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Genre: Adventure, Indie

Gatedelvers

0.2.2b - I Only Have So Many Names For Bugfix Patches

- Adjusted undiscovered skill card visuals in the Codex to better communicate their undiscoveredness. (Feedback by Cosmaru.)
- Adjusted Overgeared wording. (Feedback by GrimToadstool.)

- Fixed Frost Volley & Shotgun occasionally dealing way too much damage to client players at close range. (Reported by many.)
- Fixed Shadow of Death causing Miner to take way more damage than intended from explosions. (Reported by Cellestus & zaprice.)
- Fixed Old Digger targeting his Ceiling Breaker at dead players. (Reported by Cellestus and others.)
- Fixed Whiskers' health decaying down to 4 after healing. (Reported by TheAncientGolem.)
- Attempted fix for Adventurer granting client players more ability uses when reviving in the Pit. (Reported by zaprice.)
- Fixed phantom throws not triggering Follow Up properly. (Reported by Conrat.)
- Fixed Armor Break not counting as a debuff for Schadenfreude. (Reported by Fwutters.)

0.2.2 - Skillcard Booster Pack 2

(Should be fixing bugs, but tired from the move, so made skillcards instead. I like making those. -Mag)

New skillcards!
- Firm Stance
- Heavy Hitter
- Schadenfreude
- Ghost
- Follow Up
- Overgeared

- Increased Battle Trance crit chance from 10%/15% to 12%/18%.

- Run & Gun now grants 40% durability cost reduction when running & gunning.
- Fixed Run & Gun only letting you shoot forward.

- Fixed Ray Rifle not working with Run & Gun or Charge.
- Fixed Brittlekeep exit gate sometimes being blocked by a snow floor, causing a softlock. (Reported by Fwutters.)
- Fixed Astral Spark cast sound ignoring attenuation (was audible at full volume regardless of distance). (Reported by Conrat & Cosmaru.)
- Fixed Uppercut using outdated damage logic.
- Fixed outdated Arcane Power wording.

0.2.1b - Hotfixes (also brb gotta go move again)

- Updated Gardener unlock condition tooltip to correctly say that Gardener can be unlocked at the Final Fountain. (Reported by Chonky Boye.)
- Fixed Quick Infusion tooltip claiming it was still a prototype and referring to the removed Forge Machine. (Reported by DoubleMayCare.)

- Fixed Gardener not unlocking properly for client players. (Reported by GraveCarver.)
- Fixed Dragon getting permanently stuck on top of the Pocket Dimension if a player warped there during the Strafe attack. (Reported by GraveCarver.)
- Fixed locked Eternal Seals being pickable and seal icons being slightly off-center. (Reported by ツ気持ちツ.)
- Fixed the Seal menu being openable while already open. (Reported by DoubleMayCare.)

(no more patches for a few days, not gonna have PC access until done with moving. i'm sure nothing will break :) -Mag)

0.2.1 - Enchantment Variety & Some Quick Fixes

- Added 2 new lesser enchantments for damage items: Inspired & Elemental.
(Thanks to Wunarg & Cellestus, respectively, for original ideas!)

- Wall items can no longer be hit & launched by attacks/explosions while still inside walls.

- Fixed Phantom items not attributing their damage to the original item, causing infusions and item on-kill effects to not trigger properly. (Reported by Cellestus and GrimToadstool.)
- Fixed uninfusing not replicating changes to clients properly. (Reported by Cellestus.)
- Fixed Invulnerability not refreshing its duration when re-applied. (Reported by zaprice.)

0.2 - Fairweather Fleet

A bit more delayed than we would have liked, but the long promised first major content patch is finally here!

With the huge pile of stuff in it, there's bound to be some rough bugs & other issues that slipped past us; if you run into any issues, feel free to poke us on the Gatedelvers Discord, the comments of this post or in the Steam Discussions!

Thanks to everyone who reported bugs or gave feedback!



Patch notes:



New world: Fairweather Fleet

New playable character: Gardener

New game system: Seal Runs
Collect World Cores during runs to get Seals, use Seals for special challenge runs with unique modifiers!

