Hey everyone! Fressato here ːSlimeHatː Dungeon Drafters turns 3 today! 🥳 And what a journey it has been! It has been quite some time since the chaos of release, with patches made, feedback incorporated into the game, and decks, discoveries, and strategies shared by the community
Hey everyone! Fressato here ːSlimeHatː
Dungeon Drafters turns 3 today! 🥳
And what a journey it has been!
It has been quite some time since the chaos of release, with patches made, feedback incorporated into the game, and decks, discoveries, and strategies shared by the community ❤️ We are truly grateful for every player who has joined us over the years. Whether you played at launch, found the game later, shared feedback, recommended it to a friend, or simply gave it a chance, thank you.
We do not have a major game update to share for this anniversary, but we still wanted to mark the occasion with something special for fans of the game.
🎉 To Celebrate
After a long time trying to make this happen, we partnered with Materia Collective to release a special vinyl edition of the Dungeon Drafters Original Soundtrack. 🎵 We have always felt that the soundtrack is a big part of the game’s identity, so we are very happy to see it getting this kind of release.
We are also getting very close to announcing our newest work 🌟 We have poured a lot of our hearts into this project over the past year, and while we cannot share much more just yet, we wanted to leave you with a small sneak peek at some concept art.
Thank you again for 3 years of Dungeon Drafters ❤️ Keep an eye out for what's next!
Hey everyone! ːSlimeHatː We’re glad to bring you another update! Our team is currently fully focused on the development of our next project, which we’re very excited to share once it’s ready. While that work continues behind the scenes, we wanted to take the time to ship a batch
Hey everyone! ːSlimeHatː We’re glad to bring you another update!
Our team is currently fully focused on the development of our next project, which we’re very excited to share once it’s ready. While that work continues behind the scenes, we wanted to take the time to ship a batch of quality-of-life improvements and fixes gathered over the past year. This update has been in preparation for a while, and we’re happy to finally get it into your hands.
Thank you, as always, for the feedback and reports you’ve sent our way. We hope everyone has a great end of year, and we’re looking forward to sharing more of what we’ve been working on in 2026.
1.1.2.2 📃 Patch Notes
Zoom feature on Gamepad
When using a gamepad, pressing R3 (configurable in the options menu) and moving the right stick (or the equivalent on the player's current controller) will zoom in (and out) and allow the player to move the camera around.
This zoom is automatically deactivated after a transition and does not function during minigames, the main menu, or the pause menu.
This feature is intended as an accessibility option for players who have difficulty reading on smaller screens, such as the Steam Deck, whose native zoom is incompatible with the game’s controller inputs and inspired this feature. Controllers remain fully responsive while the zoom is active to avoid removing player control agency.
Quality of Life and Fixes
Big Fixes
Fixed the final Master Stranger quest issue where the card counter wouldn’t increase after a failed attempt, forcing players to reload their save.
Fixed the issue where any entity with disabled visuals during an action, such as Stalking Trickster, would have its small HP bar under them disappear.
Fixed a bug where the Library and the Graveyard would remain hidden and locked after exiting to the menu while they were still locked on the player’s screen.
The Hold To Move option now properly returns/closes the options menu when selected while hovering over it.
The Inspect UI tooltip on gamepad was not positioned correctly when activated inside a dungeon with a card selected. Depending on resolution, the box would often appear in the middle or at the edge of the screen. It should now always be positioned correctly.
The fourth Master Oracle quest now properly displays its status when invalid or completed after the player enters a dungeon.
Fixed a softlock where a card could get stuck in the player’s hand until restarting the game if they died during the Demiurge fight while in the middle of casting that card.
Some lower-end GPUs now should properly render shaders for Tower Space levels instead of pink pixels.
The Bard’s initial deck has been adjusted to have 40 cards, matching the starting decks of other characters.
Card & Curio Fixes and Changes
Izuna Drop now properly interacts with chasms, staying consistent with Throw and other similar cards/abilities.
Izuna Drop animation received a small polish.
Mulligan now properly considers itself in the math for flushing your hand. (The description said “current hand -1,” but it didn’t account for Mulligan itself, so it was actually shuffling out -2 cards.)
Burnout and Tunnel Vision now have consistent description styles based on their effects.
The Fish Bait card properly no longer targets untargetable entities (stealthed enemies).
Player-made Gizmos no longer drop loot, as they should always have behaved like summons. Dungeon-generated Gizmos still drop loot.
Most of Traps, Glyphs, and Warnings received small visual polishes to better communicate their behavior and stay consistent with other similar features.
Finishing Move received a small VFX polish.
Downpour reengage preview has been fixed.
Potent Hex now has a hidden interaction with Frogs (monsters from the Rain of Frogs card), treating them as if they were always hexed.
Electrical Traps from the Thunder Charge card had their constant VFX removed, as they appeared to cause memory leaks and FPS drops on some computers and consoles.
Steps Ahead now properly applies Hex 1 if a monster triggers it before the trap’s first turn has passed.
The Golden Frog bug where its effect would trigger in the Arena has been fixed.
Monsters Fixes and Changes
Slime King split now properly creates summons. Previously, it was incorrectly splitting into non-summon slimes.
Summons that appear from Death Throes (Mummy, Spiderling, etc.) now always ignore tiles that are being “reserved” by ongoing actions (like Thunder Smite teleporting the player). This was not happening in some specific cases.
Blue Scroll no longer has a heal loop issue when trying to heal entities with extra lives.
Blue Golem’s fix for avoiding “Beware of Rocks” while standing over chasms had been accidentally rolled back in the previous patch. It should now be fixed again.
Duelist now has a small timer when not a summon before triggering Retaliate at the start of combat. This should help new players notice the effect more easily, as the delay improves readability.
Duelist no longer breaks its animation when trying to Drill while rooted.
Duelists now use a better positioning algorithm that takes blocked paths into account.
Duelists now enter their Challenge pattern when there is no available path to their target. Previews have also been adjusted to make this consistent.
Goblin Naginata and Mancatcher no longer heal instead of attacking when their Max HP is only 1. They previously looped their action, trying to heal themselves to have more than 1 HP without considering that 1 was their maximum.
Heal Totem from Magma City received a small VFX polish. It now visually destroys itself earlier during its action for consistency with the Flame Sage.
Palisades now have proper SFX when being summoned or destroyed.
Fixed the Trickster VFX where it would heal a dead entity.
Broodmother bomb now has proper SFX when exploding without an elemental effect.
Miasma monsters were sometimes appearing on the wrong visual layers. Their VFX should now display correctly.
Dungeons Fixes and Changes
Hexplosion Orb and Bowling Ball received small VFX polishes.
Activation Tiles from Glacial Library received a small VFX polish.
The Broken Shrine (and, by extension, any chance of Mallet Shrine spawns) has been removed from the first Tower Challenge floor, since players are very unlikely to have a gem at that point in the Tower.
Fixed the visual bug where Corrupted Shrines would lose their fade-out visuals when “activated.”
Mirrors now properly face their original direction when leaving and re-entering a room.
Jester statues blocking doors in the Tower “!” rooms now have their layers correctly set when falling from the ceiling, preventing them from overlapping sprites below.
The layer of a specific Tower room tile has been fixed, as entities below it would previously overlap the tile incorrectly.
Miscellaneous Fixes and Changes
Added a new tutorial dialogue teaching the zoom feature that appears when playing with a gamepad.
The tutorial now shows both Death Throe and Counter icons that appear on the top bar of monsters.
The tutorial now also includes Unaspected effects in its text. Previously, it only mentioned positive and negative effects.
Fixed the Master Raider quest conversation where she would tell you to explore the Dune Dome when the actual dungeon was the Lost Wreckage (previously correct in both quest text and objective tracking, wrong only in dialogue).
Hey everyone! ːSlimeHatː I hope you are all enjoying the latest update! We're happy to introduce a new set of hotfixes and QoL changes designed to enhance the game even more. This update is mainly focused on resolving minor issues and improving the overall quality of life in the
Hey everyone! ːSlimeHatː
I hope you are all enjoying the latest update! We're happy to introduce a new set of hotfixes and QoL changes designed to enhance the game even more. This update is mainly focused on resolving minor issues and improving the overall quality of life in the game to smooth the player's experience.
Thank you for all the support and passion you've shown for the game! We hope these help address some points and create an even more enjoyable experience.
1.1.2.1 📃 Patch Notes
Hotfixes & Quality of Life Changes
Fixed a softlock that occurred after the 1.1.2 update. This issue was indirectly caused by inspecting non-tome and hearth shrines while performing other actions. If you experienced a softlock while inside or after visiting an exit, treasure, or rest room, this was likely the cause and has now been resolved.
Fixed a softlock caused by casting Hex on training room dummies while combat was active.
Dialogue responses now always default to the "No" option instead of "Yes." This change helps players avoid triggering unwanted effects, as the "No" option allows them to retry almost all the dialogue and does not significantly alter most of their outcomes.
Fixed a specific scenario where players could acquire two Harmony Runes from the Guide Maiden by not speaking to her until her quest line was completed.
Trying to skip a ending cutscene no longer sends the player to town when playing with a Gamepad.
Fixed a gamepad issue where dialogue responses could be unselected if the cancel button was pressed within a short time frame while the dialogue was playing.
