Dungeon Deathball cover
Dungeon Deathball screenshot
Genre: Puzzle, Role-playing (RPG), Sport, Strategy, Turn-based strategy (TBS), Tactical, Indie, Arcade

Dungeon Deathball

Price Increasing Soon

As part of the Early Access phase of Dungeon Deathball's development I am trying to find the sweet spot for its price.

When I started development, the game was much, much smaller in scope. In the 3 years since then it's grown and grown into something much bigger and (I feel) better. As a result, the price that I feel is fair for this game has crept up.

Therefore, I will soon be raising the price to:
  • $11.99 (USD)
  • £9.29 (GBP)
  • €9.99 (EUR)

These regional variations are in line with Valve's recommend regional pricing structure.

This change will go into effect when Update 0.27 is released (most likely within the next week).

This will be the last time I raise the price during Early Access, and therefore represents the base price for the final 'full release' version.

I am posting this update in an effort to be transparent about my intentions and reasoning, and to give anyone who was on the fence a chance to buy the game at the current, lower price.

I hope you understand and agree that this is a fair price for the game. Either way, I'm always open to hearing your thoughts so please drop a comment below or join my Discord if you have feedback.

Thank you so much to everyone who has supported development so far. I couldn't do this without you!

The game really is nearing completion and I am well on track for release this summer. Stay tuned for another update coming soon which will add Steam Achievements and more.

Thank you!

Matt

The Pressure Update (v0.26)

Dungeon Deathball is currently 30% off!


This will be the last discount before the price goes up again, bringing it to its full release price. It won't be this cheap again for a while!

Now with that out of the way, allow me to present some new stuff...

Windy boy, Lil Lil!




Interface changes!




Pressure for slow-pokes!




This thing!




🆕 Added


  • New monster: Lil Lil (wind attack).
  • New monster: Sascatch (catches the ball if shot).
  • Time pressure: lightning gradually fills the field if you go over par.
  • Tile info popups: displays information about the contents of the currently-highlighted tile (traps, gems, pickups, etc.)
  • "Enemy Intention" page in How To Play section.
  • "Attacks" page in How To Play section.
  • Current turn phase displayed during stages (Players turn / Hazards turn / Monsters turn).
  • Number of turns used/remaining displayed during stages.

🔁 Changed


  • Moved Rest/Pass/Shoot buttons to bottom-left corner of screen (so they're grouped with other player UI, and to make room for the new tile info popup).
  • Moved Confirm/Cancel popup so that it's nested within the action info popup.
  • Hovering over Pass button now displays a "Catch" icon on the recipient, and the same goes for when enemies such as the Sascatch may catch a shot.
  • Command tooltip (Stamina/AP info) now follows the mouse cursor when using a mouse.
  • Goalie movement description changed to "Blocks the ball".
  • Daily Challenge mode now tracks its own high score (instead or reusing Normal Mode).
  • Action Mode high scores are now saved and displayed for each team.
  • Changed layout of unlocked team info panel in Teams menu.
  • Improved layout and information in How To Play section.

🐛 Fixed


  • Fixed crash when using certain combinatins of perks and teams.




Enjoy!

Matt

The Cinematic Update (v0.25)



🆕 Added


  • Intro cinematic.
  • Ending cinematic.
  • Credits.
  • Developer logo and loading screen when the game first starts.

🔁 Changed


  • Action mode description no longer says that it's harder than Normal mode.
  • You can no longer restart the stage in Daily Challenge mode.
  • Spectators can now use the full list of player sprites.
  • Some scene transitions use a simple fade out instead of the 'slamming logo' screen-wipe effect.

🐛 Fixed


  • Data is now correctly saved when the application is quit.
  • Trial timeline no longer says "survived" when your players died.
  • Removed single frame of partially-visible scene during loading screens.




Enjoy!

Matt

The Teams Update (v0.24)

In Dungeon Deathball version 0.24 you can unlock a number of Teams from the main menu. To unlock teams you need the newly-added Skull Keys, which can be acquired by completing each of the game's 4 trials.

This update also adds the brand new Action Mode which grants your players an additional Action Point.

About Teams



The team you use can affect:
  • your players' classes
  • your players' perks
  • positive and negative traits assigned to all your players

See which teams work best for your play style!

NOTE: The list of teams is yet to be finalised. Traits, stats and names may change in the run up to the final version of the game.

ALSO: Your saved progress may also need to be reset at various points in development. I try to avoid this where possible and I always mention it this in these announcements if I need to do it.






🆕 Added


  • Team system - Unlock and select teams from the main menu. Your players' classes, perks and other traits can be affected by the team you use.
  • Skull Keys - Unlock them all by completing each of the 4 trials with each team. Use them to unlock new teams!
  • Action Mode - New game mode in which your players have 3 AP but face tougher challenges. This mode has a new leaderboard. Eventually Action Mode will need to be unlocked but during Early Access it's freely available.
  • Hardfoot perk - Provides immunity to Spike Traps.
  • Feedback form - Follow the link in the main menu to send me your feedback.
  • Icon for each of the 3 Player Classes.
  • Lots more names for randomised players.

