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

The Dungeon Paradox

ALPHA BUILD 12

* Added new sound-effects for all Weapons and Special Abilities
* Added new sound-effects for Levers, Gates, Chests, Torches, Books etc
* Added Freeze Spell, with Frozen Applied Effect, special effects and audio
* Added new SpearGate, added it to L4
* Added 'End of Early Access'-level
* Added ability to see name and title of weapon and spell-books found in Chests
* Fixed texture for standing torch when lit
* Fixed CC-layer not playing Interact animation

ALPHA BUILD 11

* Added optional Special Effect for Monster Spawner Actor, including reverse dissolve
* Added end-puzzle area to L3.
* Added that we now grab main Operators' name from Steam Profile nickname
* Increased size of Ability Icon on Team Overview UI
* Added click-area to FireBowl Actor to remove missed mouse interactions
* A number of smaller fixes and improvements

ALPHA BUILD 10

* Added graphical mouse-cursors per order-type
* Added mouse-bumping at end of screen edges
* Adjusted Character creation scene with regards to color image encoding, Bloom quality level and CTAA settings
* Added ability to switch selected Operator using the TAB key
* Added Chest with Special Ability pickup, with new Element Tomes (Air, Earth, Fire, Water) for Spell classes
* Adjusted outline color and animated shading of highlighted pickups

ALPHA BUILD 9

* Added Operator Overview info-window, showing attributes and stats, and current effects of Applied Effects
* Adjusted so Operators now skip predict and aim straight towards target if it is within 'Perception / 4.0' meters
* Added Inspecting a book now triggers a speech-bubble of the Operator reading out the title
* Minor adjustment to Minimap visual look
* Adjusted Actor Highlight from Operator selection down to 'Perception / 4.0' meters
* Adjusted Jason Shanahan Special Ability from Light Flare to Pulse Nade
* Adjusted Pieter Thommen Special Ability from Boost Injection to Motion Mine
* Adjusted Robert Wideman Special Ability from Motion Mine to Boost Injection
* Minor adjustment regarding naming of Special Abilities

ALPHA BUILD 8

* Added ability to rotate camera by Q and E
* Increased range of Actor highlight to '1 + (Operator PER / 4)' in meters
* Fixed so A.I.-target evaluation of Distance + Charisma now takes into account the applied effects for the possible target
* Fixed so Fog of War calculation using Perception for Enemy Highlight when Operator is selected now take into account applied effects
* Fixed Morale evaluations using Charisma and Willpower to take into account the applied effects
* Added more minor healing potions to the first levels

ALPHA BUILD 7

* Added Highlight of small actors like Levers, Torches, Pots, Skulls, if next to a Selected Operator
* Adjusted Speechbubbles to be better prepared for 4K resolution
* Adjusted smaller Actors like Bone, Levers and WallTorch to have a larger click-area
* Adjusted Mummy walk-animation to better match their current movement speed
* Adjusted MotionMine throw-range to Operator 'Strength / 2.0' meters
* Added BloodRockKinetic and BloodRockKineticSmall impact-effect, primarily used for Golems
* Added Bullet Penetration solution for all bullets, with individual behaviour per ammo-type
* Adjusted compression-level of Animations to decrease CPU-cost and Memory footprint

Merry Christmas and Happy New Year - December 2019



Since the last progress summary when entering Alpha phase in October we have released an additional five updates with changelogs of our ongoing progress.

For the past couple of months we have been releasing bi-weekly updates to our Alpha Build, progressing in a stable pace through our long list of items to improve upon, finish off or build. The goal is to enter Early Access once we reach Beta phase, as we have again seen this last couple of weeks what happens when projects release too early -- even if it is as an Early Access title.

Here is a highlight-summary of some of the things from some recent Alpha builds:




Books, Chests and Story-Fragments



The mechanics for finding, interacting with and reading books has been added, and the first sets of books inserted into the Dungeon. Books are a source not just for information of the history and motivations of the inhabitants of the Dungeon, but there is also special books to find that allows the Operators to gain bonuses or Special Abilities.

