Dungeon Drafters cover
Dungeon Drafters screenshot
PC PS4 XONE Switch Steam
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie, Card & Board Game

Dungeon Drafters

Patch 1.0.4 Now Available!

PasteBin for improved language software translation: https://pastebin.com/PwChuDBG



Greetings everyone! โœŒ๏ธ



We are excited to announce the release of our latest patch, Version 1.0.4! After a week of dedicated efforts to address various major issues, we hope to have resolved most of the problems encountered. We truly appreciate your patience and support throughout this process.



Future Updates


Moving forward, we will continue to work on updates, albeit at a more reasonable pace. While we won't be pushing out patches every two days like before, we will still be sending out updates on a regular basis, as needed. Of course, if any significant softlocks or issues arise, we will take care of them promptly.

We are also thrilled to share that we will begin focusing on improving the overall quality of life in the game. Our goal is to make your gameplay experience as enjoyable and seamless as possible.


Patch Notes



Balance Changes and Fixes


  • GraveStone now only Exhumes one card when killed.
  • Hinokami now takes longer to close the arena and creates lava tiles less frequently until the final health bar is reached.
  • Hinokami Primeval Stomp now deals only one damage to enemies above magma.
  • Lost Wreckage Guardian is less likely to teleport under its own marked attack.
  • Lost Wreckage Guardian's marked attack now deals four damage.
  • Traps (e.g. web, onsen, magma) are now destroyed upon creation over puzzle tiles (e.g. sacrifice, pressure plate).
  • Common chests in the 4 main dungeons have a higher chance of dropping basic boosters on ? rooms.


Quality of Life


  • Hinokami Primeval Stomp has better visual effects to help players understand when it occurs.
  • Gizmos now complete their actions a bit faster for smoother gameplay.
  • Tesla Claw and Pile Drivers now show their range when they receive damage.
  • Glimpse card has an improved sound effect.


Bug Fixes


  • Monsters that fell in a chasm with hex have correct HP when found in another floor.
  • Copper Golem no longer softlocks the game when knocking a gizmo onto a chasm.
  • Characters falling in a chasm and holding movement inputs will no longer end up outside of the room out of camera sight.
  • Mobs and contraptions can no longer spawn traps over chasms covered by webs or thin ice.
  • Slimes will no longer be teleported outside of the current room while splitting, even though this issue was occurring rarely.
  • Illusionist teleports to the correct tile when lured.
  • Treasure Hunter no longer heals when failing to jump on a loot tile.
  • Some wrong traits from mob actions and cards were fixed/added.
  • Secret Boss is properly tagged as sturdy.
  • Lost Wreckage Guardian no longer performs Perfect Mitosis under incorrect conditions.
  • Added missing sounds to the Whirlpool and Cannon in the Lost Wreckage.
  • Tower of Doom Magma from crystals disappear when out of combat.
  • Tome Sigil no longer disables Crystal Shrines on the boss floor.
  • Fixed a issue related to Flawed Mitosis audio, but we are investigating to ensure there are no additional issues.


Known Issues


  • Arena flags may not show as completed until the player leaves and returns to town. This is a visual issue only and does not affect rewards or completion status.
  • Traps (e.g. stun trap, puppeteer) are now intentionally destroyed upon creation over puzzle tiles (e.g. sacrifice, pressure plate) for better gameplay experience. We will make a Quality of Life improvement in the future to prevent players from mistakenly placing them in such areas.
  • Sometimes if the game starts connected to the gamepad but the mouse is on-screen, the inspect UI might not work properly.

This can be fixed by going to the options and changing it to KBM and Gamepad again; the mouse should disappear.



Known Issues High Priority


  • Transcend (Oracle Card) is not working properly.
  • Penguin puzzle crash. Seems to be a very rare issue, but we got a log and we are investigating.


Thank you


We would like to take this opportunity to express our gratitude once again for your continued support. We hope that you enjoy playing the game and that our latest patch makes your experience even better!

Thanks everyone, for this great first week!
~ ๐Ÿ“• Fressato

Dungeon Drafters Update 1.0.3!

Hello everyone! โœŒ๏ธ



I am excited to announce the release of the 1.0.3 Patch! I would like, once again, to express my gratitude for all the support that we have received from the community. We greatly appreciate your bug reports and feedback, which have been instrumental in improving the gameplay experience for everyone



About the Patch


I want to assure you that there are more patches to come in the following days. However, for now, Patch 1.0.3 includes numerous bug fixes and improvements that we hope will make your experience with the game much better. Thank you once again for your support, and we hope that you continue to enjoy the game!