Fixed an issue that prevented players from summoning flying entities over chasms.
Eruption now properly displays the damage done by Magma tiles in its preview.
Double Shot now properly allows the player to target gizmos and monsters that can be damaged but not destroyed (e.g., crystals from the Lost Wreckage puzzle, dummies from the Dune Dome).
A visual bug in the Double Shot preview has been fixed, where the direction of the shot wouldn't be displayed properly if the projectile would travel only one tile.
Provoke now properly only applies Lure to enemies.
Lucky Seven now properly deals extra damage when cast by a phantom copy. Previously, it only verified six library cards in these cases, instead of seven, as required by the card.
Entropic Step casting now properly filters out uncastable tiles, instead of moving the player up to the last available tile in the card’s action.
Shinobi Step and Stormrunner no longer create softlock scenarios when dealing damage to an entity while the player leaves the room during casting. This issue had already been prevented for Shinespark.
Warlock Savant now visually connects both of its golems to any antennas in the room, reflecting its intended mechanic, which was not previously communicated visually.
Gargoyle Teleport Preview now properly displays that it grants Damage Immunity 1 to itself.
The Chakram Master Barrage action color now displays correctly as red instead of purple.
Punt and Punt Ogre have received a small visual polish.
Punt Ogre interactions with chasms now work properly when launching an entity over them.
The Judge Tower puzzle now properly communicates when a door is locked. Additionally, a sorting visual inconsistency with VFX when entering a Judge room has been fixed.
Demon Lord Chi Blast preview now properly displays the correct amount of heal and damage.
Demiurge received a small fix in the order it displayed its action during the absorption phase. A small animation has also been added to actions that were previously lacking them.
Both the Slime Minigame and Fishing Minigame now show a reward result screen after exiting. This was implemented to improve communication for the Slime Minigame rewards and the Fishing in-dungeon rewards.
A visual bug where the HP bar would not properly update to display the current HP value (even though the number was correct) after exiting the fishing minigame has been fixed.
The Glacial Library fish sprites in the fishing minigame (not the result sprites, but the in-minigame ones) have been fixed and no longer display the Tower fish sprites.
The Deckbuilder issue where players using a gamepad could select runes by moving up from the top-row cards of their card collection, instead of using the rune-select button, has been resolved. This issue could cause other problems that broke the deckbuilder, which could only be fixed by closing and reopening it.
The Book Cover shop no longer causes the gamepad cursor to disappear specifically when attempting to select the Kickstarter-Backers exclusive cover.
Small color correction for the Reward Results selection color, changing it from red to the intended yellow.
To keep it more consistent, the Card Completionist achievement now verifies all 305 encyclopedia cards.
The game now consistently defaults to Fullscreen the first time it is launched. Previously, it was being set to Windowed mode for some users.
✨ If you haven’t already, check out the 1.1.2 Update!
Hey everyone! ːSlimeHatː Fressato here. Hope everyone is enjoying a wonderful holiday! We’re thrilled to finally bring you... ✨ The 1.1.2 Update! ✨ This update is probably the biggest yet in terms of patch notes alone . While it may not be a full 1.2 update with major mechanical
Hey everyone! ːSlimeHatː Fressato here.
Hope everyone is enjoying a wonderful holiday! We’re thrilled to finally bring you...
✨ The 1.1.2 Update! ✨
This update is probably the biggest yet in terms of patch notes alone. While it may not be a full 1.2 update with major mechanical changes, we truly believe the improvements and tweaks will make a noticeable difference in your experience. After a lot of hard work and collaboration with Dangen and their QA team, we’re thrilled to share this patch with you!
As mentioned in the 1.1.1 update, we’re transitioning to a new project, but we didn’t want to leave Dungeon Drafters without providing it with the proper closure. That's why we’ve teamed up with Dangen to ensure the game gets the attention it deserved before we completely move forward. Although we had hoped to release this update before the holidays began, we were still putting the final touches on it just a few days ago. That said, we’re excited to bring this update during the winter sale, as we hope it smooths the experience for both new and returning players!
After many iterations and plenty of effort, we’re thrilled to bring these improvements to you. We believe these changes will enhance your time with the game, and as always, we hope you have a blast!
1.1.2 📃 Patch Notes
Gamepad Changes
In-Combat Movement and Casting
A "Hold to Move While in Combat" option has been added to the Gameplay Options. The hold time has been fine-tuned to avoid significant changes to gameplay while helping gamepad players prevent accidental movement when interacting with cards. This option offers three selections in a dropdown menu: Always On, Always Off, and Gamepad Only (default), which activates the option only when the player is using the "gamepad and keyboard" inputs.
The player’s hand is now easier to navigate when casting cards that require selecting multiple other cards, automatically skipping already selected ones.
The bug causing certain card draw or copy effects, such as the discard effect from Consume, to disrupt hand navigation when using a gamepad has been fixed.
Inspect UI
The Inspect UI will no longer conflict with other in-game menus navigation (Deckbuilder, Guide, Boosters, Shops, and Draft).
The Inspect UI will no longer break its highlight box when inspecting text with a line break between words that share the same inspectable element.
General Menu Navigation
Gamepad navigation in the guide has been improved, with enhancements to make it easier for players to quickly access any of its sections.
Several small quality-of-life improvements for the gamepad in the deckbuilder have been added.
When opening any shop with a gamepad, the information for the first selected item is now displayed correctly.
Card Changes
Tweaks and Balance
Boomerang: Now has real-time interaction bounces, avoiding pre-determined targets and dynamically calculating new targets as it bounces. This can be considered a slight buff, as Boomerang can now attack entities summoned by death throes and re-target creatures if their original target dies.
Echo Slam: Now deals instances of 1 damage per entity in the area, aligning its power-level with the rune and rarity levels of other archetypes.
Fueled Burst: Now deals instances of 1 damage per card discarded, up to 3 instances. If no cards are discarded, it will not deal any damage.
Compel to Act: Now has the Haste trait, making it cost 0 AP. The puzzle involving Compel to Act has been adjusted accordingly.
Blink Circle: Now grants Immunity 2 instead of Immunity 1. This buff ensures that summoned allies retain their immunity during the enemies turn, as they act after the player.
Ancients' Gaze: Curr HP description is now consistent with other cards (extra lives are considered when calculating the HP value).
Burnout: No longer deals 1 extra damage when attacking. The damage now equals the number of cards discarded.
Glyph Summoning: Puppeteer, Stun Trap, Steps Ahead, and Ancient Glyph can now all be summoned on available tiles occupied by allies.
Shard Toss: Can now be cast with fewer than the minimum shards required to deal damage. If this occurs, the card will simply be discarded.
Izuna Drop: Second range has been changed from a 9x9 diamond to a custom area. Target damage increased from 3 to 4.
Exsanguinate: Now has a global range. Wound effect reduced from 3 to 2.
Blood Snot: Wound effect increased from 2 to 3.
Reel Hook: Wound effect increased from 1 to 2.
Meteoric Jump: Recoil damage reduced from 3 to 2.
Communication
Special Tooltips: All card descriptions with tooltips for cards or traps now properly display their descriptions, no longer appearing as either "Card" or "Trap" tooltips.
Threat Ranges: Tesla Claw, Pile Driver, and Black Hole now have a subtle visual effect to display their range without activating their effects. These visuals were added specifically because these gizmos can pose a threat to the player and their danger areas were not entirely clear.
Petrify: The description has been reorganized to make it easier for new players to understand. Prioritizing the discard mechanic, followed by the passive effect, ensuring a clearer structure of information for better player comprehension.
Ghastly Shroud: Now properly describes the summon projectiles as Phasers and not Shots.
Star Relocate: Now has the Trigger trait, and its description has been properly adjusted to include the Alpha Star Precision effect.
Crystal Trick: The description has been updated, changing 'destroy' to 'break' to clarify that using Destroy/Crush on Trick Effigy will not trigger its death throe.
Trick Effigy Prop: Renamed to Crystal Effigy to avoid confusion where players thought entities would attack the effigy instead of them.
Essence Swap: Description now correctly conveys that it does not affect Sturdy entities.
Transcend: Description has been reworded to better explain the card's effect.
Previews
Boomerang: Preview has been adjusted to properly showcase the new changes.
Crater: Preview now correctly displays the area of damage around the player and summon of barricades.
Saw Cleave: Preview has been slightly updated to better illustrate the separation of damageable areas when hovering over the card's quick preview.
Visual and Sound
Burnout: Received a slight visual and sound update.
Grave Summons: Gravestone VFX has been adjusted to display only a single card when its death throe is triggered.
Paradox: Received a slight polish and now plays sound effects when discarded.
Curio Changes
Balance
Scourge Ring: Now draws 2 cards instead of 1.
Land’s Bounty: Charges reduced from 4 to 3.
Battle Mage Pin: Charges reduced from 2 to 1.
Heavenly Slipy: Charge condition has been changed from Return to Adventurers’ Town to Reach a new Dungeon Floor.
Communication
Bloodied Blade: Renamed to Hemoblade.
Blue Tear Ring: Description has been adjusted to clarify that cards from previous turns can also be copied.
Reaper Scythe: Description has been corrected to display "end of round" instead of "end of turn".
