The Fall of the Dungeon Guardians cover
The Fall of the Dungeon Guardians screenshot
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Genre: Real Time Strategy (RTS), Role-playing (RPG), Strategy, Indie

The Fall of the Dungeon Guardians

Grid-Based Crawling Bundle !

Hello,

We have teamed with other devs to present you a bundle offering the best recent grid-based crawlers on Steam, with 25% off (cumulative with any other running discounts) ; and you only pay for the games you don't own yet.

Check out the bundle here: http://store.steampowered.com/bundle/6808/Gridbased_Crawling_Bundle/

Happy crawling, 1 cell at a time ! ːsteamhappyː

Version 1.0j released !

This is only a change of version to officialize the big series of bug fixes & tuning that has been done since last September, after the release of the Enhanced Edition (ie: v1.0i).

Gameplay wise, the most important bug by far was that the threat enhancement & reduction talents didn't work (abilities were ok, though).

The biggest bug, but with limited gameplay consequences, was that the Bosses were always seen as 3 levels under your Party members instead of 3 levels above. I fixed that and re-tuned all Bosses so the combats are still balanced in a similar way.

Also a few talents didn't work correctly or didn't match exactly their description. And some other little things like that. So thanks to peddroelm who took his calculator and checked everything down to the last digit..! ːsteamhappyː

Full changelog can be seen from here, as usually : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/?ctp=9#c1473095331489715343

Enhanced Edition !

The version 1.0i has just been released, and this is another important update that brings new features and polishing to the game.

This is the 8th big update since the initial release of the game on Steam, back in November 2015, and hopefully you'll agree that all these updates combined deserve the title of "Enhanced Edition" ! ːsteamhappyː

Before seeing a recap of all the improvements done, let's focus on the version 1.0i


So its main additions are :
- a better streamlined party creation with more info where it's needed
- a macro system to save & restore your team members' ability queue
- smoother rendering if you play with a refresh rate higher than 60hz
- new Toggle Selection icon that should make its use clearer when discovering the game

Full changelog can be seen here, as usually : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/?ctp=8#c1457328392103001810

And here a summary of the most important additions to the game since its initial Steam release :


  • v1.0b – January 2016 : added the Treasure Hunt, which is a chained series of riddles, more or less easy, designed mostly to test your memory and your observation skill, and nicely put some goal unity throughout the whole adventure

  • v1.0c – March 2016 : added a puzzle in the Level 3

  • v1.0d – July 2016 : added Soldier difficulty, which was best tuned for though dungeon crawler fans and regular tactical game players and filled the gap between the Adventurer & the Warrior difficulties, respectively for the average dungeon crawler fan and the tough tactical game player ; it also added a more complete custom difficulty that lets you define the damage and health for each type of enemy (normal, Elite, Boss)

  • v1.0e – September 2016 : added destructible barrels, food and drinks that restore health and mana when you’re outside of combat, as well as a new puzzle for the Level 2, and a few additional secrets in the first couple of levels ; this update, coupled with the puzzle added in v1.0c made a more consistent experience puzzle wise for the game ; on release, the 1st noticeable puzzle was on Level 4, which was way too far in the game for puzzle fans

  • v1.0f – December 2016 : added a tooltip when moving the cursor over the damage & healing numbers to show who did those and with what ability ; this is a close equivalent of the requested combat log, and it greatly helps you to figure out who did what and when

  • v1.0g – April 2017 : added the “Low Enemy Density” option which removes about half of the Common enemies, but not the Elites nor the Bosses ; you can enable at any time this option if you think there’s too much combat ; loot and XP will be automatically adjusted so the game plays the same. This one is a game changer for a lot of players who felt the game was too much combat based, by bringing the balance back to the exploration side, close of the average dungeon crawler game

  • v1.0h – June 2017 : added the Mini-map

  • v1.0i – July 2017 : added a Macro system to lower the repetitiveness of the combat, as well as a fully detailed explanation of each character when selecting the characters to create our party at beginning of the game, and a smoother rendering if you play with a refresh rate higher than 60hz


An issue ? A question ?



Check the FAQ here => http://www.managames.com/DungeonGuardians/faq-troubleshooting/ .
Then come to get help within the forum here => http://steamcommunity.com/app/409450/discussions/ .

Farewell (?)



Ok, this time, it is very likely the last update with new features. Or at least, there's a discernable possibility. ːsteammockingː

However, if there's some bugs needing to be squashed away, or some tuning required, I'll be ready to intervene..!

Version 1.0h released !

On game release, back in November 2015, someone asked if I could add a minimap to the game. I thought it was not a good idea, because it would greatly encourage the player to focus his attention on a small part of the screen while exploring.