Patch Notes!



Balance Changes and Fixes



  • Vampire Eyes card is now available on the Cities and Gladiators boosters.
  • The Tower of Doom first Challenge has been made easier.
  • Torch Shrines will no longer appear more than once per Dungeon once already activated.

If a player has not activated an earlier Torch Shrine, it is still possible for multiple Torch Shrines to appear in the same dungeon or floor.


  • Lore Rooms now have double the chance of appearing on the Tower of Doom.
  • Lore Rooms now have a chance of appearing on Treasure Rooms in the Misty Grove Ruins.
  • The difficulty of the Astrolabe Arena Puzzle has been adjusted to be more challenging, as the mobs did not have the correct amount of HP previously.
  • Punt Ogre HP has been changed from 4/4x2 to 3/3x2.
  • Animated Executioner will now follow and attack the closest enemy, rather than the one with the highest health.
  • Please note that the Lost Wreckage Guardian Fight on higher Miasma levels might be harder than expected, as some changes were made for bug-fixing reasons.

Quality of Life



  • Conditional Quests, such as completing a floor without taking any damage, will now display a notification when they are failed.
  • Players should now find the Glacial Library Guardian healing counter on higher Miasma levels easier to understand.
  • Some adjustments have been made to the sound effects of Stranger cards.
  • If you open a booster and receive a foil card, but that card already has the max possible number of it - 9 currently - one of the current existing cards will transform into foil.

Bug Fixes



  • Quests that were previously not functioning correctly should now be working.
  • Runes and curios are now properly removed when entering Draft and Puzzle Arenas.
  • All fights against bosses and after them will no longer softlock/crash the game and should fix any weird bugs that might have happened in some boss battles.
  • The Lost Wreckage Guardian in higher Miasma levels will no longer have issues when cloning itself using Anemone.
  • Jar Shrine will no longer lock the player in place if the player has the Jar blessing.
  • Scourge Ring will now be properly removed when unequipped on deckbuilder.
  • Turn pads should no longer be deactivated once a web is spawned on top of it.
  • Treasure Hunter should no longer jump at the same tile as the player.
  • Blocking the attack of a Hex Missile now correctly also blocks the Hex effect.
  • Fixed an issue where some players couldnโ€™t save decks if they were missing the folder.
  • Quick saving on Lost Wreckage now properly saves the progress to open the Hidden Treasure room.
  • Magic Mirror in town should now work when the player returns from a Quill Shrine save.
  • Builderโ€™s Drive now copies Crossbow correctly, pointing towards a direction and everything.
  • Fixed multiple instances of mob action cards working incorrectly or showing the wrong traits.
  • Spinning Arbalest and Fixed Arbalest descriptions were swapped.
  • The Glacial Library Guardian health bar is no longer visually broken and also won't softlock the game.
  • Adding foil cards on deck during deckbuilding will no longer pass the cap limit per card.
  • Fixed Steam issue where players couldnโ€™t get the โ€œFirst Time?,โ€ โ€œNo Stone Unturned,โ€ and โ€œACHOO!โ€ Achievements.
  • Fixed an issue where the weather ambience sounds were not playing in the Adventurerโ€™s Town.
  • Fixed some missing audios in Bishop's Snipe card.
  • Pressure plates should no longer be overridden by webs, traps, and similar things.
  • Odd Incense curio Patience trigger should be working now.
  • The colliders in one of the elevator rooms in the Tower of Doom on later floors have been fixed.
  • Entities with effects will no longer soft-lock the game when thrown at a Chasm.
  • Caltrops should no longer softlock the game.
  • Nightmare should no longer have problems re-establishing the monster turn order on specific occasions.

Known Issues



  • There is a bug in the deckbuilder where the archetype icons do not display properly when enabling or disabling certain options.
  • Play-time saves do not properly accumulate to new saves, resulting in inaccurate play-time tracking.
  • In the Dungeons, Magma sometimes does not visually turn into stone after combat. However, this does not affect the player's damage or gameplay.
  • Occasionally, the deckbuilder will only equip Stalactite cards if there are already Crater cards equipped, which is not the intended behavior.

