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Genre: Role-playing (RPG), Adventure, Indie

Paper Dungeons

Paper Dungeons [1.18] Cosmetics & User friendly patch

Version 1.18 Release Notes
Tuesday, November 25, 2014






This patch shows a bunch of cosmetic changes (pretty menu stickers! Icons!) and many new user friendly features (identify/uncurse items in Shops/Temples! Save and quit in Adventure/Puzzle mode! etc). We focused on a more comprehensive game interface, smoother in game movements to improve your gaming experience.
Lookie here!


Gameplay:
  • The player’s sprite now follows the selected path instead of teleporting to its destination.
  • Added a walking animation on the player’s sprite.
  • Added new camera option that stays centered on the player’s sprite.
  • Camera movements are now smoother.



New features:
  • All game modes now benefit of a “save & quit” option, allowing to save, exit the game and come back later to finish a specific level.
  • Adventure & Rogue modes: When an Escape power is used in combat the monster now stays damaged, so you can now escape a difficult situation and come back later finish the monster.
  • Adventure & Rogue modes: The inventory is now available in fight.
  • Adventure & Rogue modes: Only pieces of equipment that are usable by your class are now dropping.
  • Adventure & Rogue modes: You can now identify your items at the shop for a reduced price of 30 Gold.
  • Adventure & Rogue modes: You can now un-curse your items at the temple for a reduced price of 60 Piety points.
  • All modes: Spells requiring a target (Dispel or Ice blast) can now be cancelled, by clicking again on the spell’s icon or its shortcut. Doing so will recover your mana loss.
  • Adventure & Rogue modes: Powers requiring a target can now be cancelled by clicking again on the power’s icon or its shortcut.
  • Rogue mode: After killing the boss or the last monster on the map, the next level won’t load automatically anymore: instead, a special teleporter will appear, which allows you to jump to the next level only once you decide.
  • Demo version: Rogue mode is now available for testing, up to the first boss.



UI improvements:
  • All active buttons have now a bump and color animation on the fly.
  • Replaced the various game modes buttons (Adventure, Rogue, Online…) by more explicit stickers.
  • Added a pictogram to all menu buttons (Save, Load, Exit…).
  • Added a “Continue” button on Puzzle and Adventure map, when a level in progress save is available.
  • Main Option menu: Added a new button to change the camera type (centered or not)
  • Added animations when receiving a reward or completing a game mode.
  • Added a little bag icon on the inventory window.
  • Modified the question mark icon on scrolls and potions.
  • Modified the cursed mark icon on cursed items detail.
  • Modified the thief class selection icon on the main menu.
  • Adventure & Rogue modes: Added an “Identify” button in the Shop window and an “Uncurse” button in the Temple window.



Fixed bugs:
  • Rogue mode: Fixed game crash after killing the red dragon, level 80+.
  • Rogue mode: Fixed wrong calculation on thief’s poison after level 30+.
  • Fixed Crude Dagger, Crude Staff, Crude Mace and Crude Bow that gave negative bonuses.
  • Fixed Vanish state no longer present when reloading the level.
  • Fixed player sometimes still in fight after using an Escape power.
  • Fixed can’t buy in shop anymore when entering and buying an item in a shop a second time.
  • Fixed some typos in dice explanations and intro movie.



Hope you’ll enjoy all these improvements, many stemming from your suggestions and bugs reports!
Stay tuned, the Codex should come next and the long awaited Campaign mode/editor...
Cheers!

Paper Dungeons [1.17] Game Balance patch

Version 1.17 Release Notes
Friday, October 31, 2014





Here we are again!

This new patch introduces many deep changes and is all about the game balance. Notably, the 5 classes are now much more distinct from each other and the gap between the different zones has been reduced for a more linear progression.

The Rogue mode progression has also been completely rethought for a more comprehensive and realist goal.