Reworked game system: Infusion stacking
Scrap is gone, infusion is free! Defeat bosses to gain more infusion slots for the rest of the run.

New game mechanic: The Un-Infuser
You can now undo infusions in the fountains, with no loss of materials! Experiment all you want!

New game mechanic: Gold
With no scrap, something's gotta pay all those vending machines.

New feature: Alternate character colors
All playable characters now have a few selectable alternate color schemes!

2 new weapon types: Hammers & Spears
Hit something so hard it flies into the next room over, or poke with precision for sweetspot damage!

10 new items:
- Mop
- Pitchfork
- Mallet
- Wrench
- Sun Gun
- Ray Rifle
- Flashy Cape
- Deci-Catalyst
- Rain Bow
- Hollow Heart



General gameplay changes:

- Added new instant infusion UI.

- Removed the Forge Machine.

- The first use of each Repair Machine is now free!

- The Scrapper now grants Gold instead of Scrap, because Scrap does not exist.

- Reworked Pure items: They now have 1 additional infusion slot, and infusing them into another item does not take up a slot.
- Pure items are now more common.
- Common items can be Pure again.
- Rerolled Pure items should now always remain Pure.
- Added inventory slot visuals for Pure items.

- Increased wall item amount by ~50%.
- Walls can now have bags of gold in them.
- Chests can now randomly contain gold instead of a consumable.
- The timer chest has been replaced with a gold reward (that you can spend in the shop that's usually next to it.)

- Reduced chance of more than 2 Treasure Chests per world.

- Reduced max hurtle duration (how long until you regain control) from a single knockback instance from 3 -> 1 second on player characters.

- Crit is now calculated before armor. (Crit is better at getting through armor.)

- Bosses no longer drop chests, instead dropping Infusion Slot Upgrades.
- Admiral & Old Digger no longer drop their weapons on death.
- Dragon no longer drops a gold chest, but there's a gold chest in front of the gate in the exit room he guards.
- Elite minibosses now drop Golden Chests.

- Added target dummies to all fountains.

- Ghosts can now clap.
- Ghosts can now use telescopes.

- Renamed Elemental Charges to Elemental Boons. (Boon of Fire, Boon of Ice, Boon of Air and Boon of Earth.)
- Boons now have colorful tooltips :).
- Boon of Earth now grants +1 block and 0.5 weight. (Base weight is 1, Miner is 1.25.)

- Added an additional combat encounter and infusion instructions to the tutorial.
- The tutorial no longer allows you to send the pickaxe to pocket before picking it up so people stop softlocking.
- Targeting an NPC now displays an input prompt for talking to them. (Suggested by Winged.)


Character changes:

- Deckhand now starts each run with their trusty Mop.

- Miner's Blast Resistant now only blocks damage after 1 health is lost.
- Miner's Tools of the Trade now restores durability on level up instead of reducing durability loss.
- Miner can no longer pause the fuse of lit dynamite.
- Miner's Powder Pouch now refunds 100% of use cost when taking explosion damage, instead of a flat 12%.
- Added Powder Pouch infusion trait.
- Swapped Powder Pouch enchantments from passives to weapon & durability. (Suggested by Cellestus.)

- New Librarian passive: Flashcast!
The first level of Charge on spells is instant. (All spells have charge by default, as of this patch.)

- Reduced Librarian's blue & orange affinity from 30%/25% to 25%/20%.


Curse/enchantment changes:

- Curses will now decay or disappear if the item is dropped for 8 seconds.
- Curses & enchantments are now rerolled and degrade when transferred. (Greater -> Lesser, Lesser -> nothing.)
- Some items now have unique enchantments that change how that item functions.
- Curses now take 3 level ups to purify, up from 2.

- Enchanted items will now always receive a Greater Curse when thrown into a Curse Pool.

New enchantments:
- Volatile (Damage)
- Sturdy (Durability)
- Unbreakable (Durability)
- Myriad (Rock)
- Semi-Automatic (Flintlock)
- Nuclear (Rocket Launcher)

- Temporarily removed Swift & Heavy enchantments (until can fix them showing up on items they don't really work on).