However, a few weeks ago I watched a Let's Play of Dungeon Guardians on Youtube where on several occasions the guy literally opened & closed the map after every single step he had moved. So it made me realize there are some people whose sense of direction is easily confused, even in straight alleys, and thus couldn't enjoy the game at its fullest without a minimap.

And thus, here the version 1.0h of the game, with a Mini-Map ! ːsteamhappyː
You can activate it from the Options -> Game Options -> Helpers menu.

Taking the occasion, I also added the possibility to change your characters' name by clicking on it in their Character Sheet, as it was requested in another Let's Play video.

I hope you'll enjoy this update, and the real question now is : will it be the final one or not..? ːsteammockingː

Full changelog can be seen here, as usually : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/?ctp=8#c1291817837635933032

Version 1.0g released !

Version 1.0f was supposed to be the last one, but when there's a good new option to add to the game, I can't resist to do it ! ːsteamhappyː

So a few weeks ago, I released the v1.0g whose main & sole addition is the "Low Enemy Density" option which removes about half of the Common enemies, but not the Elites nor the Bosses.

You can enable at any time this option if you think there's too much combat ; loot and XP will be automatically adjusted so the game plays the same.

So this option has the triple benefit to lower the time to beat the game, to spend less time in combat and more on exploration, and to slightly randomize the enemies you'll meet, so if you want to replay the dungeon, you won't meet the exact same set of common enemies.

Lately, I also fixed a few rare bugs and an exploit. You can find the complete ChangeLog here : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/?ctp=7#c135509472108787476 .

Version 1.0f released !

A little more than 1 year after release, this is likely the last feature update for the game as it now includes all the popular requests expressed by the players.
I'll still do fix updates if any glitch or bug are reported, though.

So this version 1.0f brings 2 new features :
- GUI : moving the cursor over the damage & healing numbers now shows who did those and with what ability. This is a close equivalent of the requested combat log, and hopefully it'll help you to figure out who did what and when.

- GUI : you can now move and scale most GUI elements ; This is especially useful for the Dps History Graph which can get a bit in the way ; HowTo => http://www.managames.com/DungeonGuardians/faq-troubleshooting/#toosmall

Complete Changelog can be found here : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/?ctp=7#c154641814595260150 .

Have fun ! ːsteamhappyː

Version 1.0e released !

This new version brings destructible barrels, food and drinks that restore health and mana when you're outside of combat, as well as a new puzzle for the Level 2, and a few additional secrets in the first couple of levels.

I hope you'll enjoy all these additions as they were popular requests. :-)

Complete details of changes and fixed bugs can be seen here : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/?ctp=6#c360672047212201928 .

Note: version 1.0e was already released since a bit more than 1 month, but I still hadn't posted a news about it.

Version 1.0d released !

This new version mostly brings the final touch for customizing the difficulty : now, if you select the Custom Difficulty and turn on the Advanced Tuning, you can set the strength of Normal, Elite and Boss enemies separately.

This will both help the players thinking that only normal mobs are too easy, and the players thinking that Elites and/or Bosses are too difficult compared to the base mobs.

Note: it's still recommended to play with one of the numerous built-in difficulty levels, as most players do, but if you wanted more freedom of choice, here you go ! :-)

This new version also brings a bunch of enhancements and fixes for the Map Editor to give a more user friendly creation.

Complete details of changes and fixed bugs can be seen here : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/?ctp=6#c359543951698627341 .

http://steamcommunity.com/sharedfiles/filedetails/?id=728026358

New Difficulty Level

Hello,

the Soldier difficulty has been added.

After the initial game release back in last November, I lowered the Adventurer difficulty to better match the average expectation of the Dungeon Crawler fans. This created an important gap with the next difficulty, named Warrior, which is more aimed to Veteran players of Tactical Combat games, and could be seen as an "Hard" mode for such kind of game.

This is why I added the Soldier difficulty, which could be seen as a "Hard" mode for the Dungeon Crawler fans and a "Normal" mode for the Tactical Combat fans.

In both cases, I hope you'll enjoy it and that it will help you to get a more fair start in the game ! :-)

Note: the 1st dungeon level is much easier than the next ones, to give you time to learn the game's base mechanisms.

Complete changelog since game release can be seen here : http://steamcommunity.com/app/409450/discussions/0/490123727974362306 .

Version 1.0c released !

New Features :
  • Puzzle : added a puzzle at end of Level 3
  • Tuning : a lot of tuning for the Paladin, the Necromancer, and a bit for the Duelist & Arcanist
  • Sound : Necromancer's Seal Of Necromancy now produces a specific sound when ending
  • A few bug fixed


The Paladin is now globally much more effective, especially as an off-tank. The Necromancer is also much more capable and almost in par with the Druid, even if he is still a bit more technical to handle.

Complete details of changes and fixed bugs can be seen here : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/#c412448792363354286 .