Game balance:
  • Defense for both Classes and Monsters has been significantly raised up.
  • Each class has its own leveling system, plus distinct bonuses when leveling on Adventure and Rogue modes.
    • Warrior: High defense | Medium damages | Medium life | Low mana
    • Archer: High defense | Low damages | Medium life | Medium mana
    • Priest: Medium defense | Medium damages | Very high life | High mana
    • Mage: Medium defense | Medium damages | Low life | Very high mana
    • Thief: Medium defense | High damages | Medium life | Medium mana

  • The increase of spell casting costs between each zone has been greatly reduced. For example, upon entering Zone IV, a Warrior can now cast 2 Ice Blasts and a Mage up to 5.
  • Ice Blast damages have been slightly reduced.
  • Magical monsters have now 50% damage resistance against Ice Blast and Fire Blast spells, so they are more distinct from other monsters (and give a wider array of tactic choices depending on monster types).
  • Vampiric monsters’ Drain damages have been reduced by 20%.
  • Void difficult mode: monsters’ rank bonuses on statistics have been reduced to match the Classic difficulty mode.



New Rogue mode:
  • Rogue mode is now subdivided into 5 difficulty zones: 4 classic zones (Temperate, Jungle, Desert and Volcanic) plus a special Demonic zone with its own tile set.
  • Once your character is level 20, the next dungeon will be a Dragon Nest. Defeating the Elder dragon will lead you to a higher difficulty zone. Your goal is to reach level 100 and vanquish the Demon Lord to complete the Rogue mode.
  • Zone 4 (Volcanic) includes Dragons as normal monsters.
  • Zone 5 (Demonic) includes Dragons and Demons as normal monsters. Each monster is equipped with epic dice sets.
  • The Hall of Fame and rewards now reflect this new Rogue mode progression.



New features:
  • You can now click on your character to pass a turn, which is useful to let monsters go back to sleep state or to let an activated monster move towards you (ex. Mage class can now wait on the same tile until the mob enters blasting range).
  • Adventure & Rogue modes: while playing in a dungeon, it is now possible to open the dice selection page, choose 2 new dice sets and resume your game.
  • Added tool tips (details of your future statistics) on the Level up bonus selection.
  • Added a button to reset scores in the Hall of Fame.



UI improvements:
  • Added Fly over buttons with tool tips on the Level up bonus selection.
  • Added an animated button with fireworks on "Game Completed" message.
  • Added an erase score button into the Hall of fame.



Fixed bugs:
  • Fixed player game icon not moving properly when receiving damages.
  • Fixed player game icon of the wrong gender that showed when reloading a level.
  • Can no more select an item in inventory when another one is currently in use.
  • Fixed loot erased when the player was moving past this loot.
  • Fixed gold amount not refreshed when grabbing multiple chests.
  • Fixed class change on next Rogue level.
  • Fixed damages details not updating when attacking a monster at distance.
  • Fixed damage details still showing when [No fight details] option was activated in the option menu.
  • Fixed damage modifications miscalculations after a dice roll.
  • Fixed some menus (Shop, Temple...) that wouldn’t close in Rogue mode after the latest patch (1.16).
  • Fixed Wizard eyes uncovered zones that still showed when going in the next Rogue dungeon.
  • Fixed Crude staff equipment not working properly.
  • Fixed some Rare dice sets (16, 31, 40, 49, 58 and 67) where the Damage die would display inverted sides.
  • Fixed Mana and Life bonuses miscalculations on some equipment.
  • Fixed game crash when testing an editor level that was created without any monsters inside.



We can't wait for you to test this out! And just in time for the Steam Halloween Sales ;)
Enjoy, and Happy Halloween celebrations!

Paper Dungeons [v1.16] Halloween Treats galore!

Version 1.16 Release Notes
Sunday, October 19, 2014





Our newest big patch is finally out! So sorry for the unplanned delay, it took us longer than expected to tweak everything right. Anyhow, as per Halloween's custom, we come bearing treats!

Here goes (Ta-daa~! Hope you're as excited as we are ^^ ) :


New features:
  • Added a paper doll inventory management, now available under your Character sheet: click on the Inventory button (shortcut "I") to slide it open.
  • Added 50 new pieces of equipment, common, uncommon and rare! Some of them give new abilities, change your attack range or even your damage type... All these equipments have an upgraded version available in the higher game zones.
  • Some pieces of equipment can be activated to cast a spell (Left click on their mini icon to cast the spell). To recast the spell, you need to recharge the item by killing 3 monsters.
  • Some scrolls give a curse that will lower one of your base statistic (Attack/Defense/Life/Mana). To remove it, you need to visit a temple and buy a Cleansing benediction (40 Piety).
  • Rogue mode: An automated name generator is now available at the start of this mode.