🔁 Changed


  • Reworked the 'New Game menu flow' so it's easier to select teams and view leaderboards for your current mode.
  • Increased the monster budget in Daily Challenge mode by 20% per stage.
  • Players' outfits are now colour-coded based on their Class.
  • "Floor Spikes" renamed to "Spike Traps".

🐛 Fixed


  • Reloading a save from Boss Mode will no longer reset back to Normal Mode.





Enjoy!

Matt

The Judgment Update (v0.23)

Ever wondered who's been running things round here?



Wonder no longer. It's this jerk.

🆕 Added


  • Final boss - The Judgment (stage 4-3).
  • The Judgment now spectates every stage and reacts to in-game events.
  • Boss Mode (name to be confirmed) - face off against the final boss in every stage. Includes its own leaderboard. In the final game this mode will be locked until you beat normal mode, but it's always unlocked for Early Access.
  • A Brutolith sub-boss now spawns in stage 2-3.
  • New music tracks, including a unique one for the final boss.

🔁 Changed


  • Crowd sounds are now a little softer and quieter.
  • Crowd sounds fade out when the stage ends.
  • The music track order is now shuffled each time you boot the game.
  • Snatcher perk now costs 120 instead of 160.
  • Any bonus points you earned now display in green on the 'Stage Complete' screen, even if you didn't meet the full bonus target.
  • The crowd characters now animate faster when reacting to in-game events.
  • Default music volume is slightly quieter.

🐛 Fixed


  • Save data is no longer deleted when your last save version had a higher patch number than the current version.
  • Crowd sounds transition more smoothly between separate in-game event reactions.




Enjoy!

Matt

More Ball Updates (v0.22.2)

⚠ Save Data Reset


Your save data will be reset in this update! I try to avoid doing this wherever possible but this update brings more significant changes to the way save data is structured. Apologies for any frustration this causes.

🆕 Added


  • Ball Score Multipliers - The ball you use will affect your final score for the stage. Balls with penalties or restictors will increase your score while stronger balls will reduce it. If you're aiming for a high score you'll need to work harder!
  • Option to choose 1 of 3 balls for each stage - Pick a stronger ball, a weaker ball or the default ball. Each time you use a stronger or weaker ball it will be discarded from the pile. A different ball of the same type will be available in the next stage with an increased score multiplier.

🔁 Changed


  • Improved attack "Push" stat icon so it looks less like a "Range" icon.
  • Stage Start menu layout improved.
  • Team Info menu is now a separate page to avoid UI issues.
  • Improved sprites for "Hollow" and "Soft" balls.
  • Hatcheries have more health (now 4, increased from 3).

🐛 Fixed


  • You no longer score a touchdown if a goalie is holding the ball.
  • DualShock 4 button icons for Options/Share are now the right way round.




Enjoy!

Matt

Patch (v0.22.1)

🐛 Fixed



  • Fixed crash when completing a stage after saving, quitting the app completely then reloading your save data.

Big Ball Update (v0.22)

Wow, this update is a big one! Apologies that it took a little longer to get out but hopefully the sheer amount of new stuff makes up for that.

⚠ Save Data Reset


Your save data will be reset in this update! I try to avoid doing this wherever possible but this update brings more significant changes to the way save data is structured. Apologies for any frustration this causes.

Read on for the full list of changes in v0.22.


Balls. Lots of balls.


Monsters can now pick up the ball. Uh oh.


Rearrange your team as much as you like before the stage starts.


View a full breakdown of your team's stats and stamina costs at any time. Useful for planning actions that you can't preview yet.

🆕 Added


  • Ball Modifiers - Every stage has a random ball with its own buff/debuff. There's even a cheese ball.
  • Player Classes - Each player can be a Runner, Carrier or Brawler. This determines their perk and max stats. Anyone who said "you can be whatever you want to be" was lying.
  • Detailed Team Stats screen - Includes attack stats and full stamina costs for all actions. Click the "?" in the top-right corner during gameplay to view this info.
  • Enemies can carry the ball - This is bad. They will pick up the ball if they step on to its tile. They drop it again if damaged.
  • "Take" action - A player who is not carrying the ball can now take it off an adjacent player by spending 2 stamina.
  • "Snatcher perk - Allows you to take the ball off enemies if they're next to you.
  • "Backspin" perk - The ball rebounds further after hitting opponents. Lazy players rejoice; you don't need to walk as far to get it back.

🔁 Changed


  • The ball bounces back off opponents when it hits them. This is called "rebound" and can be increased with perks and ball modifiers.
  • Powerball perk split into 2 separate perks: Powerball (increases ball push distance) and Bruiseball (increases ball damage).
  • Up to 3 Hatcheries can now spawn per stage (increased from 2).
  • If an enemy is carrying the ball it will try to move towards the left-hand side of the field.
  • Enemies will now attack any adjacent walls if they cannot move.
  • Swapped the starting positions of your players so they match their order in the HUD.
  • Strength upgrades are more expensive.
  • Keyboard shortcuts for ball actions changed to Q (Pass) and E (Shoot).
  • The stage info text is now centred and a little darker.
  • Command buttons now have a red hatching pattern if you do not have enough stamina.
  • The semi-transparent 'screen blackout' effect is darker.
  • The help popup no longer shows player perk info.
  • "How to Play" section has been moved from the Pause menu to the Help menu.
  • The stage intro camera has changed framing.