Stormbringer: The description of Stormbringer now properly clarifies that it targets enemies only.
Monster Changes
Mechanical Changes
Hinokami Dive State: Hinokami will now summon a Magma Tile beneath itself when attempting to dive and no magma tiles are available in the room.
Gargoyle Statues: Gargoyle will no longer destroy props while attempting to summon statues.
Ancient Effigy's Petrify: An ally Ancient Effigy will no longer Petrify the player.
Zombie: HP reduced from 3 to 2.
Illusionist Clone: Illusionists will no longer summon clones over traps, preventing possible softlocks.
Trickster Special Attack: The Tower’s Trickster has received a slight adjustment in its behavior, while properly communicating its possible states. Now, when dealing damage to a sleeping entity, it will deal melee damage + 2 extra damage as before. However, instead of healing all damage to the target monster, it now heals only 2 HP.
Magic Cauldron Target: The Magic Cauldron's targeting system has been slightly adjusted to prioritize high-value targets in most combats (Player, units without flight, units without positive effects).
Urmah's Enrage: Champion Urmah's enraged state has been slightly adjusted to have a fixed target, allowing for clearer communication of the preview. If Urmah lands on an occupied tile, it will push the other entity to the nearest available tile before dealing damage.
Siren Teleport Range: The Siren's teleport range has had its extremities trimmed, changing from a diamond-like shape with 3 tiles of distance to a box-like shape with 2 tiles of distance, matching the damage area of the states.
Previews
Lost Wreckage Ray Previews: Xuaih and Green Nautilus ray states previews have been improved to better illustrate their range.
High Miasma Urmah & Nuesh: At higher miasma levels, Urma and Nuesh will now display a preview of the crowd buffs they receive at the end of the round. While this preview isn't entirely accurate due to how actions ordering are displayed, it addresses the larger communication issue caused by the lack of any action preview. This change aims to improve clarity overall.
Hinokami Counter: Hinokami now only displays a Shield Icon on their Counter when the shield condition is properly triggered.
Visual and Sound
Hinokami Dive: The VFX for Hinokami Dive has been slightly adjusted to better represent the damage area of the attack.
Dyna Sounds: Dyna's sounds have been adjusted to better align with the timing of her attacks.
Communication
Ancient Effigy Difficulty: Added extra text to the Ancient Effigy description to better inform new players about the intended loss during the tutorial.
Scared Penguin: The description for the Scared Penguin has been slightly revised to better convey the puzzle to new players.
Variable HP Monsters in Guide: Adventurer’s Shadow, Shadow Warrior, and Target Dummy now display “?” as their health in the Guide, as their health bars can vary.
Dungeons Changes
Mechanics Adjustments and QoL
Training Room Combat Glyph: The Town’s training room now features an additional glyph that allows players to start and end combat encounters within the room. This addition helps players test summons, effects, and other interactions that behave differently during combat.
Rope Puzzle: The Arena’s Rope Puzzle has been slightly adjusted, though the solution remains largely unchanged.
Mallet Shrines Chance: Golden Door rooms and Dungeon Floor Exit rooms now both have an increased chance of spawning Mallet Shrines, with golden rooms increasing from 50% to 70% and exits from 10% to 15%.
Demiurge Arena: The indestructible pillars are now removed from the arena during the transition between the Demon Lord battle and the Demiurge battle.
Tome Shrine Secret on Misty Grove Ruins: Activating the Tome Saint secret on Misty Grove Ruins, which previously intentionally not triggered, now applies a single Hex effect to the player.
Shrine Secrets Improvements: The Jar Shrine, Mallet Shrine, and Stone Shrine Secret have been improved.
Communication
Arena Glyphs Descriptions: Arena Flags Glyphs now properly display a description box labeled as “Shrine Glyph" explaining their functionalities.
Corrupted Shrines: Shrines corrupted by miasmas now display a custom description explaining the shrines' corruption system.
Dune Dome Obelisk: The Dune Dome Obelisk now has a proper inspection feature, similar to gizmos in other dungeons with comparable mechanics.
Lost Wreckage Crystals: The Lost Wreckage’s Crystal Beacon is now correctly categorized as a gizmo.
Props with Death Throes: Props that trigger counters and death throes now correctly display the Death Throe and Counter icons.
The Tower floor numbering: The Tower now displays floors in a more concise way. Instead of cutting off numbers in a broken format, floors now always start in multiples of 10 + 1, with the final floor being the 50th floor. This change does not affect the number of content floors the player experiences in the Tower, it is purely a aesthetical update.
Visual and Sound
Lost Wreckage Puzzle Failed: Lost Wreckage puzzle crystals now display a small VFX when the puzzle is not completed, and the crystals reset.
Astrolable and Paradox secrets polish: Both the Astrolabe Shrine Secret and the Paradox secret have been visually polished.
Miscellaneous Changes
Mechanics and Adjustments
The Monk starting deck: The Monk's starting deck has been updated, replacing Summon Beetle with Reflection. This change aims to generate more interest in Monk's initial deck, which has been challenging for both new and seasoned players to engage with.
Currency limit: Shards will now cap at 9,999,999 and gems at 9,999.
Tutorial-only Insurance: The banker will now give the player 1500 shards and a Starter Pack as the initial insurance, instead of just 1000 shards. Now it will only be provide if the player died during the tutorial.
Extra Information on Card Descriptions: Warnings from both cards and monsters (e.g., Alpha/Beta/Gamma Star) now display their proper descriptions when hovered over, providing useful information for the player.
Deckbuilder UI: In the Deckbuilder, both the "Curio Bag" and "Trait Filter" buttons can now be clicked with a mouse to close their respective windows. The old "Close" buttons remain available.
Deckbuilder Notification: The new cards notification on the Deckbuilder button (!) now disappears after opening the deckbuilder, but cards inside that haven’t been hovered over will keep the notification.
Elevator Trigger: Any entities on elevator tiles, except for the player, now will be destroyed upon the elevator activation.
Communication
Text Corrections: Numerous grammar corrections and text improvements have been made throughout the game.
Elevator Trigger Dialogue: Added a piece of dialogue indicating the loss of spoils upon death when the player triggers an elevator pad dialogue.
Hex Tooltip: The Hex tooltip now properly explains that entities receive a weak dispel (that doesn't destroy summons) when hexed.
Damage Multiplier-related descriptions:The descriptions for Burn, Poison, Retaliate, Wound, and Frail have been adjusted to better clarify how damage multipliers interact with each other and the game’s inner workings.
Retaliate description: The Retaliate tooltip now correctly describes that the effect lasts for a single turn.
Monsters Immunity Tutorial: The Guide tutorial now includes a brief explanation about monster immunities.
Save Tutorial: The Guide now includes the Saving in Dungeons tutorial, added during the 1.1 update, in the "Adventurer’s Town" tutorial page
Fast-foward Tutorial: The initial movement tutorial now includes a third text explaining how to activate the game's alternate speed.
Shrines in the Guide: Shrines have been added to the “Prop” section of the guide.
New entities in the Guide: The Tower’s Judge, Dune Dome’s Obelisk, and Lost Wreckage’s Crystal Beacon are now properly displayed in the guide.
Misty Grove Ruins Barrel: The Misty Grove Ruins Barrel now properly registers in the Guide.
Guide Player Clone monsters: The Guide now properly displays all mobs that are the player’s clones with their correct visuals.
Monk's Haikus: The Monk now speaks in proper Haikus while in town.
Promo and Foil on booster/quest results: Promo and Foil cards will no longer appear as "Sold" on any reward screen, even if they have reached their copy limit. We believe highlighting these cards is more meaningful during game stages where this information might otherwise conflict with currency conversion details.
Stagecoach dungeon difficulties: The difficulty level descriptions of the Stagecoach have been slightly adjusted to better reflect the challenge difference between the first floors of the five main dungeons and the single floor of the Misty Grove Ruins.
Visual and Sound
Currency Button: The shard/gem button in Town now has a subtle sound effect.
Monk's Animation: The Monk Walk animation has received a small polish.
Dungeon Elevator: Elevators have received a slight visual update when surrounded by entities.
Tower's Thin Ice: Thin Ice on the Tower has been visually adjusted to fit the Lost Wreckage floors and holes.
Bug Fixes
Cards
Cards that could select both the Hand and Tile simultaneously had inconsistencies and errors when played with a gamepad. These issues have been resolved.
The issue with Keendash casting while having flight has been fixed. Players were previously able to select occupied tiles, causing the player to stop at the last available tile before the selected one, making it appear as though the card had somehow failed.
The bug where the previews for Goblin Torch, Longfang, and Heartseeker wouldn't properly update the selected direction when switching tiles quickly has been fixed.
Black Hole will no longer permanently stay in a room without acting if the player is pulled into a chasm.
Black Holes that remain in the room when the player falls into a hole and are not acting will persist and trigger at the appropriate time if combat resumes later.
Black Holes now properly animates when destroying the last enemy in combat.
Orlok Heart was incorrectly dealing its current HP as damage instead of its Max HP. This issue has been corrected.
The interaction between Thunder Smite and rooted enemies has been fixed. Previously, killing rooted enemies would incorrectly fail to trigger the card's reengage effect.
