dicey Dungeons Version 1.6 - the Dicey Dungeons Halloween Special! For ONE WEEK ONLY, join us for three special episodes in a series of dungeons which aren't just dicey, but are also downright sinister.
This one-week-only update will be playable until 4 November, featuring:
Three new enemies - brought out of the halloween cupboard for just this week!
New spooky music!
New backgrounds!
Halloween costumes for some of your favourite and/or most hated enemies!
And three totally new episodes!
Each of these episodes - for the Warrior, the Inventor and the Witch - makes a significant change to the basic game.
First, a straightforward Warrior episode for our straightforward Warrior! The episode is basically a bonus round episode, but with new Halloween-only twists on the rules as you descend into the dungeon.
The Inventor episode is - well, like the other Inventor episodes, but with much, much worse equipment. WAY worse. Just all-round extremely terrible equipment.
The Witch episode sets up a series of six puzzles with set spells and dice where you have to beat each enemy in just one turn.
All of this is for ONE WEEK ONLY - just pick the Halloween Special from the title screen to play the special episodes!
IF YOU'RE NEW TO DICEY DUNGEONS
If you haven't played Dicey Dungeons before, you should probably play the standard game for a little while first. It's a good idea to get used to the characters and the rules of the game before you launch into the HALLOWEEN SPECIAL, where the episodes are not just extremely spooky but also... kinda challenging.
IS IT REALLY ONE WEEK ONLY?
Well, kind-of! The Halloween Special is made almost completely with the Dicey Dungeons modding system, and that means that once Halloween is over, you'll be able to use it like you would any other mod. We'll be explaining more about mod support, how to enable mods and how to make your own in the next update.
Version 1.5 out now!
Hey everyone! I hope you've all been enjoying Dicey Dungeons!
It's been just a little over two months now since we launched, and we've got a new update! This one, v1.5, is by far the biggest since launch. I've been listening to all the feedback that I've been getting, and focused on addressing as much as that as I could in this update.
As a result, this update brings some sweeping balance changes to the game - which is one of the reasons it took a bit longer than previous updates. I've been testing the changes carefully over the last couple of weeks, making sure I got things right. I'm really excited to set this one live <3
The full changelist is below, but here are the highlights:
This version includes a complete balance pass of the Elimination Round episodes. Many key pieces of upgraded enemy equipment have been changed, and some enemies (Aoife, Wicker Man and Sneezy) have had a complete redesign. A lot of people told me that they thought these episodes were tuned too hard, and I agree - so in this balance pass, I've tuned things a little easier. They're still hard! But in a way that makes more sense with the difficulty curve of the game, while still providing an interesting challenge that focuses your decisions while playing.
I've made some key changes to the Witch that make her more powerful - in particular, you can now find Weaken inflicting spells, and she gets offered an extra dice at level 4. There are also some smaller changes as well.
I wasn't happy with the distribution of remix rules in the Bonus Round episodes, so I made some changes to the distribution of rules that you're offered. There are also 7 new rules in the mix - Robobot, Crystalina, Keymaster, Marshmallow, Space Marine, Wizard and Beatrice. I think the distribution change in particular makes the Bonus Rounds much more interesting to play, and I'm excited to see how people get on with it!
Also, we've got three new localisations this time! Traditional Chinese, Polish, and Portuguese! There are still a few more languages which are almost ready to go, and should be coming soon after a bit more testing (including Irish, Dutch, and Japanese).
The full changelog (beware of spoilers):
Added Traditional Chinese localisation.
Added Polish localisation.
Added Portuguese localisation.
Added Polish localisation.
Updates and small improvements to all existing localisations.
Updated modding API to v0.12 (See mods/CHANGELOG.txt for a detailed list of changes)
Example mods "plasticshield", "frogurt" and "victiore" updated to v0.12.
Changed the distribution of remix rules for bonus round episodes.
Added 7 new remix rules to bonus round episodes: Robobot, Crystalina, Keymaster, Marshmallow, Space Marine, Wizard and Beatrice.
Fixed broken tooltip with Rose remix rule.