- Blazing & Freezing enchantments now apply more stacks on higher damage hits, up to 3 stacks at 5 damage.
- Brutal now checks for health advantage after the original damage, not before.

- Pickaxes & Toolkit now use durability-based enchantments.

- Curse of Stiffness now reduces walk speed by 50% instead of 90%.
- Curse of Misfortune is now less prone to triggering on tiny movements.


Skillcard changes:

- Gave everyone the Gunslinger effect by default, removed Gunslinger skill card.

- Juggernaut no longer gives damage based on missing block, and only restores 2 block on kill.
- Bravado now also requires full Block to be active.
- Increased Bravado+ crit chance from 75% -> 100%.
- Rounded Fastball numbers from 28%/38% to 30%/40%.


Item changes:

- Rewrote thrown item impact logic; stronger throws now inflict higher knockback.

- Daggers now have a 2-hit combo, but are a bit slower otherwise.
- Improved hammer, sword & axe hitboxes.
- Increased movespeed while swinging axes.
- Dramatically reduced Axe chop's recovery time after swinging. (0.45 -> 0.25 sec)
- Increased Armor Break duration on all pickaxes by 2.5 seconds.

- Made drinking potions faster.

- Increased Phantom Daggers' size slightly.
- Increased Phantom Daggers' max Phantom Throws from 2 -> 4.

- Butterfly's momentum now decays much slower but requires a bit more total movement. (Mostly a buff.)
- Butterfly's storm now scales with size.

- Fixed Clockwork Gauntlet not scaling with Size (now scales both in punch size and distance).
- Clockwork Gauntlet now works with Auto-Combo.

- Crossbow now gains a stacking +25% crit chance when landing a powershot. The bonus is reset on miss.

- All spells now have 1 base Charge. (This is a buff to all spells. Generally looking to make spells less instant, but more powerful.)

- Wind Blade now scales up in damage with Empower/Charge.
- Wind Blade is now slightly smaller.
- Reduce Wind Blade push effect, but added an actual knockback with hitstun to the initial hit if the blade is moving fast.

- Frost Volley now has more spread.
- Frost Volley now has slight innate homing.
- Frost Volley casts slower.
- Reduced Frost Volley extra projectiles per Empower from 2 -> 1.

- Inferno casts slower.

- Increased Shockwave damage and knockback.
- Reduced Shockwave width and stun duration.
- Shockwave casts a bit slower.
- New Shockwave sounds & visual effects!

- Increased Invuln potion infusion buff duration from 1.5 to 2.5 seconds.

- New Revenant infusion trait: 100% crit chance against enemies with more health than you. (Old Revenant trait is still available from Needle Cape.)
- Needle Cape infusion now stores all damage taken instead of just 1 per hit.
- Improved effectiveness of Wind Blade infusion vacuum on extremely slow projectiles.
- Shockwave infusion now stacks properly with Flashy Cape, Shockwave and itself.
- Shotgun & Repeating Crossbow infusions now reload guns when applied to them.

- Removed durability loss reduction from Shotgun infusion trait.


Pit changes:

- Pit now starts at floor 10 instead of floor 6.
- Added un-infusers to the Pit safe floors.
- Pit now has shops every 5 floors.
- You can now buy infusion slot upgrades in Pit for a lot of money.


Other changes:

- Implemented Steam Cloud save sync.

- Removed un-rebindable numpad emote keys.

- Removed the HUD element for active item's infusion trait while in the Pocket.

- Witnesses can no longer start charging up an attack unless their target is within 6 meters.

- Reduced the weight of Brittledeep tables to make them better throwables.

- Added ping key to keybindings menu. (Suggested by GrimToadstool.)

- Hitlag is now capped at 0.25 seconds.

- Blood collection in shops looks nicer now.

- Added some lamp posts to the Hub.

- Updated world map.
- Switched amulet revive icon to GD logo.

- Added vfx and icon for Archives Rune Ribbons. (Suggested by Aewynne.)

