The Dungeon Paradox cover
The Dungeon Paradox screenshot
Genre: Role-playing (RPG), Adventure, Indie

The Dungeon Paradox

EARLY ACCESS BUILD 30

Time to welcome in the warm weather with an important release - this adds floor level 06 in the dungeon and a new Monster - the soldier-version of the Gorgon.

Full Changelog

* Added Level 06 with enabled staircase down
* Added ability to limit and set Frame Count Target to reduce stress on really fast graphics cards
* Added new Monster Gorgon Soldier
* Added dynamic light to Motion Mine
* Adjusted light-effect range for Pulse mine
* Improve light filter for Weapons and Operators
* Several tweaks around up and down-stairs for overhead rendering cam
* Fixed issue around particles for standing torch
* Fixed some left-over issues with Mummy Monsters animation and colmesh heriarchy

EARLY ACCESS BUILD 29

This update to ring in the new year is aimed at improving performance. A lot of subtle changes has been done, trimming and optimizing effects, reduce items rendered in the overview cam and many other things, while the larger parts are noted in the changelog below.

Full Changelog

* Introduced Mipmap streaming to reduce memory loads of large textures
* Repack all textures for streaming and improved compression, reducing build with around 25% in on-disc size
* Re-worked torches and flashlights to improve performance
* Tweaked performance-profile settings for Ultra, High and Low

EARLY ACCESS BUILD 28.1

Ice Mushroom's weapon now added, that they launched up to twice per round. It is a Ice Ball attack that launches 4x balls that each have an automatic 'Chilled' effect and also a chance for a second Chilled level impact depending on targets Willpower level.

Each Applied Effect of 'Chilled' lasts for 2 rounds and gives -1 in Agility per effect. Two full blasts from an Ice Mushroom could in theory have a maximum impact of (2 launches x 4 balls x 2 impacts) 16x 'Chilled' Applied Effect entries. Enough Chilled entries that temporarily reduce a Character to 0 in Agility has the same effect as 'Frozen', as there is no Agility Points to spend in the round.

Full Changelog

* Added new Applied Effect 'Chilled', stackable, with impact of -1 AGI per
* Added Ice Ball attack to Ice Mushroom
* Adjusted some Resistance levels for Lava Golem, Metal Golem, Veteran Metal Golem, Ice (Blue) Mushroom and Poison (Green) Mushroom
* Adjusted Monster spawn on Level03 (Main Hall) to include Ice Mushroom, on Level05 (Left Room) to include Red Mushroom

EARLY ACCESS BUILD 28

The main headline of this release is the inclusion of the full Level 5, with ability to finish it. This level contains some new Monsters introduced not seen in earlier levels and extensive use of the breakable level props.

Any feedback on the current difficulty would be highly appreciated.

Full Changelog

* Added new Monster variants Metal Golem, Veteran Metal Golem and Veteran Lava Golem
* Added new Monster Spider Eggs, that can hatch spidelings
* Added new Monster Poison Plant
* Added third section to Level 05 with enabled staircase down
* Added new breakable Actors; Large Barrel, Medium Barrel, Large Wooden Crate Open, Large Wooden Crate Closed, Medium Wooden Crate Open, Medium Wooden Crate Closed
* Added support for Specials on TakeDamage for all Units
* Added new effect for Hypno Applied Effect
* Added support for visually cueing stackable Applied Effects
* Added basic turn-IK for Units that launches Ranged weapons to match the random deviation result
* Adjusted Minimap camera from orthagraphic to perspective, allowing from forward to deferred rendering, to improve multi-light rendering performance
* Added a virtual ceiling to end trajectories of projectiles that go wildly off aim
* Adjusted damage for Poison Applied Effect from 3.5% to 3% per 0.5s, adjusted impact for Agility, Perception and Strength from -25% to -20%
* Improved animation and fade-out of bullet trail for weapons that fire bullets
* Fixed logical puzzle regression on Level04 that could prevent progression onto next section
* Fixed Movement visualisation-issue for instances where Monsters would have or reach maxAP of 0
* Fixed Look-alignment of Secret Wall Actor
* Fixed Skull Column LOS issue for Target and Spotting purposes, as well as project impact decal issues

EARLY ACCESS BUILD 27

What's new in this build is the support for Ranged and Close Combat weapons to have secondary damageType's, allowing for weapons that apply two kinds of damage - and optionally also apply Applied Effects, such as 'Poisoned' after being hit by the acid spit from Green Mushroom or striking a Monster using the 'Longsword - Flame of Nur' to apply 'Burning' on the target.

