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Genre: Strategy, Indie

Greedy Dungeon

Greedy Dungeon 2.0 Update RELIC REWORK!!!

Hello Travelers! Hope you guys doing well!
We are the dungeon keepers who try our best to keep the “Greedy Dungeon” as exciting and as fun as it could be. We've already patched and changed the dungeons and all the relics. These changes will be focused on the late game, where relics and late game cards kick in and influence the gameplay. While taking about the changes, we’ll talk about our reasoning behind them.




Relics


First, let's talk about the relics! Some travelers told us that most of the relics are too useless and only a few are useful to actually beat the game. Well this isn’t what we want, sometimes dungeon keepers go into the dungeons too, so we feel you and we hear you. We’ve already told the relic shop keeper to re-make almost all of the current relic to make all of them equally useful. We want to make the travelers deck and the combination behind it as diverse as it can and encourage them to be creative, so changes will make the relics almost work on both map and combat and types of cards. The main goal is to make every combination viable, and we heard from some travelers who argue with the relic shop keeper about the prices being too high. We’ve thought about this and try to make a change about this, we told the relic shop keepers and we’ve decided to make the prices lower so dungeon grinding will take less effort of time to collect all the relics.


  • Banner of Glory
    Complete dungeons will have bonus 50% to complete bonus. Gain 1.5 x DEF block at the start of each turn.

    Now you can have some nice and firm block bonus at every of your turn.

  • Diamond
    Gain 4 additional mana in the start of each battle, can reserve up to 4 mana each turn. Will more likely to encounter aggressive enemies.

    Mana buff from 2 to 4, but taking risks from facing more aggressive enemies. Too greedy for mana? then take the risk.

  • Art of Revelation
    Whenever you move, has 25% chance to reveal surrounding rooms. Deal 10 x STR to all the enemies at the start of each combat.

    Besides revealing rooms, you can now dealing initial damage to the enemies at the start of every combat. EXPLOSION!

  • Boots of Swiftness
    When casting cards that switch enemy positions, gain 5 x DEF block, moving in the map has 25% chance for not gaining fatigue.

    You'll gain more block now!

  • Succubus' charm
    Heal 3 x DEF HP when applying poison to an enemy. 50% chance to apply 1 poison to it when damaging enemy, succubus can no longer heal from poison.

    This is one of the biggest relic rework. It has only poison immune originally, but we want it to more diversity and interesting without breaking the "becoming the succubus" design. So we make it applying poison upon attacking and getting stronger when applying it. And additional to that we make the succubus not immune to poison anymore.

  • Skull of Banshee
    Gain 3 x DEF block when applying frozen to an enemy. 50% chance to apply 1 frozen to it when damaging enemy, banshees can no longer heal from frozen.

    As same as the succubus' charm's change.

  • Reflecting Shield
    Receiving damage that touches any block will deal 2 x STR damage to all the enemies, HP costs from event will be reduced by 50%.

    Besides from reflecting, we make it more useful when navigating the map.

  • Angel's Shield
    Dealing damage equals to half of your block to all of the enemies at the start of your turn. Have 10% more chance for encountering bonfire.

    Giving favors to those who like to stack block.

  • Curse Shield
    Over-turn block will decay only 25% instead of 50%, will gain 1 FP after combat.

    Giving favors to those who like to stack more block.

  • Curse Blade
    When applying status aliment, deal 3 x STR additional damage and heal 1 x DEF hp, will gain 1 FP after combat.

    Giving favors to those who like to stack status ailments to others.

  • Hourglass
    When player phase ends, clear 2 durations of status ailment instead of 1. Inflict 2 stun to all the enemies at the start of each combat.

    As equal as gaining extra turn at the start, it's not that hard to manipulate time if you have such hourglass like this after all.

  • Bow of Bravery
    When casting card that has 'Arrow' in its name, deal 1 x STR additional damage to all the enemies.

    It attacks all now, with scaling down a little bit.

  • Archery Master
    Whenever the furthest enemy dies, gain 4 mana and draw 4 cards.

    Getting a whole new effect with gaining mana and draw cards.

  • Chicken Attack
    When enemy phase starts, deal 1 x ATK to all the enemies, and heal 1 x DEF, Bosses will take 20% damage of their max HP at the start of combat.

    It look harmless but it'll kick your non-chicken ass. It's more useful now for both dealing damage and healing. If it's facing bosses it will become more furious!

  • Lucky Clover
    Treasure rate has 10% more. whenever a combat ends, the treasure will have at least 4 loot.

    Treasures showing up more, and you're guaranteed with more loot now in combat.

  • Price adjustment
    from scaling to static

    Relic price changed from scaling with how many relics you have now to 600,000 gold, crafting material, and crystal for a single one. Well, the first purchase you make will be free as well as before.



Cards


Let’s talk about the late game cards, which are available in rank 5. We don’t want the late game cards to be powerful, instead, we want the late-game cards to be the last piece of the puzzle you want to put in every kind of deck. It’s been really a hard time for us since we have to think about every kind of deck the travelers can think of, and make them a bit more viable in every deck.


