Dunrog cover
Dunrog screenshot
Genre: Role-playing (RPG), Adventure, Indie

Dunrog

Changelog - v1.0.8





Features:

  • Optimizations!
  • Smoother loading
  • Better FPS counter (less bloat)
  • Adjusted Quality settings a bit
  • Better menu character rendering (FOV proof)
  • Better armor protections balancing
  • Better damage falloff when throwing/shooting
  • Balancing
  • Portuguese is available again ❤❤❤❤
  • Added FPS limiting options and FPS counter enabling
  • Added apply buttons in Control and Sound menu
  • Added razer Chroma enabling option in General settings
  • Added orb stacking on Anvils
  • Added anvils icon and generation in non-hub levels
  • Added alternative mode for QuickBar (LeftAlt)
  • Added feedback system (Use F8 to report bug/leave feedback)

Fixed:

  • Saved files loading freezing main menu (singleplayer button)
  • Crosshair icons artifacts
  • Non 16:9 screen ratios corrected
  • Golden Golem suicide
  • Monster attack range values
  • Camera invert Y option
  • Instant kill in Dungeon levels
  • Minimap rendering order artifacts
  • Defocusing game on LoadingScreen no longer causes game pausing
  • Rotation, Pushing, Pathfinding, Shooting, Animation freezing in AI

Disabled:

  • Custom seed system (working on it due to multiplayer issues) [it's always random now]


Please be patient and enjoy our creation as it is and as it will be after incoming updates!






Multiplayer Information


Hello


Few days from release day passed and already we had chance to do some initial fixes reported by you guys.
(thank you <3)

There is important thing to explain.

This message is for:

  • Those of you who have access to the game and wonder: why there is no "Multiplayer" button in main menu.
  • Those who consider acquiring Dunrog in hope of multiplayer functionality.


First


We need you to know, that OnionMilk is tiny amateur indie development team from Poland.
Our time spend on the game creation is full of passion and joy of making something at least bit fun.
We've got idea of making Dunrog around 3 years ago and then immediately we've started developing it.

At the beginning OnionMilk contained only 2 devs, programmers.
No artists, no game designers, no publisher/marketer/PR whatsoever.
We started this project as small hobby... that reached a lot of ideas and will to make it something bigger. Then, we found people who wanted to join our creation adventure, which was very fun and full of hard work.
Some of you may doubt that... We understand, we worked on Dunrog after working hours.
So we had to put aside social life (not all obviously), playing other games etc... to accomplish something we can call "the game". We went "full nerd" along with developing idea that we can release this game into public and share it with rest of the world.
We had no publisher, investor nor marketing...

Further developement


Thanks to help from Creative Forge Games (that we meet around the end of 2019) and that they believed in our project, we had opportunity to meet you in form of advert on Facebook/Youtube and such.
We've also got help with making trailer for the game, it's not easy for game devs to make anything good in movie editing software :P

There was an episode with Kickstarter campaign, which we got a lot of help too.

We know that price should reflect what we promised you in description, ads and trailer of the game.
But we made those long before releasing the game.
Our lovely discord community translators (who helped us for free) filled around 1500 phrases
(words or whole sentences) for 7 different languages (not counting English) and around 700 phrases for 5 more languages that are not done yet. (Sum around 14000)
Also they helped with steam page.

To not bother them anymore, to not bother the trailer guys and to show our Publisher that we can release the game in good condition, we didn't wanted to change the release day.
Even after unsuccessful Kickstarter campaign we decided to not slack around and cut some features.
So 1st of October was our fixed date and we were determined to release the game, even if it needs us
to disable some features or transform them into stuff that we can introduce in further updates.

Co-op


And here we are...

WHY DOES DUNROG HAS NO CO-OP AVAILAVBLE?


This is why...
We want to give you multiplayer in good state.... unfortunately around week before release
we encountered some issues that are critical in multiplayer functionality.
We don't want to give you that now.
Bugs in standard game are bearable to specific point...
When multiplayer kicks in, the bugs of the client and server sides are rage-worthy.
(We experienced that on ourselves while playing some unfinished games)

Please, if you think there is potential, stay with us! Even on the wishlist!
If you want to join our community and have direct contact, you're welcome on the Discord server.

If you think that the game is not worth your money, time and "screw this minecraft clone".
Okay, we understand. We used steam refund few times, good to have it around.
But please, respect our work a bit without complaining about the game that is that small.

Okay, what's next?


Updates! We work on updates every day.
Corrections, fixes, game design meetings/calls.
We obviously work on multiplayer, it's not easy for amateurs, but what's development without obstacles? :D
There are also some ideas of non co-op modes to consider... it's not a promise, but we would love to do something more.
Aside of multiplayer we are focused also on bugfixes and optimizations.
As mentioned above, at begining we got 2 programmers, now we have also 2D artist, 3D artist and social media person. Some of us are doing things that are not included in "our profession", like sound design or PR/marketing, but someone has to do it :)

Please be patient and enjoy our creation as it is and as it will be after incoming updates!






Dunrog Release Day!

Dunrog Release Day - What’s next?






We’re finally able to present you the full version of Dunrog - a First Person Thrower game!





We’re giving for your disposition:

  • Procedurally generated world
  • 4 different worlds to explore
  • Dynamic fighting system
  • Over 100 types of monsters to fight with
  • Various weapons, so you’ll be able to define your fight style
  • Tons of loot
  • Hero progression, where skills develop while using them




You can also check out our last beta changelog (version 0.9.9), that includes:

  • Updated Languages
  • Changed throwing physics calculations
  • Changed Dungeon generator
  • Physics optimization
  • Better and faster AI
  • Balancing furnitures and world generators parameters
  • Changed Forging system
  • Removed DualScreen feature
  • Optimizations
  • Added library Menu background
  • Added missing UI sounds in Menu
  • Added some multiplayer stuff (still in progress)
  • Added story & Voice over
  • Added new furnitures/decorations (Jungle, Banners, Lianas...)
  • Added new Language - Chinese (Simplified)
  • Added razer Chroma Support (Keyboard and Mouse)

Fixed:

  • Runes letters detachment
  • Language settings save
  • Actually... a lot of bugs




But that’s not all!


We’re planning to update our game in the future and extend it’s content even more.

In the end of November we want to release a big update!
The main feature of it will be a multiplayer mode.
Maybe we wasn’t able to deliver it for a release day, but we just want to make sure, that it will work flawlessly.
As always - our testers will be delivered with early version of it, to help us get rid of all the bugs!



We also want to thank all the people, that were with us during the development process.

That was great to hear feedback from you.