In Jester 6, don't offer Bow Wow Wow.
Warrior 5 and Thief 5 don't encounter Slime anymore.
Don't offer Cowboy remix rule if Scathach is the boss.
Jester is no longer offered the Skeleton remix rule.
Many small changes to the weakened versions of high level enemy equipment (levels 4+).
Increased the damage on Magic Missile+ to 8.
Change Slime Ball+ from 2 poison on a NORMAL slot to 3 poison on an EVEN slot.
Cactus Spear+ now does 2 extra damage per thorn. Cactus Shield+ increased thorns by 1 instead of 2, but can take any dice.
Changed Rotten Apple+ to reduce countdown to 12 instead of reducing health to 1/3rd.
Lock+ now just returns the dice instead of flipping it. (Keyblade+ is unchanged)
Changed Pirate Hook to re-use on 4 instead of 5, and Pirate Hook+ to re-use on 5 instead of 6.
Changed Snowball+ from +2 to +1.
Reduced Lament+ from +2 to +1.
Reduced Rock+ from +3 to +2.
High Note+ now inflicts weaken instead of doing an extra 3 damage.
Gave Rat King an extra dice.
Aoife has a new design.
Wicker Man has a new design.
Sneezy has a new design.
AI now understands Re-Equip Next status correctly.
Decreased the size of Juggling Ball (when not playing as Jester).
Increased the size of Spatulasword.
Fixed Inventor Gadget "Heatwave".
Changed Dragon's Tooth to do quadruple damage instead of triple.
Reduced countdown on Catastrophe to 7 (from 10).
Fixed a crash bug that could happen in Parallel Universe episodes if you inflict alternate poison and it targets certain types of equipment.
Fixed a crash bug that happened if you used Harvest Scythe to erase your prepared spells.
Fix episode information getting stuck when selecting a closed door.
Fixed button mashing delay on Witch's "Throw Dice".
Various other small changes.
Things we're currently working on, and hope to have ready soon:
For the next couple of updates, I want to focus on improving the game's modding support! It's already possible to do some pretty cool stuff with modding, but we have a lot more planned, including exposing more of the game to modders and releasing a dedicated tool to make modding easier. For a great example of what's possible already, you should check out the amazing More Fluff, by Jackeea, recently updated to be compatible with v1.5! It adds around 400 fun new items to the game, distributed throughout the game's episodes!
Two new enemies are coming soon - Bounty Hunter and Drain Monster! I was hoping they'd be ready for v1.5, but this update was already taking longer than planned, so I figured it was best not to rush them.
More translations! (Irish, Japanese, and Dutch are in the works and still to come.)
More and more bug fixes! Keep 'em coming!
Thanks for playing, all! Hope you enjoy the new update! <3
Version 1.4 out now!
Yay, it's update time! Here are the highlights from v1.4:
The update adds Steam Achievements to the game, as well as 17 new challenges, bringing the total (for now) to 53. (We've also added Steam Trading Cards, while we were at it! Which means the last big remaining steam feature is Workshop support, which will be coming in a later version.)
Right, uh, this one's a little embarrassing: some people were reporting that there was a special song that only played if you quit and loaded your saved game. This was 100% a real thing, but it wasn't intentional! It turns out two of the songs from the soundtrack would just never play until you loaded your game - "Tempting Fate" and "Fighting Chance". I've fixed it, and now they play as intended. (or, to put it another way: there are two extra songs now!)
Lots of small quality of life changes and various fixes in this version - for example, Thorns no longer pierces shields, I made some small but important changes to how episode progression works, and if you buy an upgrade from the shops and change your mind, you can back out of it without losing your money.
The full changelog (beware of spoilers):
Added 17 new challenges.
Changed the enemy profile that's associated with many of the challenges.
Removed the "Survive an attack from Cornelius" challenge (if you're trying to get it intentionally, it's too grindy and not fun).
Disable the unlocking of challenges/achievements if any mods are active.
Change to episode unlock progression: If you select a character that you've completed the first episode for BEFORE episodes are unlocked, go to the episode selection screen to show that the rest of the episodes are still locked.