🐛 Fixed


  • Attacks with 0 damage will now correctly stun and push characters.
  • Ball attack previews now correctly take knockback resistance into account.
  • Knockback++ perk now pushes characters the full 3 tiles instead of 2.
  • Buttons with shortcuts no longer show their icon if they're locked when they first appear.
  • Popups no longer render behind the HUD.




Enjoy!

Matt

Attack Perk Update (v0.21)

Welcome to the first update of 2021! Apologies for the lack of updates. Before the Christmas break I worked on a little retro FPS for a game jam. Check it out!

This Dungeon Deathball update features 2 significant new perks which let you tackle your opponents in new ways. It also introduces the Slam Lad (a tougher version of the basic Mad Lad enemy, who can charge over short distances) and some big improvements to general interface clarity.



Above: The Needle perk lets you attack a row of enemies at the same time. 💪

🆕 Added


  • Slam Lad enemy.
  • Bulldozer perk (charge attack).
  • Needle perk (piercing attack).
  • Energise perk (stamina auto-recovery).
  • Stamina/AP cost tooltips appear when you highlight commands.
  • Detailed Attack stats when you preview attacks against enemies.
  • Hovering over the Rest button now shows how much Stamina you will recover.
  • 'Fast Mode'. Enable this in the Options menu to skip animations for enemies and traps when their intended target has moved out of the way.
  • 'Pixel Filter' option. Disable this in the Options menu to turn off the low-resolution 'retro' effect.
  • You can now move the cursor around the entire field using only the keyboard/controller directional buttons.

🔁 Changed


  • Revamped enemy info popups to be more clear, with icons and colour-coding.
  • Spike traps now deal 7 damage (raised from 5).
  • Ball command buttons (Pass/Shoot) remain visible but with red text, even when unavailable, so you can preview their stamina costs and see why they're not available.
  • Enemy health bars are slimmer to use less screen space.
  • Enemy act order no longer appears when you're hovering the cursor over them.
  • Enemy attacks are no longer previewed until you hover the cursor over them.
  • Camera is zoomed out slightly further during stages.
  • Attack cameras now cut straight to their target instead of zooming in.
  • Command prompt ("Confirm/Cancel") now appears instantly.
  • "Knockback" is referred to as "Push".
  • Floor tile interaction markers are now more visible and they pulse.
  • Currently-selected tile has a 3D 'floating squares' cursor instead of 1 flat white square.
  • "Shoot" icon changed to an arrow pointing right instead of up.
  • 'Damage/Kill' icons now animate briefly when they first appear.
  • Perks now use a single yellow icon for all tiers, with an additional 3-bar icon to indicate the tier.

🐛 Fixed


  • Snaptors no longer try to move across tiles that other enemies intend to occupy.
  • Snaptors no longer move behind the goal line (they now have the same behaviour as other enemies).
  • All actions now correctly calculate their Stamina/AP costs with certain perk/ball setups.
  • "Pass" button is no longer hidden while the "Ball" head remains active.




Enjoy!

Matt

Level Up Update (v0.20)

⚠ Warning: Your save data will be reset in this update.



Have you been wondering what to do with all that gold you've been accumulating in each run?

Well wonder no more!



The new team management screen allows you to put it to good use.

This screen appears at the end of every stage and gives you an opportunity to spend gold to upgrade your players' stats. If any of your players were killed in action, you can now replace them here too.

🏋️‍♀️ Stamina: increases a player's maximum number of stamina points.
💪 Strength: increases the damage dealt by their attacks.
Perks: Upgrading Perks gives the same bonuses as before, but now you have the option to spend that gold in other places instead, focus your gold on one particular player, or find new strategies.

You can't unlock all the upgrades in a single run, so choose carefully!

🆕 Changes


  • Added Team Management screen to the end of every stage. Here you can upgrade players and recruit new ones if you lost any.
  • You can now spend gold to upgrade your players' Max. Stamina and Attack Strength.
  • New recruits' perks are now always Level 0, but can be upgraded instantly if you have gold.
  • Updated 'How to Play' screens with new info.
  • Wandering (green) enemies no longer spawn in Trial 4.
  • Savage enemies now have 8 HP (previously 7).
  • Hunter enemies now have 10 HP (previously 7).
  • Brutoliths now have 20 HP (previously 10).
  • "Strength" perk is now called "Haymaker".
  • "Stamina" perk is now called "Vitality".
  • Removed level 4 KO perk. Too powerful!
  • Stage results screen now shows sub-headers giving some context to the score breakdown.

🐛 Bug Fixes


  • Vitality (Stamina) perk is no longer cancelled out by the cost of carrying the ball.
  • Help popups now show the correct damage values when previewing Attack.
  • Help popups now show the correct stun values for when previewing Shoot command.
  • You can now skip the title sequence and trial intros using keyboards or gamepads.




Enjoy!

Matt