Possible Known Issues


If you come across any of this issues, which we haven't been able to replicate, please join our Discord Community and open a ticket to send the log file in the Support channel. Thank you for your cooperation in helping us improve the game. It's possible that this has been addressed in the current update


  • There is a known issue where the Penguin puzzle may cause the game to softlock.
  • The Jar curio may sometimes not send loot back as intended.
  • There has been reports of the Torch Shrine causing a softlock if the player quickly steps out of it.
  • We have received a report of a softlock issue related to the player reaching 0 AP.

Dungeon Drafters Official Wiki!


Exciting news! We are pleased to announce our partnership with Wiki.gg. We strongly believe in the power of community-driven wikis, which is why we are inviting all members of our community to join us in creating our official out-of-game guide. We recognize that a guide developed by the community will be much more effective than one developed solely by the developers themselves.



We also want to make sure that we don't reveal anything that the community is not yet aware of, so we encourage you to join our Official Discord Server and contribute to the Wiki channels. Your help will be invaluable in gathering the necessary information. Thank you for your continued support, and we can't wait to see the amazing things we can accomplish together!

Thank You!


Rest assured, we are committed to making your experience with the game as seamless and enjoyable as possible. Everyone in the community is helping us a lot to make the game experience the best it can be. Thank you!

~ ๐Ÿ“• Fressato

Dungeon Drafters 1.0.2 is Out!

Additional languages will be added to the post as they become available through translation.



Hey everyone โœŒ๏ธ



We hope that you are all enjoying the game to the fullest. We are pleased to announce the release of Patch 1.0.2!. We would like to take this opportunity to thank the community for their tremendous support. Without further ado, let's dive straight into discussing the game.


About the Patch and Future Updates


Since the game's launch, we are working tirelessly to fix as many problems as we can and ensure a smoother experience for all users. We apologize for any inconvenience caused and hope to continue receiving your feedback as we strive to improve the game. Our goal is to make the game the best it can be for all players, and we remain committed to that mission.

While most of the upcoming patches will focus on small changes and bugfixes, we plan to introduce more significant changes later on. However, for now, we are prioritizing making the experience better in the quickest ways possible. Balancing improvements and quality of life features may come later as they may require additional time and resources, such as localization to all languages, for example.

Now, let's talk about the update!

Patch Notes!



Balance Changes and Fixes



  • Mirror Orb has been updated to be immune to the Damage Immunity effect. This change has been implemented to prevent an infinite loop of damage that could occur between Mirror Orbs, resulting in an extremely lengthy battle.

Bug Fixes



  • Playing in 16:9 monitors and wider should no longer be an issue. If any problem happens, let us know!
  • We have fixed the issue that was causing the game to soft-lock when using the Duelist Core Drill attack. Players can now use this attack without encountering any problems.
  • The issue of losing runes and cards when dying in Draft Arena has been resolved.
  • We have fixed the issue where the game would soft-lock when attempting to preview non-player entities with more than 10 HP.
  • We have updated the text for Izuna Drop to accurately reflect the card damage. The traits were already correct and remain unchanged.
  • We have fixed minor trait issues with the following cards: Pawn's Advance, Cardinal Shot, and Brief Respite.
  • The bug that was causing the game to soft-lock when casting Puppeteer on pitfalls has been solved.
  • The issue of the fishing minigame where receiving two packs of cards did not grant the proper reward for both packs has been solved.
  • We have addressed the bug where the illusionist illusion rooms were causing the game to soft-lock.
  • Caltrops should no longer soft-lock the game.

Known Issues



  • Playing on monitors with a 16:10 or non-standard aspect ratio may lead to problems with the cursor, overlay, and window positioning on the screen.
  • If you move the game window to a different monitor, you may experience unusual issues. (We attribute this to the stranger!)
  • There is an error in the text of Thunder Charge that does not mention Reengage, although the Reengage trait is listed on the card and functions properly when the card is cast.
  • On the next patch, the final challenge of the first set of Stranger floors (floors 1-10) will be balanced.
  • Currently, Vampire Eyes cannot be obtained from any boosters. However, this issue will be resolved in the next update.



Future Patches and Thank you!



I want to reach out and personally express our gratitude to everyone who has taken the time to report bugs in the Steam Community and Discord forum. Your help and support have been invaluable in our efforts to resolve these issues as quickly as possible.
Thank you for your continued support, and we look forward to hearing your feedback on the latest patch.

