First off, I'd like to thank everyone who commented or gave a thumbs-up on the last post. We've read every single comment. Your feedback has given us a ton of motivation.
Since then, we've been working hard on Dungeon Warfare 3. Today, I'd like to share some information with you.
There have been some upgrades in the graphics department. We’re keeping the pixel art look, but with a slightly higher resolution. We've also enlisted the help of some talented pixel artists. I hope you find it as visually appealing as I do.
My previous post created some confusion about whether there would be a deck-building element in the game. I’d like to clarify that there will be no deck-building. However, there will be cards in the game. Players will be able to create their own world using terrain and building tiles, which will be given in the form of cards. These elements provide passive effects, such as:
- The Plains tile adds a peasant to every wave, providing extra gold for the players. - The Gold Mine increases the player's starting gold. - The Library increases the XP yield from adjacent dungeons.
Any ideas regarding these metagame elements are more than welcome.
As for the gameplay, we're adding Heroes. These are powerful units with unique abilities to aid your defense. Players can control their movement by placing waypoints. And of course, there will be powerful new traps for you to experiment with.
A lot more interesting things are in the works.
We plan to release the game this December. I'll come back in a couple of months with a Steam page that so you can wishlist the game.
Until then, full steam ahead!
Jinmann
The Third Time's the Charm
Dear players, It's been quite a while since our last adventure together, and I'm excited to reconnect with you all.
Recently, I've rediscovered my passion for game development and have been exploring some intriguing ideas. Imagine a potent mixture of tower defense, roguelike, and deck-building. Sounds delicious, no? Well then I thought: "How about I work on Dungeon Warfare 3 instead?"
So here I am. Today, I'd like to share a small milestone: the creation of a logo for Dungeon Warfare 3. Although this isn't the grand announcement of the game's release, it's a step towards bringing our vision to life. I understand this may be a bit of a tease, and I appreciate your patience and continued support.
As many of you know, we operate as a small team. Currently, my partner, the main programmer, is engaged with other projects, making it challenging to fully commit to Dungeon Warfare 3 at this moment. However, I remain hopeful and enthusiastic about the future, potentially revisiting this project in a year or two.
Your thoughts and feedback have always been a cornerstone of our development process. With that in mind, I'd love to hear from you: What are your hopes and ideas for Dungeon Warfare 3? What features or innovations would excite you the most?
Feel free to share your insights and suggestions. Your involvement has always been a driving force behind our creations, and it will continue to shape the future of Dungeon Warfare.
Thank you for being such an integral part of our journey. Here's to more adventures ahead!
Warm regards, Jinmann
1.2.6 Released as Stable
Hello, Many thanks to everyone who participated in the beta test. Quite a few bugs were discovered and fixed during the test period. We hope the game is more smooth and enjoyable now. Thanks again for your support.
New Beta Version Released
Greetings, players. It's been a while. Recently, we were working on a small update for upcoming inclusion in Google Play Pass. Opt in for a beta test!
Beta key: dungeonwarfare2
1.2.6 Changelogs
New Feature - Unit compression - The game will merge newly spawning units in order to reduce the performance hit caused by too many units. The feature kicks in once the unit counter exceeds 100. - Compressed units will have multiplied health, bounty, weight, damage, and life cost. - The rate of compression will increase as the unit counter increases. This will alleviate the crashing / lag issues some players have been experiencing.
In addition to the aforementioned feature, we have also reduced the number of spawned units in high tier maps. This change won't be noticeable in tiers less then 15.
Slightly increased the amount of health of the enemy units in high tier maps.
Increased the maximum movement speed of the enemy units by 10% in Endless mode.
Increased the health of the Bosses by 50%.
In Ascension mode, the new game will begin with all traps unlocked.
Decreased the damage of Battering Ram by 95%.
Decreased the collision size of Battering Ram.
Decreased the damage of Digger by 50%.
Decreased the movement speed of Digger by 20%.
Increased the base stat of Singularity from 24% to 30%.
Decreased the stat increment per level of Singularity from 8% to 6%.
Wrath has been rebalanced. - The stats of the mods will now increase exponentially. - At Wrath 10, stats are increased by 40% - At Wrath 20, stats are increased by 160% - At Wrath 30, stats are increased by 360% - Health mod will be always included.
Various bug fixes and optimizations.
Various UI improvements.
As always, player feedback is highly appreciated. Thank you for playing!
Now Available on Mobile
Finally, Dungeon Warfare 2 is now available on the App Store and Google Play!
We're releasing Dungeon Warfare 2 on mobile very soon.
It will be available for purchase in the App Store and Google Play tomorrow (April 3rd).
Stay tuned, and thank you for your support.
Update 1.2.4
Changelogs
New Permanent Runes
Swarm - 30% more enemies.
Tower - Map Tier is increased by 2.
Bug Fixes
Fixed a bug that caused Loophole skill to be activated without any allocated skill points.
Fixed a bug that caused Trap copy & paste to malfunction while Abaddon Glyph is equipped.
Fixed an issue where an obsolete Trap type existing in certain unique maps.
Please share your feedback in the discussion board.
Thank you for playing!
Update 1.2.3
Changelogs
Trap Changes
Decreased the unlock cost for every Trap to 3 gems.
Increased Axe Trap cost from 1500 to 2200.
Increased Harpoon Trap physical force increment per Mastery level from 2% to 3%.
Increased Barricade durability increment per Mastery level from 25% to 30%.
Increased Inferno Trap damage increment per Mastery level from 12% to 14%.