Change to episode unlock progression: Once episodes are unlocked, you can play any of the first three episodes for all unlocked characters, even if you haven't completed the first episode.
Fixed a bug that prevented the tracks "Tempting Fate" and "Fighting Chance" from playing unless you loaded a saved game.
Fixed wrong atmosphere music on Dungeon (it was using Dark Forest instead).
If you don't scrap equipment when playing as inventor for any reason, in the next fight you'll have a Broken Gadget instead of keeping the last thing you had.
Fixed a softlock bug that could occur during Double Rubble if you only brought one piece of equipment into a fight.
Lowered the Countdown on Wisp's Fool's Fire from 16 to 12.
Fixed a double counting bug that affected Kraken's Overwhelm attack.
Burn?ing dice now works correctly on countdown equipment.
Fixed a soft lock bug that could sometimes occur if you clicked on a activateable node while you were walking over it towards somewhere else.
Prevent the player from triggering their limit break while previewing enemy moves.
Added a new example mod, "Victiore". ("Victiore" is basically French for "You Defeated")
Added the ability to go back to the shop/level up screen if you change your mind about choosing an upgrade, copy or delete.
Changed Thorns to no longer pierce shields.
Fixed Lock status effect on Robot.
When previewing enemy equipment as Jester, hide the Jester's UI correctly.
Fixed a bug where if you traded a small item for a big one with Val, you got to keep the original item too.
Countdown equipment that has been cursed and has disappeared will now no longer mysteriously consume dice.
When playing remix episodes, if the player leaves and continues in a "select rule" screen, the screen will be shown after continuing.
Things we're currently working on, and hope to have ready soon:
For the next update, I want to focus on some more balance changes - in particular, I think some upgraded enemy equipment needs tweaking for Elimination Rounds, especially Sneezy who's way too powerful when upgraded. I'm also still thinking about the equipment distribution for the Witch. (When it comes to balance changes like this, I prefer to take my time and figure things out properly, to make sure I get things right!)
I'm also looking forward to adding some new rule remixes for Bonus Round episodes!
Two new enemies are coming soon - Bounty Hunter and Drain Monster!
More translations! (Irish, Japanese, Portuguese, Polish, Dutch, and Traditional Chinese are in the works and still to come.)
More and more bug fixes!
Thanks for playing, everyone!
Version 1.3 out now!
Wow! Has it really been two weeks? I hope you've all enjoyed being turned into walking dice and cursed to fight in Lady Luck's dungeons forever!
Got a new update today, v1.3! This is a big one! As usual, I'll post the full changelog below, but here are the highlights:
We've added Steam Cloud save support! Your progress and saves should now be synced across all of your devices!
I've made a number of balance changes in today's update, but the most significant for most players are probably the nerfs to Aoife and Kraken, and an increased number of health pickups in Witch episodes.
For Aoife, I've reduced her health - as a shield focused boss, she essentially had way more health than the other bosses - this should help even things out. (I'm considering other changes too, but let's start with that and see how it goes. Don't wanna make her too easy, now.)
Kraken's overwhelm attack was tuned a little bit too high too, I think - I've reduced the number of times they can use it each turn, which makes them more in line with other level 4 enemies.
And as for the Witch change, I've been watching a lot of people play over the last two weeks, and I think this distribution just makes more sense.
I've fixed a number of bugs with Bonus Round rules - in particular, Hothead, Cowboy and Handyman should now work correctly. More importantly, though, I've made a few changes to the distribution of rule changes in these episodes, which I think feels much better!
We've got two new translations, Turkish and Russian! We've also some updates to Chinese, French, Italian and Brazilian Portuguese. More coming soon!
The full changelog:
New and updated:
Added Steam Cloud save support.
Added Russian translation! (beta)
Added Turkish translation! (beta)
Updates to Chinese, French, Italian and Brazilian Portuguese.
Removed mis-spelt French VICTIORE sign, replaced with English "YOU WIN!" for now. (Doh, sorry, we're re-doing it)
Made some small changes to how episode availability is presented.
Bug Fixes:
Fixed a bug that was rearranging the inventory between the backpack and combat screens.