๐Ÿ“• Fressato

Dungeon Drafters: Our First Update!

As translations become available, additional languages will be included in the post.



Hello everyone โœŒ๏ธ



Today, I am thrilled to deliver the Day 1 Patch for our game. Before that, though, I want to take a moment to talk about yesterday's release.



Shipping a game is a difficult process and comes with many challenges. Despite the bugs and the things we couldn't do, we are extremely happy and excited about our community. We have received so much love and support from our players, and we appreciate the care and understanding they have shown us.

Patch and Future Updates


In this update, we have included major bug fixes and some balance changes. We plan to release more updates in the next few days, with the next one planned to be released between Monday and Tuesday. We will be taking a much-deserved break on Sunday to rest and recharge, but we will continue working hard to make the game even better.

Our focus for the next patch will also be on fixing major issues, but we are always open to making quick changes that can improve the game. We hope that these updates will help you enjoy the game even more and continue to be a part of our great community.


Patch Notes!



Balance Changes and Fixes



  • The starting Rune Level Cards of Explorer have been fixed.

This will swap unlocked Stalactites Cards with Crater Cards in the possession of the players.


  • The Stun Effect has been fixed to prevent it from consuming 1 AP from the caster.
  • Quests that require a player to clear a floor under certain conditions will now also activate when the player returns to town through Crystal Shrines.

Quests will still be triggered as usual when using the Elevator.


  • The probability of getting a booster from all Chests has been increased.
  • The drop rate of Basic Boosters from Common Chests has been fixed in Special Combat Rooms.
  • Shards will no longer drop from Golden Chests.
  • The probability of getting Gemstones from Golden Chests has been increased.

This change does not apply to Misty Grove Ruins.


  • Modifications have been made to the Strange Rifts in the Special Rift Room.

Strange Rifts have been modified to spawn on alternate turns, only if the room has five or fewer enemies, and they now are considered summons.


  • All Dungeon Strange Rifts that are Summons now have 1 HP.

Bug Fixes



  • The bug related to Jar Shrines has been fixed. Previously, attempting to send loot to town with 0 shards caused all inputs to break.
  • The issue related to System Settings not being saved has been resolved. The settings should now be saved properly.
  • The bug related to returning to the lobby with certain card, Shadow Warrior, has been fixed.
  • The bug related to the keyboard remapping feature has been fixed. Swapping an axis action - horizontal or vertical movement - this should no longer cause issues.
  • The music in the fishing minigame can now enter the gold time music segment more than once.
  • The bug related to music not playing when transitioning from the beach to the forest in the Misty Grove Ruins has been fixed.
  • A small issue with the position of a prop in one of the Dune Dome Rooms has been fixed.
  • The issue related to the Draft Arena Exit Colliders has been fixed.
  • Inputs will now be correctly locked and unlocked when opening and closing the Dungeon Bag.
  • The issue related to the Tower room without the complete puzzle has been fixed.
  • The minor text issues have been fixed.
  • The description and heal multiplier for the HardBoiled rune have been fixed.
  • The issue with the Mind's Eye rune not working correctly has been fixed.
  • Fixed French Localization missing key binding text and Torch Shrine name.
  • The French localization has been fixed to include the missing key binding text and the correct name for the Torch Shrine.
  • The sound effects for some cards have been adjusted and mixed for better audio quality.
  • The bug related to missing break sounds for some props has been fixed.
  • The issue related to the Lost Wreckage Guardian not acting after splitting has been fixed.
  • The issue related to mobs giving effects even after their attack was blocked by a shield or damage immunity has been fixed.
  • The bug related to Strange Rifts freezing the game when summoning entities over Chasm has been fixed.

Known Issues


  • The camera doesn't set up correctly on some non-16:9 monitors and playing on Borderless Window.
  • The game UI ceases to respond after Alt+Tab on Exclusive Fullscreen.
  • Generic gamepads not working correctly in the Steam version.
  • Fishing sometimes drops one booster when you've actually fished two.
  • Reel Hook rope visually stays still while hooking a target.
  • Visual Issue with Thermostat Contraption.
  • Visual Issue with Bonfire Contraption.

Known Issues with High Priority


  • Certain resolutions that are not a multiple of 1080p or not in a 16:9 aspect ratio can cause issues with tile selection and UI responsiveness when playing in Borderless Window or Exclusive Fullscreen (d3d11).