Trait Changes
Bola Trap - Singular Strike - Increased damage from 500% to 1000%.
Chakram Trap - Merciless Strike - Increased damage from 50% to 60%.
Dart Trap - Deepening Wounds - Increased damage from 20% to 30%. Fixed a bug that caused it to not work as described.
Dart Trap - Quick Reloader - Increased rearm speed bonus from 20% to 40%.
Axe Trap - Spring Compressor - Increased max damage from 200% to 500%.
Bolt Trap - Charger Springs - Increased max damage from 200% to 500%.
Bolt Trap - Multishot - Increased damage from 50% to 75%.
Barricade - Fortitude - Increased durability bonus from 30% to 50%.
Grinder - Recycling - Increased gold bonus from 5 to 6.
Grinder - Faster Processing - Increased unjam speed bonus from 30% to 40%.
Grinder - Air Intake - Increased slow from 20% to 30%.
Soul Harvester - Lasting Grasp - Increased duration from 3 to 4 seconds.
Lightning Trap - Concentration - Increased damage from 300% to 600%.
Rocket Trap - Kinetic Blast - Increased physical force from 300% to 400%.
Demon Portal - Rapid Arrival - Increased rearm speed bonus from 20% to 30%.
Demon Portal - Bounty Hunter - Increased gold bonus from 5 to 10.
Spike Trap - Spring Compressor - Increased max damage from 200% to 500%.
Spike Trap - Single Out - Increased damage from 300% to 600%.
Spike Trap - Cull the Weak - Increased damage cap from 100% to 200%.
Spinblade Trap - Battering Pillar - Fixed a bug that caused it to malfunction.
Spinblade Trap - Flywheel - Increased max duration from 50% to 100%.
Spring Trap, Push Trap - Combo Mastery - Increased gold bonus from 5 to 10.
Spring Trap - Minibombs - Increased damage from 30% to 60%.
Spring Trap - Charger Springs - Increased max physical force from 100% to 500%.
Freezing Trap - Cold Snap - Increased damage from 100% to 150%.
Skill Changes
Brute - Upkeep - Max level increased from 15 to 30. Increment per level decreased from 5% to 2%.
Brute - Brute Force - Max level increased from 10 to 50.
Brute - Overload - Max level increased from 10 to 20. Each skill level increases the rearm speed bonus by 5%.
Brute - Preparation - Additional trap per level increased from 1 to 2.
Elite - Singularity - Increment per level decreased from 10% to 8%.
Elite - Loophole - Max level increased from 10 to 15. Base cooldown decreased from 60 to 40. Cooldown decrease per level decreased from 5 to 2 seconds.
Elite - Trait Mastery - Max level increased from 5 to 10. Increment per level decreased from 5% to 2%.
Elite - Rune Mastery - Max level decreased from 20 to 5.
Elite - Killchain - Max level increased from 10 to 20.
Elite - Pierce - Max level increased from 5 to 10. Increment per level decreased from 10% to 5%.
Elite - Ultimate Mastery - Max level increased from 5 to 10. Increment per level decreased from 10% to 5%.
Elite - Frostbite - Max level increased from 10 to 20. Increment per level decreased from 10% to 5%.
Elite - Engineering - Max level increased from 10 to 20. Gold cost increased from 1000 to 10000. Cost decrease per level increased from 100 to 500.
Greed - Hoard - Gold requirement increase per level increased from 100 to 500.
Greed - Treasury - Max level increased from 5 to 50. Increment per level decreased from 1% to 0.1%.
Greed - Paralysis - Max level increased from 5 to 25. Increment per level decreased from 5% to 1%.
Greed - Avarice - Max level increased from 10 to 15.
Greed - Bribery - Each skill level decreases the percentage of current gold taken and increases the gold requirement. Summons a Demon Lord in place of the bribed unit. At max skill level, the Demon Lord has health equal to the amount of gold spent.
Miscellaneous
Each Ascension increases Greed victory condition gold amount by 100%.
Fixed a bug that caused Endless mode unlock notice to appear at the wrong level.
Minor bug fixes.
Please share your feedback in the discussion board.
Thank you for playing!
Update 1.2.2
Changelogs
Decreased costs of the less popular Trap Traits.
Increased the cost of Lightning Trap from 800 to 900.
Decreased the cost of Hex Trap from 1500 to 1300.
Decreased the cost of Bola Trap from 300 to 250.
The following traps have been buffed (stat bonus per Mastery level has been increased) - Push Trap, Bola Trap, Spring Trap, Hex Trap, Inferno Trap, Lich Tomb.
Empower cost is now refunded when the Empowered Trap is sold in the planning phase.
Fixed a bug that prevented loading player's save file.
Fixed a bug that allowed players to exceed Teleporter Trap build count limit.
Please share your feedback in the discussion board.
Thank you for playing!
Hotfixed January 30
Permanent runes are now much easier to acquire.
Fixed a couple of bugs.
Update 1.2.1
Changelogs
Axe Trap - Decreased physical force increment per mastery level from 10% to 6%.
Axe Trap - Improved trap installation UI so that the direction of rotation is more obvious.
Fixed a bug that caused crafted permanent runes to disappear.
Acquired permanent runes can no longer be dropped from enemy nor crafted from transmutation.
Fixed a bug that caused the second consumable slot to disappear.
Fixed a bug that caused player statistics to reset (lost statistics will be restored automatically).
Permanent runes are now dropped identified.
Please share your feedback in the discussion board.
Thank you for playing!