- Reworked part of the tutorial, now offers actually different skillcard options instead of just 3 copies of Double Jump.
- Inventory slots now display their keybinds instead of their slot number. (Suggested by Winged.)
- Added pick up prompt for items on the ground.

- Added sign that warns you the Pit is a mess.


Bugfixes:

- Fog poisoning now saves properly between areas.
- Fixed bullets ignoring Armor Break. (Reported by Monke the Rubble-Man.)
- Vaguely attempted to fix Boulder Crab not dropping a chest, but couldn't reproduce so who knows? (Reported by Fwutters.)
- Innately fog-blessed enemies such as Preachers and Witnesses can no longer spawn as elites. (Reported by Fwutters.)
- Fixed Wind Waltz size not affecting the size of its Wind Blades. (Reported by Fwutters.)
- Absolute damage (Inferno infusion, Bloodshop) now ignores block completely. (Reported by Zaprice.)
- Fixed client players being immune to spike pits?? (Reported by Zaprice.)
- Fixed Butterfly infusion speed bonus stacking infinitely on client players. (Reported by Cellestus.)
- Fixed Crossbow not working with Charge.
- Fixed potions appearing to break on client players when they actually didn't. (Reported by many.)
- Fixed the Shop Fight theme being audible everywhere.
- Fixed off-screen player indicators not getting cleared after a player swaps to another character.
- Fixed Inferno infusion trait not properly granting +2 Empower.
- Fixed Blast Scepter infusion trait having comically high knockback.
- Fixed guns being able to shoot multiple times per... shot. (Reported by Wunarg.)
- Fixed items being able to touch the floor through a fountain. (Reported by zaprice.)
- Fixed Drought not actually drying fountains.
- Fixed Jump Kick being all kinds of outdated and buggy.
- Fixed Powder Pouch getting weird with curses. (Reported by Cellestus.)
- Tried to make it impossible to revive friends into walls.
- Converted Burn & Thermal Shock to properly using the new damage system.
- Fixed Jump Rope failing to knock back targets with Block.
- It should now be impossible to re-enter character select fast enough for it to fail to open.
- Fixed certain ranged or indirect attacks triggering twice on client players.
- Fixed Pit damage plane knockback being affected by character weight/block. (Reported by Cellestus.)
- Fixed Powershot infusion not working properly on Flintlock & Shotgun.
- Fixed knockback scaling on guns not working right.
- Spellsword now only triggers when hitting enemies.
- Fixed tackle & fireball doing absurd knockback to certain things.
- Pure items should now get properly visually replicated to client players.
- Fixed spells appearing fully discounted for client players until first cast or after traveling to another world, even if spell was actually at full mana cost.
- Fixed separate mesh sections of elite enemies not getting elitified properly.
- Fixed Phantom Daggers not inheriting basic Dagger properties like sneak attack. (Reported by Aewynne.)
- Attempted to fix Pit repair stations not working for client players. (Reported by Aewynne.)
- Fixed Choice Hole seals just kinda not working properly.
- Fixed Double Jump assist not working for client players. (Reported by ツ.)
- Made the Pit damage plane better at preventing things from clipping through it. (Reported by Cellestus and zaprice.)
- Fixed Valkyrie infusion not working properly on Valkyrie. (Reported by Fwutters.)
- Fixed wall items being visible to client players.
- Fixed wall items being able to spawn in indestructible walls.
- Fixed seal cubes leaving ghost items in client player inventories. (Reported by zaprice.)
- Fixed "using" a passive item to equip/unequip it triggering Astral Spark infusions mana cost. (Reported by Cellestus.)
- Fixed Adventurer restoring ability uses on area transition. (Reported by Cellestus.)
- Enchanting/cursing an item with Bloodsmith stacks now clears those stacks properly. (Reported by Cellestus.)
- Fixed Phantom items not having their large throw hitbox enabled, resulting in ignoring wind barriers etc. (Reported by Cellestus & Conrat.)
- Probably some other ones I missed.

Devlog 1 - The Cursed Update (is still coming, we're not dead)

The latter part of this post will talk about upcoming content in patch 0.2. The early part here is a chronicle of the Fun Times we've had working on patch 0.2. If you want the latter, scroll down until you see a small crab face.