While we work at this, try using the launch settings -force-d3d12 or -force-vulkan to address the issue. Linux users also can try -force-opengl or -force-glcore.


  • Slime minigame doesn't work with gamepads.
  • Summoning Traps over Chasms may cause the game to freeze.
  • Duelist's Drill Breaker freezing the game when Duelist is affected by Root.


Thank you



Lastly, don't forget to join our Discord Server. While we try to respond to everyone on the Steam forums, we may miss some messages. On Discord, we can interact with everyone and keep the conversation going.

Thank you so much, from the bottom of my heart, for your support and encouragement.

Let's make this first week a great one! ๐ŸŽ‰
๐Ÿ“• Fressato.

๐Ÿ’š Dungeon Drafters is now available! ๐Ÿ’š

The wait is over! We're thrilled to announce that

Dungeon Drafters is now available on PC โœŒ



...and we couldn't have done it without you.

Your support throughout the years has been invaluable, and we're beyond grateful for each and every one of you. We can't express how much it means to us.
Thank you for being a part of this incredible journey with us.



In the coming days, we'll be providing support to players on PC and taking some rest. After that, we'll start working on fulfilling the physical rewards promised on Kickstarter. We're also committed to making sure the porting process is as quick as possible so that you can enjoy Dungeon Drafters on your favorite console. Thank you for your patience and support as we navigate this exciting new chapter in our journey.

Thank you



This is not the end of our journey, but the beginning of a new one, full of hope and possibility. We're excited to continue this adventure with you, and we can't wait to see where it takes us next.

Best,
Demo

๐ŸŽ‰ Dungeon Drafters Launches Tomorrow! ๐ŸŽ‰

Hey there everyone!โœŒ
We are beyond excited to finally announce that

๐Ÿ“•Dungeon Drafters will be releasing at


โฐ7:00AM PST!


Make sure to set your alarm for the big day! The wait is almost over, and we couldn't be more thrilled for you to get your hands on it. To celebrate this occasion, we will be releasing a launch trailer!



We've also heard your requests, and we're thrilled to reveal the price!

๐Ÿท๏ธDungeon Drafters will be $24.99!


We hope our pricing fits your budget perfectly, and we're confident that the quality and content of the game will make it well worth your investment! And there's more! We are happy to offer you a

๐Ÿ”ฅBundle with the full 76 Track OST for $29.99!




The soundtrack alone is priced at $9.99, but you can get it together with the game for just an extra $5.00. It's an unbeatable deal, and we're excited to offer it to our loyal fans.


Thank You!



We want to take a moment to express our gratitude to the entire Dungeon Drafters community. Without you, we wouldn't be where we are today. We appreciate your support, your feedback, and your patience throughout the development process. We hope you love the game as much as we do!

โค๏ธ Thank you for everything, and we'll see you tomorrow!

Warm regards,
Fressato ๐Ÿ˜Š

If your main store is not in USD, we are working with the Localization teams to translate this post to all available Languages with their respect currency! But you can join our Discord Server to talk to us and we will be glad to share the information with you!

Official Release Date!

Hey everyone โœŒ We've got some exciting news! ๐ŸŽ‰


๐Ÿ”ฅDungeon Drafters will be released on๐Ÿ”ฅ


๐Ÿ“…April 27th!๐Ÿ“…



Can you believe it? We can't wait for you all to finally get your hands on it! Along with this great news, we released a new trailer! Check it out:



Add us to your Wishlist so you'll be notified as soon as the game drops!



You will be able to play Dungeon Drafters on April 27th! The game will be released on the PC platform and we will be super excited to see you finally getting your hands into the game! ๐Ÿฅณ

As for consoles, we are currently working with our publisher on the porting. We want the game to reach your favorite console as soon as possible, but that does not depend only on our side, since it is a complicated process that has a lot of people involved.

Music Collab



We have some extra news to share! As you may remember, we promised a special collaboration as part of our Kickstarter extra goal. And now, we're happy to announce that it's finally done!



We had the honor of working with the talented Hiroki Kikuta, a renowned composer known for notable games like Secret of Mana. We decided to collaborate with him on the game's Arena song, which is a special dungeon that includes most of the Kickstarter extra content.

The song is pure Kikuta magic! It's simply amazing, and we can't wait for you to listen to it!

