Hey my friends today is finally the day! Super Dungeon Maker early access starts right now and we all can't wait to play your new dungeons!
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Last call ;) Don't forget to enter the competition before time runs out, the countdown is on!
We look forward to welcoming more great dungeon builders and players! And of course we can't wait to play your fantastic dungeons ourselves. We have had endless fun so far.
Thank you so much for your support and love, we´ll share a roadmap asap with all of you!
Fasten your seatbelts and be ready for the early access!!!
Hey Super Dungeon Maker family,
We have the hottest news in town and today we proudly share some insides! To brighten up the time until the release, we'll give you little insides every week about what to expect!
Today we share some Dungeon Gameplay updates with you!
Improve controls
fixed key/button (shift/RB) for feather item
(disable attack in mouse direction)?
Highlight interactable objects with an outline (e.g. pots that can be picked up)
Rework Gameplay Button UI (see Link's Awakening)
better arrangement
clear distinction between item buttons and other buttons (sword & interact)
Added a "Restart Dungeon"-Button to the pause menu - If you're stuck in an online dungeon you can now restart the dungeon.
Added a "Random Dungeon"-Button to the online dungeon finish screen - HELP! I'm stuck in an endless loop of dungeons!
Bug-Fixes
Minor Performance improvement for multiple crystal switches.
Version 2021.11.4 - 29-Nov-2021
What's new?
Traps can now be toggled between different variants (e.g. differently timed Spikes) by clicking on them in build-mode. Duplicate Traps (Spikes) will be removed from the palette.
What's changed? [Internal] Implemented new Sword Slash VFX. Press F1 to toggle between the different versions for comparison
Bug-Fixes
Egg-Slimes would not correctly hide in their shell after getting hit.
Fink would not do the correct spin attack animation when looking to the side.
Thank you for being part of our journey, development and Community!