The chance for the Applied Effect triggering the target, no-matter if from primary damageType or secondary damageType, is a straight roll of 'damage done' vs 'Willpower'.

Another QoL improvement done - and inspired by a Youtube video of a play-through - is that any Attack Order done will now, if it is the last Order in the queue, automatically repeat if the Target is still alive.

This came about after noticing that several players was applying 'aimed shot' and other Ranged Attacks only once even though they had Action Points left to do more attacks, perhaps not noticing this or perhaps thinking that the attack would occur of this type until the target was defeated. So this has now been adjusted, to hopefully reduce the issues with players getting swamped by some Monsters and thinking there is nothing they can do about it.

Full Changelog

* Added support for secondary DamageType with chance of Applied Effects to Ranged Weapons and Close Combat Weapons
* Added AppliedEffect, UI icons and visual Effect for Burning state
* Added secondary damageType Fire for 'Longsword - Flame of Nur'
* Adjusted Ranged Attack order to repeat the order if it is the last in the order list and Target is alive
* Adjusted damage for Poison Mushroom Acid Spit from 20 to 12, while adding Poisioned effect chance
* Adjusted damage-amount to overcome to trigger Hurt, from Willpower x 2 to Willpower x 3
* Adjusted so cumulative damage from a tick is now only reported at minimum amount of 0.1 hp
* Adjusted damage text for any damage that is smaller than 1 hp to include one decimal

EARLY ACCESS BUILD 26

In this update the framework is laid for more functionality in the engine with regards to coming usage intended for coming Monsters, with one of them shown - animation-triggered events - for example allowing for dynamic and flexible approaches to special events when some Monsters die, while they have multiple different die-animations etc.

In this update the BomberBug has a 1/4 chance of playing out an animation when defeated that shows the Monster exploding in pieces flying apart and a toxic poison cloud pushed out in the near area. This will apply the Poisoned State (an Applied Effect) to any operators within 2.5m of the body. The poisoned state triggers a health-decrease every 30 ticks (every half second of Action phase time) at the rate of 3.5% of the Operators max health.

Two Quality of Life additions was added this build; first of when an Operator is Downed, hovering over one when an Operator is selected will show a special mouse cursor and allow for an immediate add of an Interact Order. This will also help indicating to new players that one can actually revive a downed Operator. The second addition is that all Order key short-cuts are now shown on each Order Tile in the UI. This should help speed up the game for most players without needing to read some manual to know what the keys are.

Full changelog

* Added support for Special Events on Monster deaths, as optionally triggered by animations
* Added AppliedEffect, UI icons and visual Effect for Poisoned state
* Added BomberBug 'explosion' death now applying the new Poisoned state to all Operators within 2.25m of it
* Added UI State and cursor icon for hovering a downed Operator and directly set Order from click
* Added ability so quick-select active Operator using numeric key
* Added visual indication of shortcut-letter for Operator Orders
* Added high-resolution col-mesh to new destructible bench
* Added additional Monster-spawner to Combination-Lock section on LVL03
* Adjusted torches fx to have some glowing embers drop onto the dungeon floor
* Adjusted visual indication of depleted ammo slots to be high-viz against both dark and light backgrounds
* Fixed issue with Wall-Levers needing the full motion-range, unlike the floor standing one
* Fixed issue on LVL03 with PotionHealing in Cell1 having activity point being out of range
* Fixed sound-location issue for secret door with button on LVL03
* Fixed a regression regarding rendering Monsters and Operators on Benchmark Level