Click here to Listen to it!

Development Report



In addition to preparing for the release, we are also putting in a lot of effort to continue improving the game!


  • Final Revisions

We're completely finished adding content for quite some time now! Over the next weeks we'll be fine-tuning and polishing the game to release it in the best and most beautiful state possible. โœจ

Since we started the development a lot has changed, and our standards of quality have changed as well. We've created a lot of content that no longer holds to the quality that we want the game to have on its final version. So, we are working hard to polish a few harsh edges here and there. This includes improving VFX, reviewing level design, smoothing out art, fixing bugs, and improving QoL.


New Card VFX


Magma City Reworked Content


Fixed Bug-List on our Dev Discord server


  • Final Game UI

During the closed playtest that we've made in November we also noticed a couple of details that we wanted to change in the interface. For example, recently we reworked the dungeon interface structure, making so that cards are draw from the left, and discard on the right, allowing players to have a better visibility of what is happening with their cards. At this point, all interfaces are finished, and we're now polishing them to make them as intuitive and visually appealing as possible.


New In-Dungeon UI

We've also noticed that there was a lack of teaching the game in the Adventurer's Town. Players would get lost with all of the content, and some would never figure out how to travel to a dungeon or open the deck builder. That's why we designed the in-game guide! ๐Ÿ“– Which will help players figure out tons of information about the game while playing.


Town Map available on the Guide!


Lengthy In-game Guide to help players!

The guide includes a list of cards, bestiary, NPCs key information and a map to help you navigate around! As you make progress in the game, more content is discovered in the guide, making it a reliable source to check information about entities and mechanics in the game.


  • Save System!

Back in November, we've received feedback that a save system in-dungeon would be great. That's because we learned that runs in Dungeon Drafters can take up to hours, depending on your playstyle, deck, and knowledge about the game. ๐Ÿ’พ After much trial and error, we found a way to allow players to save mid-run and keep their progress when leaving inside a dungeon.


Save Shrine on the Second Floor of a Dungeon!

You can now safely save your progress without having to return to the Adventurer's Town. For those who like to take the crawling part slow, you can finish just a single floor and resume your session later!

No saving on the boss floor though ๐Ÿ˜‰


  • Cutscenes

We're almost done with the cutscenes we talked about in the last Kickstarter update, and let us just say, they're pretty cool and visually stunning. We're not showing much because of... spoilers!


A Frame from a Explorer's Cutscene


  • Localizations

We're almost finished with all the localizations! ๐Ÿ—จ๏ธ While we promised only English, Japanese and Brazilian Portuguese on the game's Kickstarter, we eventually agreed on also localizing for French, LATAM Spanish, German, Korean, Traditional and Simplified Chinese, and Russian.

We're currently testing to ensure everything is working smoothly. Our publisher is helping a ton with localization and reached out to the best professionals out there to ensure the game will have a solid translation.


ja-JP Localization!


pt-BR Localization!


fr-FR Localization!

Dungeon Drafters is actually a very hard game to localize. Text space is often too small, terms need to be super consistent to ensure mechanics can be correctly understood, and lore dialogues have nuances based on characters personality and values.

We want to reach as many players as possible, and we hope every language received enough love from our localizers as we asked them to! โค๏ธ

Thank you



Since the Kickstarter campaign, we've been putting all of our energy into ensuring that the game is the best it can be. Our efforts will continue until the very last moment! As the release date approaches, we feel a mix of excitement and nervousness.

It's incredibly meaningful to us to be able to share this journey with all of you, and we'd like to express our gratitude to everyone who has participated thus far. We hope you're as thrilled as we are and that you'll enjoy the game as much as we do!

Warm regards,
Rafael Fressato ๐Ÿ˜Š

๐Ÿ“•๐Ÿ”ฅ DUNGEON DRAFTERS - Deck Building & Battles!

๐Ÿ—“๏ธ Join us for a live Q&A on Dungeon Drafters! ๐Ÿ—“๏ธ




In this stream, we will answer all of your questions about the game! We're looking forward to hearing your thoughts and feedback.

๐ŸŽฎ From mechanics to characters, we'll delve deep into the game's features and give you a closer look at the world of Dungeon Drafters.

๐Ÿ”ฅ If you're looking for more information on the upcoming deck-building Mistery Dungeon, this is the perfect opportunity for you! ๐Ÿ”ฅ

Hope to see you there! ๐Ÿ˜‰

๐Ÿ“•๐Ÿ”ฅ DUNGEON DRAFTERS - Unleash the power of Cards!