The Fun Times aka Why Isn't There New Stuff Yet
Around the start of July, someone on the Steam forums asked us when the major content updates were coming.

I, foolishly, answered along the lines of "1-2 months, unless something goes wrong :)"

This was not meant to be a challenge to existence as a whole to take every measure possible in order to stop the patch from being finished. I apologise to existence for the misunderstanding, and would like to clarify that I actually just want to make games.

To keep a long list short, in the last bunch of months our 3-person dev team has enjoyed exciting activities like:
- Various health issues!
- Losing a pet!
- Mold poisoning!
- Losing a home to a mold infestation! (i'm writing this from my mom's basement, like any self-respecting game developer)
- Being harassed by fire alarm malfunctions!
- Water damage scares! (unrelated to the mold thing, somehow)

At least we dodged the Unity Situation. Game's in Unreal. Thankfully. Condolences to anyone stuck dealing with that.

As it turns out, weekly disasters combined with a vague sense of time pressure do not for a good game development make. Things seem to have calmed down a bit, and we've been getting work done again, but at a slower rate (and we're still looking into that new, less poisonous apartment thing). I humbly request we be allowed to keep not getting wrecked.

That's enough venting, let's talk about the stuff you're actually here for: more roguelike dungeon crawly things!



The Major Update: 0.2 - Fairweather Fleet


0.2 is almost entirely content complete!
I'm not gonna say it's coming out soon (even if I still think so). That didn't go well last time, and we do still have to fix some nasty bugs and polish things up a bit more.

Everything promised for the update in the little box on the main menu is still very much coming, but we've got a lot more details and some extra goodies packed into there! We're looking at:

- The new world, Fairweather Fleet.
- A new playable character.
- 9 new items, 7 of which are chest loot.
- Seals, a new difficulty progression/challenge run system.
- Scrap has been removed.
- Lots of adjustments (spell rebalancing, new Librarian passive) and fixes to a lot of things.



The patch has definitely gotten a bit bigger than intended, but I'm pretty happy with the additions!

To elaborate on one of those, the removal of Scrap:
Scrap as a resource added a lot of busywork before the game would let you stack infusions on your stuff, and the choice of throwing away a cool item to get the scrap necessary to make your other items more cool was never a particularly fun one. Neither was having to pass up on infusions so your co-op partner got to use more of them, and it's not great for a co-op game if having more players reduces the amount of fun stuff the game lets you do.

Infusing things is the fun part. Dealing with scrap costs was generally not. So we decided to remove Scrap entirely and add a simpler restriction to infusion stacking: All items now start with 1 infusion slot available, and each time you defeat a boss, all items everywhere gain 1 more slot for the rest of the run.

We also added gold, because vending machines need something you can pay with. The Scrapper makes gold now. Don't think about it too hard.

So far the results of the change have looked promising (mostly positive feedback from playtesters with a few valid complaints we're working to iron out), and a simpler system is easier to get into. Infusing is one of the cooler parts of the game, so we want everyone to get to play with it! To which end, we're also adding Un-Infusers that let you undo infusions and get all the material items back. They can be found at fountains, so feel free to try that infusion you're not sure will work out! ...After the patch. Not yet.


Hopefully soon.

Thanks for reading, and playing :)

- Kalle-Eemeli "Mag" Paananen
Game Designer/Programmer/Multitool Person

0.1.43 - Passive Slot & Assorted Fixes

- Mechanic rework: Passive Items
The last slot in your inventory is now a passive slot, and passive items only work while in it.
(Dev note: This was intended to come in 0.2 with some new passive items and related stuff, but I couldn't leave it out of this patch in a practical way. Consider this setup for future content.)

- Picking up a passive item will now automatically equip it to your passive slot if empty.
- Using a passive item now equips/unequips it to your passive slot.

- Revival Amulet is now a skillcard instead of an item. (This does remove the option of scrapping it or using it as an infusion, but reduces inventory hassle.)

- The Burst Fire from Repeating Crossbow's infusion is now compatible with melee weapons and bows.