Thunder Smite and Bolt Smite have received a slight visual fix for situations where the player falls into a hole while casting them.
Vault Snipe duplicating the precision trigger count has been fixed.
Make it Count now correctly ignores effect cards in hand.
Make it Count now correctly calculates the number of cards to draw when Initiative is activated. Previously, it always drew 6 cards instead of dynamically adjusting the value based on damage.
Reactive Spark now correctly deals damage to the center tile of the explosion.
Repel Glyphs are now properly destroyed when out of combat. Previously, only the first glyph summoned would be destroyed.
Projectiles no longer collide with each other when executed in parallel (e.g. Triple Spark with reflectors or a projectile hitting a crossbow).
Some traps that could still be summoned over puzzles (from cards that wouldn’t target tiles and had conditional targets) now properly filter out those tiles.
Crater cast now properly follows the pattern of self-cast from other area-damage cards.
A slight fix has been made to the Masterspark beam VFX, addressing an issue where the beam would turn invisible.
Certain preview tiles from cards were using incorrect color-coding, and they now properly follow the game’s pattern.
The particle colors of Frozen Meteor when destroyed are now properly color-graded to match the meteor's original colors. Previously, they appeared green, similar to Twin Gems.
Burnout no longer loops SFX when dying to retaliate after attacking with it.
Turtle Push now properly previews the target’s movement if available.
Triple Spark preview has been adjusted to fix an issue where the direction of two of the three fireballs would not display correctly if summoned with a collision directly in front of them.
Some cards had never shown their discard triggers previews, which should now be fixed.
Blast Stones now properly previews the current stone being casted.
Fixed preview recoil damage simulations to properly account for damage multipliers.
Curios
Fixed a Living Toxin softlock where monsters that were poisoned but immune to charm would break the curio.
The Reaper Scythe boss rush conflict has been fixed, preventing it from softlocking the boss rush.
Fixed a Stormbringer softlock, which now properly waits for the “?” Illusionist room to start the combat before triggering the curio effect.
Plague Worm no longer disables Guardians' Death Throes. This change was made because they are used for meta-related triggers and do not harm the player. Previously, disabling them caused critical game elements to break and led to numerous hidden issues.
Fixed several potential issues where memory leaks could occur, specifically where the game wasn't properly unequipping curious.
Monsters
The rare instances where the Ancients’ Shaman would not properly trigger their Death VFX have now been fixed.
Fixed an issue where Hourglass would summon charmed allies that were still alive.
Scrolls' heal and purge states received a small logical adjustment to fix a bug where Scrolls would infinitely loop through those states.
Siren will no longer attempt to consume dead allies.
Chakrams Slinger and Hurler will now properly choose their next state when adjacent to a destructible prop. Previously, they would attempt to shoot but fail, resulting in a loop where they would do nothing until the player moved.
Chakram Slinger damage is now consistent with the damage shown in the preview, which previously displayed higher damage than was actually dealt.
Chakram Slinger, Hurler, and Master now properly display their Stealth previews during their positioning state.
Chakram Slinger now correctly displays a special state when its stealth is triggered while dealing damage to a full HP entity.
The Duelist should no longer softlock when receiving specific effect from glyphs after finishing the Drill Breaker movement.
Duelist Drill Breaker preview has received a small fix.
Ogre's Throw, when targeted on non-webbed chasms, will no longer trigger its attack when the entity is thrown. The entity will now fall appropriately. This fix also resolves a bug that caused the ogre's state to lock, preventing combat from restarting if the player re-entered the room.
A small number of traps were not properly preventing dying entities from completing their full actions after their deaths had already been triggered. This issue is now fixed.
Urmah's Stomp now correctly displays its preview and shows the accurate damage amount.
Urmah Shield levels in previews are now accurate.
Crystal Nautilus now properly dispels based on whether the attack deals damage and correctly dispels on its counter, as shown in the preview.
Goblin Tactician, Lavacaller, Stormcaller, and Thundercaller now correctly skip their turn without triggering animations when no targets are available.
Dyna had an issue where she didn’t reserve her position when toggling her collision during attacks in which she transforms into a dragon. This caused problems where entities could move or spawn on her position during those attacks. This issue has now been fixed.
Trickster VFX has been fixed for cases where it heals an entity.
Fixed some visual bugs with the Gargoyle when teleporting to trap tiles.
The Demon Lord Star Relocate action no longer creates an Alpha Star warning over existing ones, maintaining consistency with other in-game warnings.
Demiurge Absorb Soul preview has been fixed, now correctly showing Urmah and Nuesh absorption previews.
Dungeons
Broodmother Egg will no longer summon spiders or webs when out of combat. This change fixes a bug where the Broodmother Egg would create a spiderling as combat was ending during specific card interactions, leading to logic loops and memory leaks.
Monsters and Props with Death Throes were sometimes triggering two death VFX. Additionally, those that didn't trigger the extra VFX would not trigger any VFX when killed while the Plague Worm curio was active. Both of these issues have been addressed and are now fixed!
A rare softlock involving the Jester Shrine has been fixed. This issue would occur when triggering a Jester Shrine combat after destroying all “????” boxes.
The Torch Shrine Secret now is working properly, previously conflicting with other verifications and not triggering it.
The Tower room where a chasm would behave as a wall has been fixed.
The Effigy Tower music bug introduced in the last update has been fixed, preventing the soundtrack from stopping when progressing to the next floor.
The bug with Health Fruit, where it would visually break and heal its attacker upon receiving 0 damage without disappearing, has been fixed.
A visual bug where some shrines would not reset the player's current animation or would trigger while the player was casting a card has been fixed. Now, the player is properly set to their idle animation, and shrines no longer activate during casting.
Glacial Library’s ice slabs, when broken without taking damage (e.g., due to webs being summoned underneath them), previously lacked a proper death animation. This has now been fixed.
Sliding on a single ice tile in the direction of a collision (whether a wall or an entity) will no longer cause the player's sliding animation to flicker.
Some puzzle tiles that were using the wrong VFX for processing textures have been fixed.
Miscellaneous
The achievement bug where players could incorrectly earn the “First time?” achievement in the tower has been resolved.
The bug where frame-perfectly skipping the ending cutscenes would softlock the game has now been fixed.
The bug where resolutions lower than 640x360 appeared as options in certain cases should be resolved.
The bug where dialogue would become unselected while playing with a gamepad should now be fixed.
A visual issue where the UI would appear misaligned for a single frame in a black screen while loading the training room or between the transition of the intro cutscene and the tutorial dungeon has been fixed.
A frame-perfect visual bug that caused the player highlight to appear during their death has been fixed. This issue occurred specifically when playing with a keyboard and mouse and hovering over the character at an exact frame of their death animation.
Town tutorials will now block NPC interactions until the tutorials have popped up, preventing players from getting softlocked outside town with an open tutorial.
Slime Merchant no longer softlocks the game if the player hasn’t unlocked Stranger cards.
Fixed a bug where low numbers of cards and gems could increase to extreme values by timing purchases at specific moments. The variable now correctly handles negative numbers, preventing it from looping to the maximum possible value.
Master Oracle and Traveler second quest and Stranger’s last quest now properly reset their counters.
Screens that display cards and still lacked rarity and rune level tooltips now include them.
The rarity tooltip bug while using a gamepad, where inspecting it would cut off other tooltips, has been fixed.
The trait filter bug in the deckbuilder, where the Trigger trait tooltip would not appear in certain situations, has been fixed.
The Deckbuilder save and load list will no longer mix the deck list order after opening and closing those screens multiple times.
Both the Cards and NPCs sections of the Guide now properly reset when returning to the main menu and loading a different save.
An old issue where the Life Bar visual effect during healing did not display properly has now been fixed.
Promo Mourning: The Final Master Stranger quest now also rewards the player with a Mourning Promo card.
Thank You ❤️ Happy Holidays!
🎄 We've been blessed to have been able to reach so many people in these almost two years with our game! What started as a small team trying to make a card game they would enjoy playing ended up becoming an amazing community full of incredible people, and we are so grateful for that.
We hope this update brings a bit of joy this holiday season! ✨ And that next year we can bring something new and amazing, not only for Dungeon Drafters fans, but for even more players to enjoy!
Thank you, everyone, for an incredible year. See you in 2025! 🎁
Hey, everyone ✌️ Fressato here! 🔥We’re thrilled to announce that... 🌟Dungeon Drafters is getting a Physical Edition! 🎮 We have partnered up with Red Art Games to make this amazing project a reality, and through this partnership, we’re excited to offer a Standard edition and a
Hey, everyone ✌️ Fressato here!
🔥We’re thrilled to announce that...
🌟Dungeon Drafters is getting a Physical Edition!
🎮 We have partnered up with Red Art Games to make this amazing project a reality, and through this partnership, we’re excited to offer a Standard edition and a Deluxe limited-edition for the Nintendo Switch and PS5!!
Some of you might know that we developed a special board game called Pocket Drafters exclusively for our Kickstarter backers. ✨ Now, with the Deluxe Edition, you can snag one of the only 500 copies available for yourself! Don’t miss your chance!🔥
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀ Kickstarter Rewards when they were being developed
Thank you all for the amazing support! We've been working on exciting new things, including this physical edition, and can't wait to share more soon. You’re an incredible community!