Fixed the downgraded versions of several pieces of equipment: Moonlight Spear, Ray Gun, Hacksaw, Singularity, Bee Sting, Backstab.
Fixed the upgraded versions of Plaster, Lantern, Two Handed Sword and Four Handed Sword.
Fixed a glitch that allowed you to reuse a copy station over and over.
Fixed a crash bug that could happen if you tried to use Counter Spell against Scathach (she's immune, but the game crashed if you tried it anyway).
Fixed a crash bug that happened if Copycat tried to use Backstab.
Fixed a save bug that could potentially cause a crash in the Final episode (if you saved and resumed right before the last battle).
Fixed the damage display on Particle Accelerator.
Copycat now correctly uses once per battle equipment.
Aurora, Sorceress, and Mimic now use upgraded equipment on Elimination Rounds.
Fixed the upgraded and downgraded versions of Aurora's weather spells.
Handyman rule on Bonus Rounds now correctly only affects the player, not enemies.
Fixed the Cowboy rule on Bonus Rounds.
Fixed the Hothead rule on Bonus Rounds.
Skeleton Key- now correctly changes dice to 2 instead of 4.
Even if you manage to grab a burning dice before it ignites, it now applies burn damage!
Cannot use equipment until status effects like Weaken and Shock have been applied to it.
Fixed Lojinx.
A few other small misc fixes.
Balance changes:
Improved the distribution of Bonus Round remix rules.
Overwhelm is now 2 uses per turn instead of 3. Overwhelm+ is now 3 uses per turn instead of unlimited.
Added a small number of extra health pickups to Witch runs.
Removed Bronze Cauldron from Witch's Bonus Round initial equipment choices.
Reduced Aoife's health.
Gave Wicker Man an extra dice.
Removed a dice from Copycat.
On Elimination Rounds, Copycat now gets upgraded equipment.
Aurora's weather spells do slightly less damage on normal modes...
...but she gets an extra dice.
Changed Boxing Gloves from ODD to MAX5.
Things we're currently working on, and hope to have ready soon:
Steam achievements! This is my main focus for v1.4.
More translations! (Irish, Japanese, Portuguese, Polish, Dutch, and Traditional Chinese are in the works and still to come.)
More and more bug fixes!
Thanks for playing, everyone!
Version 1.2 out now!
Hi again everyone!
Yesterday marked the end of our first week on steam, and oh my gosh, we're still reeling from it. We're so grateful to everyone who bought our game - it really means a lot to us. Thank you so much <3
We have a new update! v1.2 of Dicey Dungeons is now live! For this patch, we prioritised improving performance for Chinese and Korean players, but we've also made a couple of important bug fixes, UI improvements, and balance tweaks. I'll post the full changelog below, but here are the highlights:
We've changed how we're rendering text in the game. Now, instead of our old rendertexture based method, we're using SDF fonts. This should mean faster, smoother text rendering for everyone! In particular, if you're playing in Chinese or Korean, this should significantly optimise things. (The theory behind all this is pretty cool, by the way! Read all about it here, if you're interested.)
We have lots of localisation updates! First of all, we've added Spanish, and have a beta translation for Brazilian Portuguese! Also, the French translation is now complete, cutscenes and all! We've also got updates and fixes for Chinese and German.
We have lots of little fixes to UI issues that were reported, including things like not being able to pick up dice if they were on top of the Flee, Enemy Moves or End Turn buttons.
Made a small, but important balance change to Robot's Elimination Round episode.
The full changelog is here (warning, contains some spoilers):
Added Spanish localisation.
French localisation is now complete.
Added beta Brazilian Portuguese localisation.
Updates to Chinese localisation.
Updates to German localisation.
Switched to SDF fonts.
Prevent Bump from appearing as a random spell in Witch episode 2.
Start Robot Elimination Round with a Ray Gun instead of a Pea Shooter.
Moved some of the longer Witch Voiceover lines from action to emote. (Hocus Rocus!)
Drake now longer appears as a boss on Warrior episode 1.
(secret) can access the backpack when upgrading equipment.