๐ŸŽฎ Join us for an exclusive sneak-peek at Dungeon Drafters, the upcoming deck-building Mistery Dungeon!



Get ready for an epic adventure as we showcase thrilling battles and deep deck customization. Help us build an amazing deck, battle fierce monsters, and uncover exciting secrets.

Don't miss your chance to see the game in action and add it to your Steam Wishlist. We hope to see you there! ๐Ÿ”ฅ๐Ÿ˜‰

Release Window and Events

Hey there! โœŒ I'm Lucas Demo, producer of Dungeon Drafters, and today I'm here to announce the release window for the game, talk about recent events that we are taking part in, and also give updates on how the development is going.

Release Window



Oh yes! ๐Ÿ™Œ Dungeon Drafters will be released in the second quarter of 2023. After many years of long and hard work, we are finally approaching a version of the game that we are happy with. We know that during this journey we faced a few delays, but at the end of the day we are truly glad about how the game is turning out.



The closed playtest helped us a lot to visualize aspects that we needed to address. We are focusing on finishing the final parts of development, and working on related things necessary to prepare the release.

Events



Part of releasing Dungeon Drafters is, of course, building the hype. Because of that, we recently took place in two big events. One of them, the Taipei Game Show, just ended today. It was amazing to see our game community expanding, and we got excited to localize Dungeon Drafters and take part in this event.




The second event, which is starting today, is Steam Next Fest. This is huge. Many players will be looking at Dungeon Drafters for the next week, and we might have a lot of new people joining the community. We are glad that the game seems to have a decent spot among other amazing titles in such a massive event.

For that occasion, we've prepared a new demo of the game (and hopefully the final demo that we have to work on), which features changes to decks and all six playable characters.





Development Report



Besides the effort that we are putting to prepare the release, we also have to keep working hard on the game itself. We still want to work on changes, balancing, and polishing.
  • VFX Rework

As you might expect, you learn a lot while developing 300 different cards in a video game. And once you finish working on the 300th card, the first one that you did no longer meets the quality standard. It is easy to find yourself in an infinite loop of reworking the visuals, but I believe we are doing our best to make spells look great.



Over the past few weeks, we've revisited many cards of the game to address issues and quality improvements, both in visual and sound effects. Here are a few of the spells that we put some extra love into, and they now look outstanding!


  • Deck builder and Text

Another element of the game that we've been putting a ton of effort, improvements in the deck builder interface, and also text consistency and readability.

One of the biggest challenges in creating a game with hundreds of unique cards is to find the standard to make all of them consistent while describing unique events and effects. Since the closed playtest, we've found better structures to describe how cards work, how they should look in the deck builder interface, and what are the key elements that make navigation more intuitive and informational.


  • Quality of Life

We also got a lot of requests to improve quality of life options. For that reason, the settings of the game now offer much more flexibility to the player, allowing you to customize what animations you want to skip, what is the base speed of animations in the game, and also give you the option to read the text in high resolution.



We sincerely hope that improvements in the settings will help Dungeon Drafters to be more accessible for all different players, and allow you to personalize the options that better suit your gameplay flow.
  • Music

Our amazing composer, Leonardo Lima, took the time to update the music that we had online. We now have updated versions of those songs on Soundcloud, featuring different dungeons and floors. If you want to have a preview of what our soundtrack will sound like in the final game, give a listen!
https://soundcloud.com/leonardolimasoundworks/sets/dungeon-drafters-oficial


  • Cutscenes

And finally, I want to report on our progress on the cutscenes of the game. Dungeon Drafters has evolved to a point where we feel like we have time and space to fit small scenes for contextualization, at the beginning of the game and special endings.



We wanted to visit retro games to get a reference of what these cutscenes could look like, how they can effectively present the world, and also stay relatively manageable from the production view.
Our artist, Lucas Bressan, is right now putting a lot of effort into creating these frames, and we hope that this, combined with the right sound, will create an immersive layer for players while accessing their nostalgia for old games opening!



Thank you



Thank you very much for your support. I mentioned countless times how our community gave us amazing feedback, encouraged us to take the time to work on this game, and respected the decisions that we've made while the game evolved.

I'm thankful.

Best,
Lucas Demo