Game balance (Adventure & Rogue modes):
  • Reduced the amount of XP required to reach level 2 and level 3 for an easier start.
  • For each monster killed, the amount of Gold and Piety is now reduced to 5 (don't forget that "Steal" and "Faith" dice Effects enable you to earn more Gold and Piety).
  • Each killed monster gives a 20% chance to get an unidentified loot. You can identify it by spending 50 gold.
  • A potion or scroll that has already been identified once will remain identified if you loot it again in the current level.
  • Once you have identified a new piece of equipment, it will be displayed as unlocked in every shop.
  • Each piece of equipment looted has 30% chance to be cursed with a negative status. You can uncurse a piece of equipment by spending 100 piety points.
  • Any loot (potion, scroll, equipment) can be sold in shops, at 25% of its price.
  • If you kill a monster higher than your level, chances of drop are doubled with a higher chance to win a rare item.
  • There is now a chance to encounter some monsters equipped with Epic dice. These dangerous monsters always drop a loot once killed.
  • Higher rank monsters now have a greater statistic boost and even greater on Void difficulty mode (we recommend adapting your dice sets and equipment to increase your chances of survival).



UI improvements:
  • On the main menu page, the gender selection icons have been replaced by a mini portrait (emoticon) of the different characters.
  • Character sheet: if cursed, a new mini status icon will be displayed, with tooltips on the fly.
  • Added animation on your character when receiving damage.



Fixed bugs:
  • Adventure mode: it is now possible to continue and choose level 32 on the map after beating level 31.
  • Adventure & Rogue mode: game was stuck in some rare cases, when crossing the path of an awaken monster.
  • Adventure & Rogue mode: wrong calculations from some monsters dice effects.
  • Rogue mode: Boss didn't show in some Rogue levels.
  • Rogue mode: game was stuck when attacking a poisonous Boss, after reaching level 20.
  • Rogue mode: game was stuck after using the Archer's Detect Hidden ability.
  • Rogue mode: wrong calculations on some statistics after a level up.
  • Rogue mode: the uncovered zone revealed by the Wizard's Eye effect would still show uncovered in the next level.
  • And many other smaller bugs.


Aaand... Last but not least: Paper Dungeons is now available for MAC!!

Thank you so much for your patience guys!
We are back on track and still tweaking away.
Have fun with this new patch and Happy Halloween celebrations!

Paper Dungeons [v1.15] Start with 3 powers!

Version 1.15 Release Notes
Sunday, April 20, 2014



Biggest change you'll notice right away are the 3 Class specific powers. They are available from the start, while the Dice power slot now starts empty (till you roll one with a die). Combat calculations details and combat modifiers are now displayed under the Dicebar and on the Character sheet.

We've also added many tooltips on the fly to UI elements (in game, on the Character sheet, in Editor mode...), visual effects, and of course fixed many bugs.
Thanks for the feedbacks, keep them coming!


Game Balance:
  • 3 Class specific power slots are now available from the start (Utility, Escape, Action power). Once used, these powers are down to 0%. You need to kill monsters to replenish them.
  • Dice power slot now starts empty (instead of giving a random dice power available from the start).
  • Rogue mode: dungeon 1 will no longer display Disease mobs (Undead) or traps (Divine trap).



UI Improvements:
  • Added combat calculation details under the dice bar.
  • New button in menu: "Show fight details" toggles combat calculations.
  • Character sheet: during combat, statistics modifications (+10% attack etc) are now also displayed.
  • Character sheet: bonuses, maluses and calculations results now have distinct colors.
  • Added tooltips on the fly on Editor UI elements.
  • Added tooltips on the fly on In game UI elements.
  • Added tooltips on the fly on In game dice sets details.
  • Added visual effects on cursor when an active spell/power requires a target. Note: When such spell is activated and shows a visual effect, you don't loose it until you meet the requirements.
  • New button in menu: "Show cursor effect" toggles visual effects.