Heads up everyone! Dungeon Drafters and other great games in DANGEN Entertainment's catalogue are currently on sale with their deepest discounts ever! Check out the sale page to get in on the sweet deals before it ends on September 16th!
Heads up everyone!
Dungeon Drafters and other great games in DANGEN Entertainment's catalogue are currently on sale with their deepest discounts ever!
Check out the sale page to get in on the sweet deals before it ends on September 16th!
Hey everyone ✌️ Fressato here! I hope you're all enjoying the game! We are excited to bring a batch of hotfixes and small changes to enhance your experience. This patch focuses primarily on addressing minor issues and improving the quality of life within the game . While we’ve ma
Hey everyone ✌️ Fressato here!
I hope you're all enjoying the game! We are excited to bring a batch of hotfixes and small changes to enhance your experience. This patch focuses primarily on addressing minor issues and improving the quality of life within the game. While we’ve made some adjustments to align to a better quality playthrough, we've been careful to make minimal changes, ensuring that your experience remains largely unchanged, just refined.
Thank you all for your continuous support and love for the game. We believe these tweaks will help smooth out various aspects and fix many unwanted issues, making your gameplay even more enjoyable.
Possible Spoilers Warning!
Patch Notes
Tutorial Mouse Bug
The issue players were having while playing in the tutorial dungeon in the 1.1.1.6 version earlier should now be fixed. The game version has not changed, but the problem won't occur if the game is properly updated. We hope everyone can enjoy the patch properly now! Thank you all for your patience.
Monsters and Gizmos Changes & Fixes
Ember Sage will no longer disappear without dying and possibly softlock the game when performing their action with 1 HP left.
The Dyna Miasma level change from the previous hotfix, which involved removing the central pillars, caused them to disappear at a Miasma level earlier than intended. Now, they should properly disappear upon reaching Miasma level 3.
Demiurge will no longer be targetable by spells whose major effect is movement (e.g., Relocate, The Swap, Izuna Drop). However, it will still be targetable by spells that include some sort of pre-action to the movement (e.g., Punt, Denying Palm, Stalagmite, Stalactite), though it won't move after the pre-actions (e.g., Punt will only deal Melee damage). This change ensures that Demiurge remains immovable, altering its previous method of immovability mechanics, as there were still situations where its permanent root could be removed. Additionally, this update allows players to use such cards on other immovable targets, such as the Dummy from the Dune Dome.
The worm will no longer land on Reflector tiles.
Crystal and Green Nautilus received a small polish on their SFX.
Illusionist special rooms in the Glacial Library (the ones with multiple illusionists that start without combat) will now properly transform Gizmos into illusions when the room is generated. This means that rooms with Golem Antennas or dungeon Gizmos will have more illusions than usual.
Additionally, Illusionist special rooms now have the illusionists being unmovable, avoiding issues of overlapping entities when swapping the real illusionist with a fake one, and hitting any fake to start combat.
The Tower Pawn's HP changed from 2*2 to 1*4.
The Pawn will no longer disappear without dying when getting onto a promotion tile, fixing this bug that could lead to softlocks.
VFX and SFX were polished for when the Pawn completes it's puzzle.
Catfish will no longer target Fishbait to entities immune to lure, including the player.
Dealer is no longer immune to charm, returning to the mechanic of dealing purgeable effects to the player if charmed by a Siren.
Dealer now properly shows a target over the player in their preview.
The Ancient Effigy now properly increases the mechanics of Miasma when defeated at the Tower. The QA team reported that even if the game's interface and runes recognized the Miasma changes, the dungeons would not increase Miasma unless the Effigy was defeated in the Tutorial. It is important to remember that Miasma only affects the four cardinal dungeons. The Tower and Misty are not affected, meaning they won't experience any mid to late-game difficulty changes. Additionally, Bosses only have four stages of Miasma, as the fifth level only applies changes to dungeons special monsters layouts, and corrupted shrines.
The Innkeeper quest will now properly consider the Ancient Effigy as a boss to kill in his final quest.
Cards Changes & Fixes
Downpour, Copycat, and Adrenaline now properly count their triggers for quests.
Blast Stones now preview their radius when casting the card, helping players calculate their areas of damage/effect.
Headhunt now has the proper range adjusted and previewed as intended. Additionally, to align its value with other Traveler cards with similar rune and rarity, its bonus now is a +5 damage.
Flamberge phaser now deals 2 Burn for each point of melee damage dealt on the target unit.
Some VFX for cards mentioned above were polished.
Some cards received an extra trait or a trait change to better indicate their functionality or to add flavor and better connect to their description.
Shadow Strike now properly deals the amount of Stealth described on the card.
Alpha, Beta, and Gamma Star will now trigger their warnings at the start of the Caster's turn. This change should not significantly affect the cards' mechanics in most cases, but it aims to simplify the communication of its effects to players through the cards descriptions.
Some projectile cards still had a deprecated camera function of slightly following the Mouse while casting, they are now corrected and will follow the pattern of having a fixed camera in the center of the Dungeon room.
Some cards that summon warnings (e.g. Killing Arrow, Avalanche Slam) that still didn't work out-of-combat now should function properly.
Killing Arrow warning now has a small visual effect to indicate it will fall in the next round.
Hook preview received a fix for a specific situations where the player movement simulation wouldn't work properly.
Dungeons Changes & Fixes
The Shinobi Puzzle was rolled back in the previous hotfix (.5) to the version before Shuriken changes. Now it should be properly back to the 1.1.1 version considering the new Shuriken teleport range.
Visual Fix for previews while casting cards over specific interactable tiles (cannon, turn pad, sacrifice, switches, promotion, and reflectors). Tiles would not properly be overlayed by the preview tiles, now it should work properly as other traps.
Webs will now disappear at the end of combat or when a turn ends while no combat is happening unless they are over Chasms, Magma, or Ice tiles.
Magma city geysers will no longer trigger when there is a trap over them, behaving like other dungeon traps in the game.
Rope Shrine VFX received a slight polish.
Fixed a bug where selecting "no" on the Rope Shrine would trigger it anyway.
Small changes to the Fishing rooms were made to better position the Broken or Rope Shrines.
The elevator animations for both leaving and arriving were slightly sped up by a total of a second and a half.
All Stealth VFX props from all dungeons are now properly indestructible props to avoid confusion about targeted and melee attacks interactions with destructible props.
Plague Stalker preview has been slightly reworked to better communicate its actions.
Unknown Being Xuaih will no longer target tiles with other Xuaih during Rain Of Stars attack.
Monsters that summon warning tiles will now display the warning damage as a splash damage tag during the preview of their action. This was added to help players more easily determine the severity of each attack and evaluate if staying on that tile is a valuable strategy during battle.
Glacial Library's stalactite special rooms in the Glacial Library will no longer target gizmo tiles or tiles with enemies, and the number of tiles marked per round has changed from a maximum of 7 to a maximum of 9.
Interface Changes & Fixes
Some extra text has been added to better communicate specific mechanics. In addition, there were text and grammar fixes in various languages.
Some missing inspectables were added to facilitate the readability of major UI elements. With this change, all card information screens (Deckbuilder, Booster Opening, Guide, Dungeon Reward/Bag, and Draft Mode) now have tooltips for the rune level of cards and their rarity.
Booster Open All button now properly displays its text when the first booster is not selected (previously defaulting as a second close button).
Open Booster now properly scrolls long lists of different boosters. The collision spacing between boosters was widened by a few pixels, making it easier to scroll with the mouse without changing the normal use of the screen.
Exclamation marks on new boosters now disappear when hovering over instead of when clicking them, while on the Booster Opening screen.
The game's camera for non-standard (16:9) resolutions will no longer distort the pixel art. A new custom border was added to embellish most of these resolutions. Vertical resolutions (e.g. 9:16) might still have black borders depending on how you adjust the game's window.
Note that the minimum game window requirement will always be 640x360. If any of these values do not fit within the current window resolution, the game will display a black screen.
Additionally, this change aids us in further investigating the issue where certain hardware was causing the game to crash randomly when playing on Borderless Window at non-standard resolutions. While the solution provided in this patch may not have completely resolved the issue, as we are unable to properly test it and be sure it is fixed. Playing in Windowed or Fullscreen mode with a Frame Rate adjusted to your screens limit will help mitigate effects if they happen to you. Both of these settings can be adjusted in the options menu.
The bug where the Boosters tab on the Town's UI wouldn't lose the exclamation mark when using the Booster Manipulator is now fixed. Similar issues with this tab should no longer occur.
A bug where the rune slots would become unselectable when changing from gamepad to mouse controls is now fixed.
Fixed Arena Flags not properly adjusting their highlights when loading a save from any dungeon.
Fixed True Ending cutscene problem where beating the game more than once without restarting would cause the first cutscene to be mostly a black screen until the last frame after the second completion.
Hey everyone ✌️ Fressato here! I hope you're all enjoying the latest patches! As we mentioned in our previous post, 1.1.1 was our last major update as we shift our resources to new projects. However, we've seen the need to release some additional hotfixes and small patches to fur
Hey everyone ✌️ Fressato here!