You can no longer add dice to equipment that's still animating.
Fixed a bug where dice would sometimes not "attach" to cards correctly.
Clicking on a dice that's positioned over a card will no longer place that dice in the card.
Disabled tap behaviour on dice for now (We'll re-add this once it's been implemented correctly.)
Prevented spamming the (secret) button when playing as character six.
The Flee, Enemy Moves and End Turn buttons no longer activate when there's a dice on top of them.
Things we're currently working on, and hope to have ready soon:
More translations! (Irish, Japanese, Portuguese, Polish, Russian, Turkish, Dutch, and Traditional Chinese are in the works and still to come.)
Steam cloud saving!
Steam achievements!
More and more bug fixes!
Thanks for playing, everyone!
Version 1.1 out now!
Hi everyone!
Wow, what a week! We're all still a bit stunned over here on the Dicey team. I don't even know what to say! Thank you so much to everyone who picked the game over the last couple of days! It's been a really overwhelming week <3
So, I have an new update live today, version 1.1. I'll post the full change log below, but here at the highlights.
We've added a scorecard screen that appears when you complete an episode, which shows your overall progress with the game. This is in response to some feedback we've gotten from new players who worried that the game was only six levels long! In fact, the game is much, much longer and more difficult than it first appears! The episodes that the game talks about are not just random extra game modes - they are the heart and soul of what Dicey Dungeons is all about - why I think it's worth playing. In fact, the first episodes are really just intended as easy introductions to the different character mechanics. I think the game was doing a bad job at communicating this, and I hope this change helps to get that across a little better. <3
We've added beta versions of our French and Italian translations!
We've made the mod menu more visible. Press Escape on the title screen to access it! We'll be improving Modding support with each update from now on - the modding API is still in alpha, and isn't documented yet, but it's already possible to do a lot of cool things with it, like add new equipment, enemies and episodes.
We added a confirmation button for when you attempt to flee from battle.
The full changelog here (warning, contains some spoilers):
Added beta French translation.
Added beta Italian translation.
Added a new episode completion scorecard to show your overall progress in the game after each episode.
Fixed some localisation bugs (cases where strings were not being picked up and translated correctly).
Added Mods loader to the settings menu on the title screen.
Added a confirmation button for when you attempt to flee from battle.
Fixed a bug where your current run could be deleted when the game updates.
Fixed a glitch with reusable upgrades.
Fixed some cut-off text on Witch's spellbook.
Added Escape menu instructions to title screen.
Fixed Concentration+.
Fixed Lament-.
Fixed Nunchucks-.
Bonus Round challenges are now correctly rewarded on Hard mode instead of normal mode.
Bonus round: Bug fixes to Slime, Handyman, Skeleton, Cornelius and Paper Knight rules.
Bonus round: Warlock is less common.
Bonus round: Slime is more common.
Things we're currently working on, and hope to have ready in next week's patch, or soon after:
More translations! The alpha of Dicey Dungeons was available in more than 10 languages, and our translators are working hard to update those translations and have them ready for the final version of the game soon. The full list of planned translations over the new few weeks is: Irish, Japanese, Spanish, Portuguese, Brazilian Portuguese, Polish, Russian, and Traditional Chinese. (Already in the game: Simplified Chinese, Korean, German, French and Italian!)
Improved game performance, particularly when playing in Chinese or Korean.
Steam cloud saving!
Steam achievements!
More and more bug fixes!
Thanks for playing, everyone! If you've been enjoying the game, please consider leaving us a review! It helps us out a lot <3
Dicey Dungeons is out now!
Hey everyone! We're really excited to announce that Dicey Dungeons is now LIVE!
Roll your way through the Dungeons! Battle cactuses and banshees and dragons and loud birds!
If you want to find out more, the trailer should give you some idea of what you're in for: exploration, enemies, jokes, discoveries, amazing music, adorable art, strategising, and a whole load of dice.
We'll be updating the game here and there over the next few weeks - adding achievements and support for more languages, that kind of thing. And we'll keep you up to date on all the details of those updates as we go. But for now: have fun, and good luck!