New Features:
  • Added a negative status (flame icon) on the Character portrait when you take burn damages from Wall of Fire or Dragon Breath.
  • When registering a new account: "Continue" button is now showed by default instead of "New game" which means you won't loose your previous game progression.
  • Rogue mode: "Enter" key can be used to validate the name of the character.
  • Editor mode: "Enter" key can be used to validate the info panel.
  • Shops and Temples: you can now click on the text field as well as the icon to buy an Item or a Benediction.
  • Added Cleansing benediction on the Deity selection.
  • Added tooltips on the fly on Deity selection.
  • New button in menu: "Show cursor effect" toggles visual effects.



Bug Fixes:
  • Puzzle mode: dungeon 19 can now be finished with Thief.
  • Rogue mode: Killing the final Boss would sometimes not credit the level. Implemented a work around security: if killing the Boss doesn't trigger the level, killing all mobs on the map triggers next level.
  • Vampire monsters will no longer self heal when engaged in an out of reach combat.
  • Dicebar no longer stays visible after a combat ends.
  • Clicking on a Wall of Fire during Combat mode no longer moves your character into the fire.
  • Cancelling Dispel or IceBlast now properly removes the mini visual effect (flame) on the character sheet.
  • Extra keys will now be correctly displayed when loading a Save point in Adventure/Puzzle mode or when loading to the next level in Rogue mode.
  • Flame effects will now show correctly when loading a Save point in Adventure/Puzzle mode or when loading the next level in Rogue mode.
  • Wizard Eye uncovered zones now show correctly when loading a Save point in Adventure/Puzzle mode or when loading the next level in Rogue mode.
  • Both Priest's after combat heals (Idun's Grace benediction and Holy Cross equipment) now trigger correctly after killing a monster with IceBlast.


For previous patches and hotfixes, please refer to our Changelogs list.

Paper Dungeons [v1.14] - Big Patch

v1.14



Phew, that's one big patch for you guys!

We listened to your suggestions, watched the reviews on videos, and came up with notable changes that should improve your gaming experience (lower level requirements to unlock game modes and classes, etc...), spice up your game play (70% of the dice sets have been modified and become more specialized to offer more tactical options, etc...) and feel more user's friendly (you can now easily transfer your game progression from one computer to another, etc...).

We hope you enjoy! Again, thanks for your feedbacks!

Game balance:
  • Lowered the level requirements to unlock game modes: Puzzle mode (Adventure 3), Rogue mode (Adventure 4).
  • Lowered the level requirements to unlock new classes: Thief (Puzzle 16), Archer (Adventure 16), Priest (Adventure 31), Mage (Adventure 47).
  • Modified 70% of the dice sets to be more specialized and offer more strategic choices.
  • Dice sets can now be switched in the middle of a fight.
  • Some dice powers can now be cast in fight, with an effectiveness reduced to 20%: Regenerate, Power shot, Divine light, Fire blast, Backstab.


New features:
  • New game option : "Hide dice roll". The dice roll animation is removed, for a faster gameplay.
  • New game option : "Click to dismiss the dicebar". The dicebar stays on screen until you click on it, so you can appreciate the end fight result at your own pace.
  • Removed the email requirement to register a new account (this field was obsolete).
  • Changed the account save system to be on a text file (.txt) instead of in the registry. It is now easier to transfer your game's progression from one computer to another one.
    See FAQ for details.
  • Dice are now classified by rarity on the dice select page.
  • The background image on the main menu has been modified to avoid bars showing on screen formats other than 16:9.
  • New shortcuts: TAB: Switch dice set. F4: Cast your power spell.
  • Added scrollbar on the map screen for a faster scrolling option.
  • Added visual indications for the Priest's heal after fight abilities.
  • Online Levels mode : "NEW SEARCH" option is now accessible in the game menu.


Fixed bugs:
  • Map stuck after completing Adventure mode levels 41 and 51.
  • Sound reset on loading Savepoint.


For previous patches and hotfixes, please refer to our Changelogs list.