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Genre: Role-playing (RPG)

Soda Dungeon

Soda Dungeon 2 Is Now Available!

We're proud to announce that Soda Dungeon 2 is now available for Steam (WIN+OSX) and mobile! We want to give a heartfelt thanks to all the users that have helped us during our testing phases, as well as those of you that have just been patiently waiting for news. We have a ton of updates planned for the game and will be looking to start on new content as soon as possible. Please leave us a review or comment with your thoughts on the game, we'd love to hear it!

https://store.steampowered.com/app/946050/Soda_Dungeon_2/

Changing The Formula for Soda Dungeon 2

As we approach final testing and the launch of Soda Dungeon 2, we thought it would be a good idea to cross-post these updates to the Soda Dungeon 1 page to make sure we don't miss anyone! I often receive messages asking when we plan to update the original game and many are surprised to learn that a sequel is on the way. You can wishlist it right now!

https://store.steampowered.com/app/946050/Soda_Dungeon_2/

Our goal has always been to maintain the feel of what made Soda Dungeon 1 enjoyable while adding to it and improving on it in any way possible. AKA "If it ain't broke, don't fix it."

While this has been a guiding principle of ours, it also doesn't mean we wanted to copy Soda Dungeon 1 verbatim. We've talked before about brand new features and mechanics for the game like crafting, quests, and custom battle commands (Soda Script). But I also wanted to cover some of the smaller changes we've made to the mechanics moving forward into part 2.

You can hire six team members


There was always room for six, why not let players make use of it?


There is now a separate "Status Resist" stat


In SD1 you either had protection from status effects, or you didn't. Now there is a percentage chance depending what class you're using and what items you have equipped. We still have unique items to outright prevent certain effects on your character, but you can no longer "prevent all negative effects" like you could in SD1.


There is now a "Speed" stat


Some enemies can slow down your team's turn order, and some also have natural speed boosts that let them attack before you (or even twice in a row!). We tried not to get carried away here, because manipulation of the speed stat can result in wildly different outcomes at different dungeon levels.


There are no more "one use per battle" items


In SD1 special items (such as the heal stone) could be used once per battle, per character. This didn't seem incredibly intuitive, so now all abilities that your character has (whether granted innately or by an item) consume MP and can be used as long as MP remains. As an exception there are a couple of abilities that "exhaust" your character (instead of consuming MP) so the "cost" is that character losing their next turn.


Alternate "paths" have been replaced with portals and keys


SD1 would occasionally spawn paths that gave you a 50/50 shot of something good or bad. In SD2 they are now a set of three portals: One bad and two good, but one of the good ones is locked and tells you what is behind it. As you go through the dungeon there is a chance that minibosses and bosses will drop keys that can be used to unlock these portals.


Ambushes and "bad portals" can't be prevented (yet)


In SD1, the Knight prevented ambushes and bad paths. In SD2, the Huntress class can reduce their frequency but not completely prevent them. We tried to move away from "one size fits all" team compositions. This can also have a big impact on endgame, so we'll monitor the effect it has and see if we need to tweak it.


More ways to equip your character


Just to mix it up we tried out some new equipping mechanics: One class can equip two weapons but no shield, and another class can equip three items but no armor.


The Blacksmith now carries a dynamic inventory


In SD1 the Blacksmith always had a fixed set of items available to purchase. Now, after each run, he will feature an additional set of items that could have been found around the level you last ended at. There's even a small chance he could stock something rare, but it will cost a lot!


No more "Tavern Reputation"


One source of confusion from the original game was the "Tavern Reputation" stat. You could purchase a certain soda to attract a new class to the tavern, but it was possible they still wouldn't show up if you didn't have a high enough reputation. This didn't really seem to enhance the gameplay experience so we made it simple: If you buy a soda for a certain class, that class can now spawn. And instead of requiring you to purchase "decor" upgrades to boost your reputation, you can now just purchase individual cosmetics (new stools, tables, floor, etc) to customize the tavern to your liking.


Characters now have "Masteries"


Characters now accumulate XP while fighting in the dungeon, which translates into "Mastery" levels. Each level grants a small bonus, like +2 hp or +1 atk. Level 25 gives each character a new skill, and Level 50 gives each character a special "class relic" that you can use to boost their stats. We plan to expand mastery levels and bonuses in the future.



... and I think that covers it! There's probably a few extra things I could tack on but this already ended up longer than expected. Besides, some things have to be a surprise, right? Before I finish up I wanted to mention one last important thing: Soda Dungeon 2 Comes To Android Early Access In Late May! We're looking to consolidate our testing and feedback onto one platform during this final phase, which will benefit all platforms when we launch in full. For more information, please see our post on reddit. More big updates are coming down the pipeline soon!

Wishlist Soda Dungeon 2 on Steam!

Soda Dungeon 2, Alpha 2: Better Than Alpha 1?

https://www.youtube.com/watch?v=znx2NRNnHF8

AI Scripting Demo for Soda Dungeon 2

We're working on some big features for Soda Dungeon 2, including the ability to customize your autocombat settings. Take a look! https://www.youtube.com/watch?v=z_UehcJar5k&feature=youtu.be&t=251

Merry Fizzmas! Work on Soda Dungeon 2 continues.

https://www.youtube.com/watch?v=qq6rDo03Z4s

Soda Dungeon 2 Alpha Feedback

For anyone interested, I reviewed the feedback we received from our recent alpha test:
https://www.youtube.com/watch?v=tx5BpAf4QlE

1.2.44 Quick Fix for Purchases and Transfers

Hey everyone- we hit a pretty big snag with our main database/file server over the weekend. This basically crashed file transfers across all platforms and also IAP for Steam.

The 1.2.44 update fixes these issues for Steam. We are currently still working on the other platforms. So for right now file transfers will only work for Steam to Steam instances. Stay tuned!

Prepping Soda Dungeon 2 For GDEX 2018

This weekend will be our first showing of the Soda Dungeon 2 alpha at GDEX in Columbus, Ohio! Private sign-ups for the alpha will follow in mid-October.

https://www.youtube.com/watch?v=0ifXAg9U_jg

Soda Dungeon 2: Earn Loot While Away From The Game?

Hey all,
For this month's video update I talk a little bit about a system we're brainstorming in Soda Dungeon 2 that would let you earn some progress while not playing. Let us know what you think!

https://www.youtube.com/watch?v=aF2A46yuJV8