Another source of upgrades is Chests. Filled with gold and gems their true value is magical weapons that the Operator may pick up and replace their current weapon with. All weapon-chest's contents is hand- tailored and hidden throughout the Dungeon for the careful and inquisitive adventurer to find.




Radar and Minimap UI



One of the QoL additions added in a recent Alpha build is the radar and minimap UI - the ability to see the team members and observed monsters, while seeing a accurate representation of a minimap really helps one navigate around the dark and confusing corridors and rooms that make up the many levels of the Dungeon.

Other improvements to UI is the additional of Level Experience indication to the team-member overview, ability to see what Special Ability an Operator has and what effects (buffs and debuffs) that is impacting them.


AI Personalities and Behavior Types



Progress has been made to give Monsters some variations when it comes to AI Personalities, to allow for variations in movement-patterns and attack-behaviors. This is an ongoing area of development and will be much extended upon further when additional Monsters and their variations are added to the deeper levels of the Dungeon.

Experience for Levels



Another ongoing area that has be added to is the general Level of a Operator and the impact this has on the gameplay. What has been added currently is that the overall progress of an Operators skills leveling up also generates XP for the Operators Level-progress and on leveling up a Operator regains up to 25% of health as a celebration-bonus.

We are also looking into adding additional bonuses, at set level-intervals, towards increasing an Operators Attributes and possible some other stats. This area will need a lot of testing and revisions, as each adjustment changes the difficulty experienced for the average player, and we expect the final tweaks to this area to be needing to be done all the way through towards the late stages of the Beta phase.







To stay up to date with the development don't forget to click Follow, visit the Community forums or join our Discord.


ALPHA BUILD 6

* Added Radar and Minimap feature
* Fixed so XP progress is no longer displayed for dead Operators
* Added gold coins to the treasure-chest models
* Fixed light-bleed issue for StunNade detonation effect
* Fixed issue with dead Operators and Monsters showing damage taken when already dead
* Added remade Last Seen Marker, with new animation and effect. Can be seen behind walls
* Adjusted so weapons found for pickup or dropped no longer has flashlight enabled
* Added healing effect for any units being healed
* Fix issue with too many patch-notes in Main Menu causing issue, now limit to two last versions

ALPHA BUILD 5

* Replace vegetation by staircase on L1
* Adjusted Status text to be shown 25% longer
* Fixed issue with Special Abilities counters across level-transitions
* Fixed Interact Anim for Sword carrying soldier
* Reduced MotionMine damage-range from 4.75 to 3.5m, adjust damage distribution model for explosion
* Increased TimeToLive for MotionMine and PulseNade
* Adjusted Physical Resistance for Operators from 10 to 15
* Adjusted Pulling a Lever activity now triggers a speech-line
* Added AI Behavior Types; Aggressive, Reserved, Lazy
* Added ability for MonsterSpawners to now define one or more AI Behavior Types
* Added more vegetation to L1 and L3
* Added Chest Actor and prop, for finding and picking up weapons
* Fixed input-state now reverting to Movement, if order Reload or Cancel is clicked while doing secondary selection for Overwatch/GuardStance/Attack/SpecialAbility/Look/Interact
* Adjusted so Operator Matthew Kelly switch Special Ability from PulseNade to StunNade

ALPHA BUILD 4

* Added StunNade Special Ability, icons, effect and Applied Effect for affected Monsters
* Adjusted Bats hover-level to 1.2m from 1.5m up
* Adjusted HealthGeneration on Level Up to 25%
* Adjusted Character Creation scene with new font, adjusted graphical assets, tweaked color-scheme
* Added ability to see Special Ability for all Operators in the Party UI
* Added MotionMine Special Ability, icons and effects.
* Added ability for books to get Highlighted by LightFlare
* Fixed experience-gain for Dodge Skill being properly attributed when used while CloseCombat weapon is carried