EARLY ACCESS BUILD 25.1

* Added support for Shields and Special Armour on Monsters, where projectile can penetrate and lose force without damaging the Monster
* Added support for Shield-specific impact effects, separate from the Monsters defined blood
* Added decals to Blood Red impact effect
* Added physics material definitions to a lot of Actor probs
* Added more tailored collision meshes to non-static non-convex objects
* Increased power transfered when projectiles hit debree
* Adjusted level up gain from 1 to 2 attribute spending points
* Adjusted Standing Lever animation to avoid wall-clipping
* Adjusted so any piece that is pre-removed from a dyanmically damaged object is de-coupled and no longer triggers Actor interactions
* Fixed a bug with the physical distribution of pre-damage on some props not being pushed out of properly
* Fixed a regression where floor-impact effect from projectiles was not showing after last update

EARLY ACCESS BUILD 25

We have reached 25 Early Access builds - which may be seen as some for of a milestone. It is days short of 2 years since the game entered Early Access, after 1.5 years in private Alpha, and there is still improvements finding its way into the game.

In this update we are introducing the first fully destructible environment items, such as tables, chairs, benches, barrels and so on, that will both appear in the levels at different levels of damaged (random for each playthrough within specified instance-unique parameters) but that can also be further destroyed by Operator or Monster interactions. The most direct way this will affect the gameplay is that this both allows for more 'level clutter' to be introduced, but also to allow for dynamic adjustments of cover and concealment, where an item that starts out giving good cover can be destroyed to such a degree that it no longer function as cover from gunfire (good for Operators, less so for Monsters).

it also brings a level of life to the corridors and tunnels that otherwise could feel a bit static.

More custom furniture and ad hoc barricades will be introduced later on too.

To take advantage of the coming interactions with the physics-based pieces introduced a new decal-handling was added where decals are now able to be linked to moving objects and even Monsters. As such several Impact Effects have also been updated and more will be later on.

Full changelog

* Added new actors that allows for dynamic destruction; tables, chair, benches, barrels etc
* Added new collisionmeshes for some non-convex meshes
* Added new decal handling for Monsters and Actors
* Adjusted several impact effects to make use of decal-support (still more to come)
* Added fine-caliber impact effects for Green Blood, Dust Blood and Impact Metal
* Adjusted recoilUp bias for assault-rifles from 33% to 14%
* Fixed recoilUp bias incorrectly being applied to shotgun
* Fixed collission mesh sizes for Veteran Stone Golem as it has a heftier body structure now
* Fixed a regression on Level02 that could cause a player to fail to trigger the Boss fight

EARLY ACCESS BUILD 24

In this update the ability to pre-roll the D100 (two D10) roll has been added, for planning/snooping purposes. Currently the usage of pure D100-roll (lower is better, unlike a D20 roll in DnD) is limited to Close Combat attack-roll (miss, hit, critical) and for Ranged Weapons projectile's Damage-calculation (glancing hit, hit, critical).

What has also been made, but not activated and usage is still under consideration, is the ability to actually roll 'physical' dice and wait for their roll to end to see the result. It was not added now since it didn't seem to add something really important in terms of value and it slowed down the process of making multiple rolls.

So why add the option to see coming rolls for your Operators actions? The concept was to allow for some snoop-ahead and ability to try to 'play around' ones bad luck (if rolling high) or perhaps even force out bad rolls by performing actions with Operator first and delay another Operator to get the good/critical rolls against 'that important enemy'.

The full implementation and usage is still very much in early stages. Things will/may be revised heavily in different directions to see what works and what is fun, but it is also important that anyone with ideas or feedback get their voices heard. I might be far off the mark with the current version and maybe there is another better approach to take? You be the judge.

Full changelog

* Added support for pre-thrown Dice results

EARLY ACCESS BUILD 23.1

* Adjusted skills for Dark Bat, Hairy Dark, BomberBug, Fishman, Mummy, Veteran Mummy, Frost Mummy, Green Mushroom, Blue Mushroom, Plant, Veteran Plant, Posion Plant, Small Snake, Snake, Small Spider and Spider
* Added more alternative animations for Golem Slap attack
* Fixed dynamic clothing and body-parts to be configurable per Monster
* Updated new highresolution textures for Golem characters
* Fixed a regression regarding buttons and secondary triggers