I hope you're all enjoying the latest patches! As we mentioned in our previous post, 1.1.1 was our last major update as we shift our resources to new projects. However, we've seen the need to release some additional hotfixes and small patches to further improve the game and address some issues.
We’ve made bug fixes and quality of life changes based on your feedback. Also, some of the changes in these hotfixes were meant to be included in 1.1.1 but weren't implemented in time for the patch due to various reasons. We’ve addressed these to ensure the game is in its best possible state. All of those should be disclosed properly down below.
Thank you for your continued support and feedback. Here are all the fixes and changes between versions 1.1.1.1 and 1.1.1.5.
Patch Notes
Quality of Life Changes
Text Corrections in Multiple Languages
We've made numerous grammar and consistency corrections to the text throughout the game. Our goal is to ensure the language is as clear as possible, based on player feedback from both Steam and Discord. While these changes might not be immediately noticeable, please rest assured that if you reported an issue with the text through the appropriate channels, it should now be fixed.
Deckbuilder UI for Controllers
We've made adjustments to the UI interactibility in the deckbuilder to improve the experience for players using a controller.
Map Selection for Controllers
When using a controller, both Scavenger and StageCoach will now have a dungeon/region pre-selected for the player, displaying its image, description, and difficulty. Previously, a region was selected, but players needed to interact with the interface before any information appeared.
Secret Character Movement
The movement of the secret character has been slightly reworked to be less dizzying for some players.
The secret character will no longer change their custom movement when hexed. They will continue to use it while having the effect. This addresses the bug where the movement would be lost after losing Hex.
Miasma on Shrines
Corrupted Shrines will now mantain their pad under them, but they will be faded to indicate that they cannot be utilized. This change helps clarify that the shrine can still be activated with the Heavenly Slip curio.
Adventurer's Shadow Fix
The Adventurer's Shadow entity from the Tower has had its counter and throe mechanics fixed to address some minor issues.
Trading Hand Visuals
The trading hand now features a smoother animation for its trigger tile disappearing when hit by the player.
Thermostat Targeting
Thermostat now properly applies Wound only to entities it considers enemies of its summoner. Thermostats from dungeons attack allies, while player thermostats attack enemies.
Small VFX Changes
Some VFX have received small additions to better communicate their effects.
Crazy Rooster Sound
The Crazy Rooster is now less loud.
Changes Intended for 1.1.1
Cards Ranges and Targets
Blink now has the intended range, forming a 5x5 box without corners instead of a diamond shape.
Blooming and Earthbind's root area of effect has been increased from 5x5 to 7x7.
Heroic Stand can now be cast on both the player and any monster.
Shrines Spawn Rate
The spawn rates of some Special Shrines have been increased based on observation of playthroughs and community feedback.
Ancient Effigy
The Ancient Effigy will now adjust its starting action at the beggining of the Boss Fight based on the player's HP and the number of petrify statues in the room. It will alternate between Gaze and Reanimate. This change aims to speed-up the fight and reduce frustration for new players in the tutorial, while maintaining the standard fight for experienced players. Additionally, this adjustment affects the Boss Rush, skipping a ineffective turn from the effigy at the start of the fight.
Adventurer's Shadow Simple Rework
1.1.1.5b: As many players have always noted, the Adventurer's Shadow from the Tower was quite a pain to deal with, no matter your deck. We noticed that players were relying more on luck to avoid encountering them rather than adapting their decks for these fights. Therefore, the Shadow received a light rework. It will now always have half the player's Max HP (always at full HP), and it no longer has a counter. Also, it's death throe was changed, now dealing a third of the player's health as non-lethal damage when it dies.
Conditional Trait
A new Trigger trait has been added! All conditional trigger cards now have this trait, making them easier to identify in-game. Please note that this is exclusive to cards and serves a purely meta purpose, helping players identify and locate these cards for quests, as requested by many.
Strider Glove
Strider Gloves now properly doesn't trigger with only the default movement. This change was intended for the 1.1.1 update but was accidentally reverted during the game update process, resulting in the need to quickly adjust the description between versions 1.1.1 and 1.1.1.1. With this fix, Strider Gloves now function as intended. Additionally, to compensate for this adjustment, the charge has been changed from 3/3 to 2/2, ensuring it remains useful for the many traveler decks that utilized the curio previously.
Other Curios Changes
Anvil Charm charge changed from 3/3 to 2/2
Hunter's Eye charge changed from 3/3 to 2/2.
Planar Prism charge changed from 3/1 to 4/1.
Plasma Quartz charge changed from 2/2 to 1/1.
Ritual Dagger charge changed from 2/2 to 1/1.
Smoke Bomb charge changed from 2/2 to 1/1.
Glacial Library Boss Fight
In the Glacial Library boss fight, the center pillars should now be removed when fighting on higher miasma levels. This change was intended to be included in a previous major update but was inadvertently overlooked. It has now been properly implemented.
Player Traps Timing
All player traps that were not standardized previously now function properly. They will disappear only at the end of combat or after a turn when out of combat.
Disease new Interaction
Healing while Diseased now removes 1 Disease. This is a interaction exclusive to the Player and described in the Disease card.
Metal Box Consistency
The metal box from Magma City now properly deals damage similar to crystal gems. The main difference is that metal boxes can also damage the player.
Other Bugfixes
Warnings no longer interact with other cards and environments in an unintended way. This issue was noticed and fixed immediately after the 1.1.1 release, despite going unreported.
Champion Nuesh won't receive Stealth during the Enrage action turn on higher Miasma. This prevents the instant Lure cancellation of the action by the Crowd dealing stealth after it.
Fling will no longer activate triggers at the final tile of the entity's movement before the entity receive damage. This change prevents a potential softlock where an entity with 0 HP would fall into a Chasm.
Hinokami now properly triggers the Crush VFX when crushing an entity during the Dive action.
Succor targeting during the casting process has been fixed.
Baleful Shot can no longer target shield effects. The implementation of shields is particularly different from other effects, causing Baleful Shot to not work properly. To prevent bugs and avoid players wasting AP and their effects, Shield cards are no longer selectable to cast. This change is also reflected in the card's description.
The trait values of some monsters and cards have been fixed.
A bug from version 1.1.1, where the Ancient Effigy would land on an already occupied tile, has been promptly fixed following the update.
Many card previews with small specific inconsistencies have been fixed. This includes issues such as projectiles from a specific distance previewing their arrows in wrong directions, highlights on cards showing entities that should not be hit receiving damage, and more.
Punt Ogre now properly animates their Lure attack.
Decorative lava waterfalls in the magma city boss fight are now properly layered.
Vinethorns will no longer cause the game to softlock when stepped on during the last action point while out of combat.
Fixed the Frozen Meteor issue were it would summon the prop when casted in tiles occupied by sturdy units.
Stone Sigil will no longer grant the player infinite immortality if it dies while Diseased or by Petrification.
Thran Dynamo will no longer overlap entities inside one another in specific situations.
Numerous inconsistencies and bugs in Shadow Warrior have been addressed and fixed.
The Tome Shrine Praying secret had a small inconsistency that has been addressed and fixed.
Demiurge will no longer encounter issues moving entities away from their spawn tile, even if they are sturdy entities.
Demiurge will no longer lose its movement immunity after attacking itself. Additionally, Demiurge will no longer attack itself with Ancient Pyre.
Players will no longer remain highlighted after the first monster acted while playing with a controller.
Aerial Ace will no longer cause issues when targeting a monster over any rooting tile while flying.
Phantom Throw now features a consistent preview similar to Card Throw.
Siren and Broodmother targeting has been fixed. They now properly perform their actions as expected.
Treasure Hunter Hookshot visuals have been fixed.
Treasure Hunter will no longer cause the game to softlock after Hookshoting next to a door and inadvertently ending the combat before completing the movement.
Shinespark will no longer crash the game when casted in the direction of a mirror reflecting the player into a wall.
Ember Sage will no longer die before being able to deal damage when at their last hit point.
Fixed a bug where players were eventually unable to scroll down when saving too many decks while playing on a controller.
Many visual bugs related to the Worm have been fixed.
Reflection should now properly target allies in stealth.
1.1.1.5b: Demon Lord's ability to summon a Black Hole will no longer cause softlocks when targeting non-prop entities.
1.1.1.5b: Disease now properly discards under specific conditions during healing.
1.1.1.5b: Rift Spark preview has been corrected, no longer displaying a swap that would not occur due to Damage Immunity.
Thank you!
As always, thank you for all the support! We hope these patch notes help everyone navigate the fixes and small patches made over the last couple of months.
Hey Everyone! ✌️ Fressato Here Wow! It's hard to believe it's already been a year since Dungeon Drafters released on PC . Reflecting on the journey, it's been a whirlwind of change, growth, and unwavering support from our incredible community. We can't express enough gratitude to
Hey Everyone! ✌️ Fressato Here
Wow! It's hard to believe it's already been a year since Dungeon Drafters released on PC. Reflecting on the journey, it's been a whirlwind of change, growth, and unwavering support from our incredible community. We can't express enough gratitude to those who took a chance on our game.