- Reduced Needle Cape's rarity from Epic to Rare.
- Adjusted Butterfly charge gain & drain.

- Fixed very heavy enemies getting launched in the wrong direction when hit with weak attacks.

- Ability charges are now saved between areas. (Report-suggested by TurtleSuc.)

- Improved Punch hit detection.

- Fixed Dynamite & Super Dynamite infusion traits dealing Piercing Physical damage (that damage type doesn't exist anymore).
- Another attempted fix to duplicate starting items for client players.
- Fixed an infinite loop/game freeze for client players when trying to pick up an item with a full inventory containing a bugged item duplicate. (Reported by Yoba and DigiDougie.)
- Items should now get proper kill credit from knockback impact kills. (Reported by Fwutters.)
- Fixed all kinds of funkiness with the Wind Blade infusion trait. (Reported by zaprice and KingPsychospud7.)
- Fixed Pages blocking hits even when not hiding in their bottle. (Reported by Cellestus.)
- Fixed Pages sometimes ending up in a state where they appear to be hiding in their bottle but behave as if they weren't.

0.1.42 - The Block Patch


- Reworked base block, it's now displayed on your health bar and is always active unless spent. (This makes Deckhand and especially Miner way more survivable.)
- Increased block regen delay from 2.5/0.2 to 3.25/0.25.

- Adjusted character weight's effect on knockback, heavy enemies are now more resistant to weak attacks.

- Removed Shrug It Off.

- Reduced Miner's health from 8 -> 5.
- Reduced Miner's movement speed from 260 -> 250.
- Reduced Deckhand's health from 6 -> 5.
- Increased Librarian's Telekinesis charges from 2/4 -> 3/6.
- Increased Librarian's blue, green and orange card upgrade chances by 10%.

- Axe swings can no longer be jump canceled. (Because of unreleased content stuff.)
- Axe knockback now scales with Empower.

- Adjusted burn/chill indicator visuals. (WIP)
- Adjusted Block and Ammo UI to not overlap each other.
- Added kill counters to Healing Potion & Mana Potion infusion traits. (Suggested by Cellestus.)

- Fixed Clockwork Gauntlet enchantment aura being weird. (Reported by Monke the Rubble-Man.)

0.1.41b - Nice Little Bugs

- Item infusion damage modifiers are now processed before enchantments (aka Brutal can double dagger infusion bonus damage).

- Fixed thrown items not working with Dagger infusion trait properly. (Reported by TurtleSuc.)
- Fixed vending machines occasionally being empty. (Reported by Monke the Rubble-Man.)
- Fixed being able to sprint while sprinting by throwing nothing. (Reported by KingPsychospud7.)
- Attempting to grab a Rock Crab with a full inventory will now grab it as a character instead of as an item. (Reported by KingPsychospud7.)
- Fixed fires on moving walls not following the walls around. (Reported by KingPsychospud.)

- Made a small change that could help with client duplicate starting items, but probably wont.

0.1.41 - Nice Little Things

- Added Flame Potion infusion. (Killed enemies ignite nearby enemies.)
- Added Upgrade bonus to Lights Out. (100% crit chance against sleeping enemies.)

- Added card art for Form of the Mole & Triple Down.

- Added new sprint windup animation.

- Adjusted Astral Spark item ambient sparkle vfx.

- Rock Crab throw latch attack now triggers infusion damage effects.
- Sped up Rock Crab latch attack interval from 0.8 -> 0.5.

- Fixed infused Rock Crabs losing their infusions when thrown and picked back up. (Reported by Zaprice.)
- Fixed Rock Crabs continuing to latch onto characters after being thrown, then landing.
- Fixed crit damage numbers not being red.
- Fixed Daggers not dealing bonus damage to unaware enemies properly. (Reported by Aewynne.)
- Adjusted Forge Machine infusion material pedestal to not smash potions as much. (Reported by Fwutters.)
- Fixed Phantom Daggers not being compatible with Combo. (Reported by Monke the Rubble-Man.)
- Fixed Deckhand being immune to killing blows from certain types of attacks. (Reported by Monke the Rubble-Man.)