  • Recover
    Cure status ailments -> Cure every unit's status ailments

    Now you can not only cure yourself but all the enemies themselves. Well you ask me why?? Are you sure you don't want to clear a banshee's status ailment when she's having 15 frozens?? or succubus with 30 poisons??

  • Suction
    Gain block equals to the nearest enemies block, and deal the same amount of damage to it -> Gain block equals to all the enemies’ block, and deal the same amount of damage to all the enemies

    Despite the name of the card, this card doesn't suck anymore! Well I mean it gain block from all the enemies and dealing too!

  • Intimitate
    Mana cost 5 -> 4

  • Death glare
    Mana cost 3 -> 2

  • God bless
    Discard all the loot in your hands and draw 1 card -> Discard all the loot in your hands and draw 1 card for each loot discarded

  • Dream devourer
    Mana cost 4 -> 1

  • Chain lightning
    Damage at level 1 30 -> 40
    Mana cost 4 -> 2



Minor changes



  • The status ailment is confusing to the travelers so we’ll add some notes on cards to stun to specify that you’ll need at least 2 stuns to stun for one turn.

  • We added a button on the treasure chest where you can just click on the take all to take all the loot, so travelers won’t need to click on every single piece of them to collect all. But this is just an option for them, for travelers who enjoy listening to every single looting sound and have satisfaction from doing this, feel free to do so and ignore that take all button.

  • Crystals/EXP gaining method is something everyone confused about. Though the tutorial already told travelers once but it might be easily forgotten. So we added some notes on the quest menu and dungeon result menu to be clear.

  • Map room event doesn't work properly has been fixed.



Thanks for tuning in and your time reading this topic, the changes are already on live now, please update to play the "Greedy Dungeon" with the latest version. If you travelers have any questions or feedback, or even if you just simply want to say hi to us. Please leave a comment or review to us, so we can discuss. Every voice is welcome and valuable to us.

Greedy Dungeon 2.0 Major changes to late-game announcement

Greetings Travelers! We hope you’re all doing well!
We are the dungeon keepers who try our best to keep the “Greedy Dungeon” as exciting and as fun as it could be. There will be a few things going to be patched and changed in the near future. These changes will be focused on the late game, where relics and late game cards kick in and influence the gameplay. We’ll talk about our reasoning behind it.




First, let's talk about the relic changes.
Some travelers told us that most of the relics are too useless and only a few are useful to actually beat the game. Well this isn’t what we want, sometimes dungeon keepers go into the dungeons too, so we feel you and we hear you. We’ve already told the relic shop keeper to re-make almost all of the current relic to make all of them equally useful. We don’t want the travelers to feel that “Arrows are the only way to play”, we want to make the travelers deck and the combination behind it as diverse as it can and encourage them to be creative, so changes will make the relics almost work on both map and combat and types of cards. The main goal is to make every combination viable, and we heard from some travelers who argue with the relic shop keeper about the prices being too high. We’ve thought about this and try to make a change about this, we told the relic shop keepers and we’ve decided to make the prices lower so dungeon grinding will take less effort of time to collect all the relics.


Let’s talk about the late game cards, which are available in rank 5.
We don’t want the late game cards to be powerful, instead, we want the late-game cards
to be the last piece of the puzzle you want to put in every kind of deck. It’s been really a hard time for us since we have to think about every kind of deck the travelers can think of. We made some mistakes here so we messed up in the late-game cards, and nearly none of them are useful. Like what we want from the late game cards, they’re the last pieces of the decks, so we’ll try to make them as diverse and creative as possible, and make them a bit more viable in every deck.


And more minor but still important changes,

  • The status ailment is confusing to the travelers so we’ll add some notes on cards to stun to specify that you’ll need at least 2 stuns to stun for one turn.

  • We added a button on the treasure chest where you can just click on the take all to take all the loot, so travelers won’t need to click on every single piece of them to collect all. But this is just an option for them, for travelers who enjoy listening to every single looting sound and have satisfaction from doing this, feel free to do so and ignore that take all button.



Thanks for tuning in and your time reading this topic, the changes are already in development now, and will be released in about one or two months. If you travelers have any questions or feedback, or even if you just simply want to say hi to us. Please leave a comment or review to us, so we can discuss. Every voice is welcome and valuable to us.

Greedy Dungeon 1.1.0

Traditional Chinese now live!!!



We've localized to Chinese version and now the game can be played in Traditional Chinese.
To Change the language:
1. Update the game.
2. Right click on the game in the library.
3. Select "Property"
4. Go to language tab.
5. Select Traditional Chinese version.
6. Hit "close".
7. Enjoy!

Updates



Card adjustments



Card "Dream devourer" gets a huge buff, leveling curve increased from 5 to 10.

Card “Freezing Arrow” adjusted for more status duration and less damage, Basic damage decreased from 60 to 30, status duration from 1 to 3

General



Fix some typo.

Player can now enter the tutorial from main menu even if the current deck doesn’t contain exact 30 cards.

Enemy Buff



Banshee’s skill “Barrier” gets a buff, it also provides frozen to itself rather than just gaining blocks.

Bug Fix



Fix a bug where using “Breaking through” will proc the effect of the relic “Bow of Bravery”.