From the anxiousness of releasing the game to the pinnacle of winning the Grand Prix Award at Busan Indie Connect, our journey has been amazing! With your help and patience, we've weathered bugs, released patches, and navigated through changes. Looking back, every ounce of effort has been validated by those moments when a player connects with our game. Knowing that our creation has resonated with someone is a feeling like no other.
Nevertheless, let's shift our focus to the reason for this announcement.
⭐ The LIMITED EDITION Explorer Plushie! ⭐
The Makeship campaign for The Explorer Plushie is officially underway! This is your chance to commemorate One Year of Dungeon Drafters and take ourcutestbravest Labbit on his next adventure: your home! Don't miss out on this incredible opportunity to own a piece of our world.
🗓️ The Plushie will only be available until May 19th!
🎁 Humble Devious Deckbuilders Bundle 🎁
Also, just as a quick reminder! We are currently participating on the Devious Deckbuilders Bundle!
This will be available until next Friday, May 3rd! So, if you still haven't gotten the game or know someone interested and wants to have an opportunity to try it out, this is an amazing chance not only to acquire Dungeon Drafters, but also other amazing Deckbuilders, all for a very affordable price!
Not only will you be getting even more amazing games for an optimal price, but you will also be helping the Cool Effect charity, a very cool cause if you allow me to say that ːSlimeHatː
❤️ Thank You!
We want to thanks everyone from the community for this amazing year! We hope everyone finds joy in the game and keeps being the fantastic community you all are! You're all genuinely incredible!
✨ Hey everyone! Fressato here. We're finally close to completing our First Year since our PC release! And as promised, we've got quite a literal gift for the community! 🎁 We're announcing the Explorer Plushie Giveaway! As most of you know, we've partnered up with Makeship to del
✨ Hey everyone! Fressato here.
We're finally close to completing our First Year since our PC release! And as promised, we've got quite a literal gift for the community!
🎁 We're announcing the Explorer Plushie Giveaway!
As most of you know, we've partnered up with Makeship to deliver an awesome Explorer Plushie exactly on the date we complete a year since our PC release.
And with that partnership, we're able to deliver an AWESOME giveaway of not one, but TWO Explorer Plushies! One for each winner.
And that's it! You're already taking part in the giveaway with just these two simple steps.
📅 The giveaway ends on April 26th at 2pm (ET), and Makeship will contact the winner through Twitter DMs.
🍀 Wishing the best of luck to everybody!
Thanks for this amazing year.
I want to personally, as always, thank everyone in this amazing community. We've had an amazing year, and it's always awesome to see many of our passionate players push the game further into new grounds! Even though this is the final announcement for the anniversary, we still have cool things to come, like the game's encyclopedia and some other projects that are currently under NDA. Note that this might take a bit more time to be done, but we will keep working on them and be sure to announce everything on Steam and our main Social platforms (Discord and Twitter).
✨ Hey Everyone! Fressato here with Exciting News! We're thrilled to share another exciting development as Dungeon Drafters celebrates its anniversary! 🚀 Dungeon Drafters on Humble Bundle! Yes, that's right! We're part of the Devious Deckbuilders Bundle ! If you haven't experienc
✨ Hey Everyone! Fressato here with Exciting News!
We're thrilled to share another exciting development as Dungeon Drafters celebrates its anniversary!
🚀 Dungeon Drafters on Humble Bundle!
Yes, that's right! We're part of the Devious Deckbuilders Bundle! If you haven't experienced Dungeon Drafters yet, or if you're eager to explore other fantastic deckbuilding games, now's your chance! This is a great opportunity to join us in celebrating Dungeon Drafters' anniversary!
✨ Don't miss out on this opportunity to expand your Steam Collection!
Hope we can reach even more players who didn't have the opportunity to play yet! Plus, with every purchase, you'll be supporting the Cool Effect Org! Stay tuned for one last exciting announcement during our anniversary celebration. Your love and support mean everything to us!
✨ Hey everyone! As we promised, we're celebrating a year of Dungeon Drafters with a host of special projects. Here’s the first awesome announcement we’re excited to share with you! 🐰 Introducing The Explorer Plushie Joining your adventure beyond the screen is The Explorer plushi
✨ Hey everyone!
As we promised, we're celebrating a year of Dungeon Drafters with a host of special projects. Here’s the first awesome announcement we’re excited to share with you!
🐰 Introducing The Explorer Plushie
Joining your adventure beyond the screen is The Explorer plushie, the bravest Labbit from the World of Four Corners! Makeship has given us the chance to bring a slice of the Dungeon Drafters universe into real life, and we're ecstatic to unveil this project that has been in the works for several months!
This Limited Edition collectible stands as an emblem for true Drafters and a testament to the adventures that lie ahead beyond the game. With The Explorer Plushie at your side, every corner of your room can unfold into a new adventure!
📅 Mark Your Calendars!
The campaign kicks off on the 27th to celebrate a year since Dungeon Drafters was released, and it will last just a month. Don’t miss your chance to claim this limited edition companion! Plus, we’ve got something special for the Early Birds! Keep an eye on our Twitter @DungeonDrafters or Official Discord Server for an exciting opportunity right before the campaign launches. You won’t want to miss out on this!
As Dungeon Drafters approaches its first anniversary , we're filled with gratitude for the journey we've embarked on together since the game's PC release on April 27, 2023 . ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Exclusive Promo Art Created for the First Anniversary Celebration! ▪️ Hey everyone! :SlimeHat:
As Dungeon Drafters approaches its first anniversary, we're filled with gratitude for the journey we've embarked on together since the game's PC release on April 27, 2023.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Exclusive Promo Art Created for the First Anniversary Celebration!
▪️ Hey everyone! :SlimeHat: Fressato here to share some news.
It's a bittersweet moment as we share some pivotal news about the game's future. With careful consideration, we have decided to conclude active development on Dungeon Drafters. This decision comes as most of our team transitions to an exciting new project, necessitating a shift in focus and resources. This new venture involves a change in engines and a dedication to ensuring the success of Manalith Studios' next chapter. We are committed to continuing to make awesome games for all of you!
However, this is far from a goodbye to Dungeon Drafters. Our commitment to supporting you, our incredible community, remains unwavering, and our engagement with everyone will continue. We love sharing and learning about the game with everyone! Beyond ongoing non-development related support, we're eager to share and complete various Dungeon Drafters extra projects we have in the pipeline. Plus, we’re preparing something special for our one-year anniversary celebration, so stay tuned for a surprise we can't wait to unveil ;)
I personally suggest that everyone keeps an eye on ourTwitter/Xand Discord for sneak peeks and updates on all things related to Dungeon Drafters and beyond.
In light of this transition, we're determined to celebrate Dungeon Drafters' anniversary in style and give back to you, our players. Although some gifts will be revealed throughout the month, we're kicking things off with something special everyone can enjoy right away.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ A Peaceful Day on the Island
✨ Introducing UPDATE 1.1.1!
This update addresses numerous issues identified and reported over the last few months, including some pesky persistent bugs that have been around since the game's release. We're optimistic that this includes a fix for the infamous memory leak.
It's important to note that while the console versions may receive some minor, exclusive hotfixes due to platform-specific bugs, these hotfixes are primarily handled by Dangen with our guidance on critical issues. We anticipate a slight delay in console updates due to store approval processes but expect everything to be available as soon as possible.
🎉 Thank you for an incredible year with Dungeon Drafters, and here's to celebrating together with this final update!
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ What does A New Tomorrow hold?
▪️ UPDATE 1.1.1 📃 Patch Notes ▪️
MEMORY LEAK FIX!
The pesky memory leak issue, which persisted on some specific computers even after our attempts to work around it, should now be completely resolved! While we still recommend users experiencing any frame drops to set their refresh rate to 60 fps, crashes related to Unity’s memory issues should no longer occur.
Card Changes
Balance Related
Warning Summons: Cards that summon warning-based traps (e.g., Killing Arrow, Avalanche Slam, Star Relocate) no longer allow stacking warnings on existing ones.
Sow: Updated to require selection of 4 tiles to summon Health Fruits, bringing more flexibility compared to the previous fixed summoning positions.
Sound the Horn: Expanded from a 5x5 to a 7x7 box around around the player and Stun has been increased from 1 to 2.
Shuriken: Teleport casting is now limited to diagonal tiles only, effectively creating an 'X' pattern for teleportation.
Cardinal Shot: Damage increased from 3 to 4, with Stealth also increased from 3 to 4 on polyhit. The area of effect has been adjusted closer to the player to improve the usability of the card.
Heroic Stand: Now grants Immunity 3, previously dealing only Immunity 2.
Marsh: Damage to rooted entities increased from 1 to 2.
Quick Jump: Range reduced from 7x7 to 5x5 box around the player.
Bug Fixes
Stalactite and Double Shot Softlock: Both issues have been resolved.
Ghastly Shroud: Fixed casting that now prevent selecting tiles that can cause certain game-breaking scenarios.
Overload: Can now be correctly cast over traps.
Petrify Preview: Accurately indicates re-drawing Petrify upon discard.
Tornado Field Trap: Adjusted to prevent falling into holes.
Tempest: Now applies stun to entities summoned on its tiles during the casting period. For instance, a mummy emerging from a destroyed sarcophagus by Tempest's Damage will now be stunned.
Pounce: Addressed a bug that could potentially lead to a softlock, although no reports of this issue were received.
