Dungeon Crowley cover
Dungeon Crowley screenshot
Genre: Role-playing (RPG), Indie

Dungeon Crowley

Patch 0.29

Greetings, Mortals!

Great news:
This is a big patch, we've made a complete overhaul of game's core algorithm, the revision of important aspects such as Foe's AI allowed us to achieve a great cpu performance boost even doubling the amount of concurrent enemies.

We've expanded game's content, adding new sub-levels to each existing theme, new Foes where also added to all of them.

FEATURES



Refactored foes AI (big CPU performance improvement).
Foes re-balance: we've increased the amount of Foes in the game. This is something we've long planned to better comfort our type of game, but some changes should had been addressed prior doing this. Enemies attributes where also re-balanced to fit this new style.
Game expansion: We've pushed out the vertical-slice presentation of our current dungeon themes expanding them. All existing themes where affected, most of the time being increased on its size and there is now sub-levels for Old Village and Dark Temple.
Diversified game-play (mini puzzles): still very bare-bones, but now you'll find find-the-right-lever and jump-to-safety puzzles. That kind of stuff is something we'll be moving towards and improving in the future.
Equipment decay system: broken equipment are no longer dropped into the ground, instead, each player's slot displays a color on its background refering to the current durability of the equipped item. When a item reaches low durability a icon is also shown on the screen.
Engage AI: this one starts a serie of new behaviors to be implemented. Engaged foes will circulates around its target and attack eventually instead of the simple seek / kill behavior.
Complete refactored existing Desert and Dark temple challenges.
Persistent checkpoints: they are now persisted on save-game, allowing you to resume from the last one even after restarting the game. This system still very bare-bones, but it is the base architecture for the upcoming fast-trave system.

IMPROVEMENTS



Steam friends sorted by who is currently playing the game.
Filter steam friends by name.
HLOD generated for some static transition maps (GPU performance improvement).
Desert dungeon entrance moved to main-hub.
New level stream algorithm.
Dungeons generation algorithm updated (more rooms and better randomized areas).
Melee attacks now causes knockdown to foes most of the time.
Health and willpower fully replenished when Players level-up.
Pt-br Localization updated.

FIXES



On screen damage text not being destroyed (memory requirements improvement).
Scaled Foe's level on multi-player.
Unidentified items won't show any properties anymore.
Status bar now displays character name instead of player name FIX: Project settings updated.
Old village light.
Levers refactored.
Catacombs challenge's success not loading reward totem and lever.
Duplicated challenge's bosses on clients.
Projectiles won't push foes anymore causing stuttering on them.

This is an major update, so there still a plenty of stuff to improve / fix, new patches will be rolled out on the following days addressing those. Please report your issues.

Enjoy!
Regards.

Patch 0.29 [Soon]

Greetings, Mortals!

We had to delay the next patch (0.29) a couple of days since it still requires a lot of tests and fixes.

We're slowly releasing it on the beta branch, so you can take a look on it if you're interested (be advised that there still a lot of bugs to crush!).

First three levels where greatly expanded on this patch, there's even some new Foes; total game-play time is now ~7hrs.

Don't worry, in a few days all those issues should be addressed when the stable patch will be rolled out to production.

Thanks for your patience,

Best regards.

Patch 0.28.8

Greetings, Mortals!

Patch 0.28.7 is now live:

FEATURES



Characters can now be deleted.
Confirmation UI for leaving the current match.
Max durability reduction after repairing equipment was temporarily removed (until the method for increasing max durability is properly implemented).

FIXES



Fat Ogre boss won't appear duplicated on clients anymore.
Improved Items highlights appearing even when too distant / not visible (but still occurring sometimes).
Foes not playing spawn animation on clients.

We're going to release new levels next week, stay tuned!

Regards.

Patch 0.28.6

Greetings, Mortals!

Some fixes were just released:

FIXES



-Old mini-map render surface removed after player startup (to avoid performance hit while using it)
-Ambiance and music parameters are now updated after replication
-Item description UI/tooltip is now updated after swapping equipment from inventory (using right mouse button to equip)
-Mouse will no longer be hidden after returning to Main Menu
-Mouse will no longer be locked to game's viewport (even while windowed)
-Shaman's loot removed from Old Village's challenge
-While hovering your cursor over an item, Spacebar now drops it from your inventory (instead of double-click). Dragging and dropping out of the inventory still works as well.
-Unidentified items cannot be repaired anymore
-Loot highlight beams are now smaller and more awesome
-Removed flare effect from room's post process

Regards!

Patch 0.28.5

Hail, Dreamers!

Take a second to check out our latest patch notes and feature additions below. We will continue to polish and update every aspect of the game well after implementation, so we ask that you please continue to submit your feedback (and hopefully update your reviews!). The community we build is very important to us, and to you!


FEATURES



-Added saved character selection screen (allows multiple saves)
-New colored loot beams! (allows targeting to view/interact with items)
-New foes
-Implemented XP depreciation based on Player Level vs Foe Level

IMPROVEMENTS



-Numerous updated visuals/lightning effects
-Added more details/assets to various zones (most notably in the Old Village zone)
-Improved numerous animations and particle effects
-Added a "Restore to Defaults" button to the Controls menu
-Adjusted consumable's drop rates for both single and multi-player
-Re-balanced the difficulty/stats of many foes

FIXES



-Updated collision with various objects and environments to prevent falling through the world (most notably in the Catacombs zone)
-Improved checkpoints to avoid never-ending load bug
-Fixed bugs preventing certain assets from loading properly
-Fixed displaying of weapon shortcuts when the weapon is missing


Stay tuned for many more updates, including a big announcement in the coming weeks detailing some of the more exciting and game changing features you can expect to see along our roadmap of development.

