Super Dungeon Master cover
Super Dungeon Master screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Super Dungeon Master

v2.01 officially released

Wanted to compile the changes since 2.00 release, even though this is documented in the discussions already:
- new artwork by Hazel Hawkins
- inclusion of Jeroen Tel track 'Firing Up'
- fix for HUD to highlight low HP status in-battle
- rebalance of combat to remove insta-kills
- fix a couple of on-map bugs
- fix a config bug in weapons and items.

thanks again!

VERSION 2.0 RELEASED!

After six months of rework, it is finally here:

GONE:
The controls, the old-combat system, the old ending.
Please, try the new version: keen to know if it is now better.
Your feedback has made me radically redesign this.


NEW:
New combat: action-turn-based! Your party dynamic means combat can happen in so many new and exciting ways.
Larger Tavern: go there to play the Tutorial now. And it's more quest-y.
Controls: arrow keys, 'Enter', 'A', 'Esc' - that's it. Imagine that!
Improved menus, use arrow keys to rotate through party.
Lots of new extras: inventory handling, more party choices, scoring system
Rebalanced - but am keen to know what you all think.
More great music from more wonderful artists!
Even more unique artwork, (as it's still me making it).

Thanks to everyone who has continued to show support - you are bound to be in the credits somewhere!


So, here we go again... (why do I do this to myself?)

Dave

End of an era: so long and thanks for all the reviews.

It is with sad regret that I announce that soon this incarnation of 'Super Dungeon Master' will cease to be on the steam store.

A game literally called 'the worst RPG I've ever played' and 'a love-letter written in crayon', it touched the lives of several dozen curious people.


I offer my eternal thanks to everyone who has supported v1.0 of this venture and recommend those hardy few who liked this over-complicated version to turn-off auto-updates.*




Thanks again.


*All savegames should still work with version 2.0, so you know - up to you.

v1.3 UPDATE RELEASED!

v1.3 - MAJOR RELEASE, JANUARY 24 2018
- Mr Trivel's improved menus
- COMBAT tutorial
- improved TUTORIALs
- steam achievement announcement improved
- dmdnd1972's recommendations: party reduced to leader outside of combat, improved torches, tighter gameplay
- animated leader, if flying (Shaz code snippet)
- improved HUD
- improved artwork
- bugfixing and gameplay improvements
- gamepad controller fixes: you now can control EVERYTHING fully from gamepad!

V1.2.1972 update

Another update:

thanks for the feedback.

I relent:
- FOOD is now a reward for killing mushrooms, rats, worms and ants.
- level-up: skills gained now announced!

===

hope this minor update helps! Thanks again everyone for the feedback: you are all helping to make this a much better game! Thanks!

v1.2 released - controller support, simplified interface

In response to criticism the game is clunky and unintuitive when it comes to controls;
- have pared down controls,
- provided a help-text display to indicate controls,
- added option to turn off this help-text (!),
- added controller support (fully customisable via F1)
- ...and a link to the DM resource website.

- +3 Steam Achievements - there are now 35 Achievements to go and get!

Updates to intro as well.. to give it more 'epic'

Phew...

I hope you like this version: it might be controversial, but looking forward to your feedback!


Thanks everyone!

v1.1 released

Thanks to the feedback of several contributors,


GAMEPLAY
- more intuitive controls
- now faster and payoffs more immediate than before.
--improved animations and artwork.
- re-balanced combat: enemies less likely to be stunned now...
- thirst and starvation increased: seems dungeoneers were getting too fat.

TUTORIAL
- a proper set of instructional screens for the very sophisticated control system.

BUGFIXES
- a few clangers removed


this build is finally feeling like something I'm proud of: the gameplay is more fluid and comes together more - however I suspect it is now a mite easier...

...but you be sure to let me know. right... back to CSB... x

v1.06 - Super Dungeon Master: Revamp

Finally here, the long-awaited graphical update.

Featuring:

NEW ARTWORK - shadows and lighting re-done

NEW MENUS - more accessible combat menus

NEW FEATURES - better balancing, more AI, followers more deadly, better pacing

EXTRA HELP - on-screen text now helps, can be disabled

STILL BACKWARDS COMPATIBLE - aside from a vital end-of-game change, old saves will continue to work.

v1.05 update: 'A Love-Letter, Written in Crayon' version released!

Another big update:

SPIT N POLISH - some cleaning up of artwork assets

COMBAT - made more intuitive - and if you have nothing in your hands, 'F' still punches! Unarmed combat improved. Follwer AI reblanaced further.

SHUT THAT DOOR! Pesky gigglers had left all the skeleton-key doors open on the lower levels... so THAT's been fixed!

GIGGLERS and WASPS: they were far too powerful, so toned-down a bit.

ZOOOM - puzzle simplified

thanks to Sophia, Sera and Elanarae. thanks as well for those in the DM and RPGMaker communities for reaching out to me: your support is my inspiration!

Improved AI, v2

Hi, quick note: thanks ot Sophia for the wonderful feedback, have made your NPC followers act a bit more cannily during combat: falling back if using ranged combat.

Also, more apparent how to Rally Troops during combat: Press 'K' to have followers fight everyone nearby, HOLD 'K' to recall your party - useful if they get 'stuck' (I call it 'in a red mist' but others might see it as plain old buggy)