Early Access is about taking as much abuse as necessary from our fans and critics alike, so bring it on! Your passion for a quality product continues to drive us forward, and we appreciate all of you. Thank you.

Best regards.

Enjoy!

Patch 0.28

Greetings, Mortals!

The patch 0.28 is now live along with many fixes and improvements, but also some features:

FEATURES



New inventory row added (18 items in total)
New Armor system: armors aren't percent based anymore. This means that players will be required to keep looking for new gear
New animations: spear movement, jump and block (attack still missing)
New Blessing (rarity): Magus, (applied to armor pieces)
Values are now displayed on Settings UI along with every slider
Gamma configuration is now available on Settings UI
Checkpoint added to Desert's exit
Equipment durability generation updated
Repair algorithm changed to work at a constant rate (not random)
Added "DC_Seed" console command (will output the seed of any built dungeons, only work on server)
Ambiance sound added to initial room

IMPROVEMENTS



Foes movement much smoother and coherent on clients (over network)
Foes AI improved: better target selection and better environment sense, this will vastly diminish misbehavior like gathering on doors on Old Village and attacking through walls.
Revised damage dealt by all Foes
Control settings UI visuals improved (still needs some improvements)
Damage and armor algorithm updated
Old Village dungeon spawners and loot revision (the second floor specially).
Old Village path (nav-mesh) improved: Foes are now able to climb stairs, being blocked on [open] doors case was also diminished.
Foes paths (nav-mesh) improved on Catacombs
Magick projectiles now have a small life-time
PT-BR localization updated
Challenge vase's loot now drop more potions (probably too much now)
Old Village's challenge and Fat Ogre attributes revised
Quest item totems light updated
Undead's attack range updated
Missing equip / unequip animations on some weapons
Vases removed from Dungeon's initial rooms
Foe spawn chance increased (overall)
Player's life regen rate increased while inside the starting room
Foes are now able to walk on Dark Temple's / Desert's entrance
Paragon Foes attributes revised
Chat now outputs console-command's log phrases (including warning when a command wasn't recognized)
Item Description UI pop in / out animation changed to fade
Special description text wrap (when needed) on Item Description UI
Items that aren't visible (on ground) won't receive highlight anymore (still need to fix some issues on clients)
Inverted inventory's mouse interaction buttons updated: now right mouse button performs auto-equip while double click does drop
Hell's creep Foe attributes revised

FIXES



Never ending load after dying on Catacombs challenge
Arbalest animation causing arrow visuals to stay on Player's hand (another cases like this still remain to be fixed)
Dark Temple's ending room missing light
Light transition not working across dungeon borders
Missing highlight and misplace pivot point on some armors pieces
Foes animations becoming locked after receiving damage on client
Bows being vertically spawned
Potion cool-down bar not working
Some missing ambiances sounds (ambiance-volumes updated)
Gargoyles not being spawned in some circumstances
Foes being spawned stuck on Old Village

Enjoy!

Version 0.27.10

Greetings, Mortals!

Patch 0.27.10 changelog:

IMPROVEMENTS



Main menu won't lock mouse during startup.
Main menu fade-in time halved.
Main menu buttons change colors when hovered.
Settings available through main menu.
Casting duration lowered a bit
Resolution change confirmation time counter.
Interaction button becoming disabled fixed.
PT-BR localization updated.
Music and FX volume sliders added to settings UI, however, there still some fx sounds that aren't responding to those sliders, they're gonna be fixed soon.

FIXES


Desert floors without collision fixed (empty spaces, which are the borderline floors).
Loading message appearing before the small freeze after pulling a dungeon generation lever.
Chat history being persisted even when the window is removed from the screen.
Homing missiles following foes toward walls fixed.

Version 0.27.8

Greetings, Mortals!

Patch 0.27.8 changes:

IMPROVEMENTS


Graveyard Foes behavior updated and re-balanced (improvements still needed).
PT-BR localization updated.

FIXES


Graveyard music not being triggered.
Chat window becomes stuck when ESC or up and down arrows are pressed.
Foes will seek out aggressors (even when distant).

Patch 0.27.7

Greetings, Mortals!

This time we had focused on a lot of bug fixes, but there were also some improvements:

IMPROVEMENTS



Load message: Now shown whenever a level being loaded in the background.
Settings UI: Now separated by tab sections.
Inventory Full and Quest Item Collection Feedback: are now shown on player's screen.
Repair: Can now be used even when equipments aren't fully broken (0 durability).

FIXES



Hard freeze crash: after killing graveyard boss experienced for some ends.
Input problems: most of them where crushed, keybindings received a lot revision and fixes, but still experimental, if you got anything like this, please report us.
Dark Temple crash: occurred sometimes on no fixed pattern.
Graveyard Foes AI: Foes getting stuck on graveyard's fences.
Sounds: some wrongly looped sounds and volumes are now fixed.
Settings UI: not clickable fixed.

Enjoy!
Regards.

Bugfixes on the Way

Greetings, Mortals!

We had announced that the hard freeze crash after killing the graveyard was fixed on the patch 0.27.3 patch a few days ago. Unfortunately, that was not the case for many of or users, and the bug persisted for them. Beyond that, there are some bugs very difficult to reproduce occurring with inputs, probably related to keybindings.

We want to let you know that we are aware of these bugs and that we're putting all our efforts to reproduce and ultimately fix them.

If if you wish to report any bugs and specially reproduction steps, fell free to reach us through steam discussions, discord or email.

Thanks for all our players for your, you guys had been great providing us with bugs and support. We'll continue to post news to inform you guys.

Regards!