Puppet Master: Now consistently applies charm to entities that were originally enemies.
Trap Interactions: Fixed issues with certain summoned traps conflicting with in-dungeon trap tiles, ensuring proper overrides.
Miscellaneous Adjustments
Card Traits: Numerous cards have received a revision of their traits to more accurately represent their actions.
Directional Shield Effect Card: Preview now correctly shows only in the determined direction, enhancing clarity, the casting selection remain unchanged as it was previously correct.
Kunai, Infinite Kunai, and Hook: Previews have been polished for clearer communication of the cards' effects.
Crystal Trick: Now accurately shows the effective area of damage from the Trick Effigy when casting.
Origin Orbs: Enhanced with additional visual effects and indicators.
Finishing Move: Received a minor timing adjustment for smoother execution.
Frozen Meteor: Visual and timing fixes have been made.
Slimy Fireball: Received a slight visual polish.
Curio Changes
Balance Related
Barbed Wire: Damage on rooted entities has been increased from 1 to 2.
Odd Incense: Charge increased from 1 to 2.
Horai Mask: Charge decreased from 5 to 3.
Abacus Charm: Charge Increased from 6 to 7
Spear Charm: Charge decreased from 4 to 3.
Sandals Charm: Charge decreased from 7 to 5.
Anvil Charm: Charge decreased from 5 to 3.
Porcupine Hat: Charge decreased from 2 to 1.
Clean Mirror: Charge increased from 2 to 3.
Land's Bounty: Charge decreased from 5 to 4.
Vampire Hood: Charge decreased from 3 to 2.
Smoke Bomb: Charge increased from 1 to 2.
White Stone: Charge decreased from 10 to 7.
Megistus Boots: Charge decreased from 10 to 5.
Miscellaneous Adjustments
Stormbringer: Enhanced Visual Effects, now more aligned with the curio's theme.
Boss Changes
Ancient Effigy
Effigy Hands will now display a proper Death Animation upon being defeated.
A "connection line" visual effect now connects the Effigy with its hands.
Multiple checks have been added to Effigy Hands to prevent them from being positioned opposite of the intended direction.
Dyna, the Dragon Sorceress
Attacks that apply Root now will apply Disease instead, for better consistency with other similar abilities.
Adjustments made to disable collisions in Dragon Form while attacking, addressing potential bugs.
Enhanced summoning state visual effects during higher miasma.
Minor timing adjustments to her Counter sequence upon death for smoother flow.
A visual bug that affected Witchcraft Warlock moving animation when summoned by Dyna has been fixed.
Champion Urmah & Champion Nuesh
Visual effects and timing for Nuesh have been adjusted to enhance the boss fight flow.
Urmah has received an improved visual effect for its Enraged state.
Higher Miasma “Crowd Cheer” now functions properly with Reflection summons and display appropriate visual effects.
Unknown Being Xuaih
Fixed a softlock issue where the game would freeze if the original Xueih was sleeping and a clone received the fatal blow.
Mitosis calculation has been made more complex, increasing difficulty in predicting and keeping clones together.
Plague Split attack now also applies Root to better synergize with the boss's other behaviors.
Various fixes implemented for targeting and teleport preview clarity.
Primeval Spirit Hinokami
High-miasma over-magma damage has received visual and timing adjustments for smoother execution.
Demon Lord
Significant polish applied.
Cards now closely mimic player cards without major value changes, aimed at improving consistency.
Almost all preview states have been adjusted to improve clarity on the Demon Lord's attacks. Note that some previews, by the game's nature, were not possible to implement. However, all are related to cards the player has access to and can understand outside of the battle.
Monster Changes
Balance Related
Blue Nautilus: Adjusted the Blue Nautilus's teleport behavior to prevent spamming, now mirroring the Green Nautilus by teleporting only when an enemy is nearby or moving one space to a random adjacent position otherwise.
Ember Sage: Now immune to burn.
Leaf Sage HP: Leaf Sage's health has been adjusted from 5 to 3.
Ice Golem: Adjusted behavior to move and then summon stalactites, preventing it to hit itself with their own stalactites.
Thermostat Gizmo: Introduced a relationship parameter akin to other Gizmos in the Glacial Library, mainly affecting the Ice Floor's disappearance timing between player-summoned and dungeon's thermostats, for a more consistent gameplay experience.
Ogre: Throw attack adjusted to properly execute splash damage, consistent with other throws in the game.
Jelly Slime: Jelly slime and its remnants have been adjusted to avoid summoning traps over neutral entities.
Bug Fixes & Miscellaneous Adjustments
Monster Targeting Behavior: Monsters will no longer target entities that have fallen into holes within the same round, instead defaulting to fallback behaviors or seeking new targets.
Multi-Hit Creatures Fix: Addressed a bug where multi-melee creatures could attack long-distant props that can move, such as twin gems, without moving.
Connection Line Visual Effect: A "connection line" visual effect has been added to monsters with important mechanical connections, akin to those seen with golems and their antennas or mages.
Hourglass Calculation Correction: A miscalculation in the Hourglass's behavior has been fixed, making it simultaneously less irritating more challenging to engage with.
Sandworm: Enhanced visual effects now enrich the Sandworm's Burrow state, and a proper sprite has been added for its appearance when frozen by the Sword Shrine.
Duelist: Received subtle visual fixes and polishing.
The Manalith: Received visual polish and adjustments.
Angel Champion and Shrouded Mummy: Corrected damage previews to reflect accurate damage values.
Scrolls Animations: Scrolls have been corrected and now properly display their death animations.
Hourglass Preview: The Hourglass now consistently displays the Timecraft trait in their actions.
Broodmother Summoning Fix: The Broodmother will no longer summon spiderlings on incomplete webs over chasms, preventing unintended falls. Now, they will wait for the web to form if necessary.
Catfish Preview: The preview for the Catfish Lure trait has been corrected from 1 to 3.
Ember and Leaf Sages: Casting visual effects have been polished.
Gravestone Preview: Gravestone has been updated to display its proper traits.
Chakram Sounds: Addressed and fixed sound issues related to all chakram projectiles.
Vermin Death Sounds: Fixed an issue with vermin enemies' death sounds playing twice.
Dungeon Changes
Tutorial
Tutorial Drops Adjustment: Tutorial rewards have been removed from the Rest Room. Instead, players will now begin their journey on the beach, equipped with 1,500 shards and a basic booster pack in their bag. Additionally, rewards after boss battles have been slightly increased. This change aims to mitigate frustration for new players following a challenging boss fight, discouraging any overjustification effects and enhancing the overall experience.
Tutorial Birds: Made a small visual adjustment to the birds on the Beach of the tutorial.
Glacial Library
Stalactites Polish: Enhanced the visual effects and sounds of stalactites hitting the ground for better visual feedback. This change has also been applied to the card.
Missing Antennas: All rooms have been revisited to ensure that antennas appear alongside the golems in all rooms.
Dune Dome
Dune Dome Ambush Rooms: Now apply Wound 2 to the player in addition to giving Stealth 1 to enemies.
Ground Spikes: Adjusted to deal 1 damage upon contact, instead of 2.
Dune Dome Obelisk: Updated and fixed the visual effects of the Obelisk that counts down the timer for the Jail.
Lost Wreckage
Possessed Chest Statues: Resolved a softlock issue involving the transformation of a Monster Sword Statue into another entity in the Possessed Chest rooms.
The Tower
Tower Floor Layout Revision: Some Tower floor layouts have been removed to avoid redundancy and improve engagement, addressing feedback that some configurations contained too many rooms.
Armor Stand Prop: Can now be interacted with cards and actions that perform movements.
Tower Pressure Plate Puzzle: Fixed an issue where a specific pressure plates could not be activated as it was placed over Chasms.
Tower's Pyro Crystal: Magma no longer remains indefinitely in a room after activation. It has been adjusted to disappear after a certain period, as it always should.
Town Arena
Arena Puzzles Adjustment: Sword, Tome, and Stone puzzles have been edited to counteract exploitative strategies, crediting MegaManBK7 for finding those.
Shinobi Arena Puzzle: Adjusted to align with the Shuriken teleport changes.
Arena Teleport Animation: Introduced a teleport animation upon entering a puzzle room in the arena.
Miscellaneous Changes
Adjustments and Improvements
Guide’s Encyclopedia Revamp: Both monster and props sections of the Guide’s Encyclopedia have been uniquely reworked for enhanced distinction.
In-Town Shard Indicator: Introduced a small indicator at the bottom right of the screen in town to better indicate the possibility of displaying current shards and gems.
Sound Improvements: Added a variety of new sound effects ranging from NPC interactions to secret boss attacks.
Death Animation Loot Display: Adjusted to show loot lost in death animations 360º around the player, previously 180º.
Oracle Section Props: Ensured props shown in the oracle section of the town are relevant and make sense, focusing on puzzle props.
Text Adjustments: Implemented a series of text fixes and adjustments across the game, enhancing readability and information clarity.
Character Selection Sprites: The small sprites within the character selection have been adjusted for better spacing, addressing previously uneven negative space around them for a more visually balanced selection screen.
Bug Fixes
Saved Decks Navigation: A minor UI issue with vertical navigation in the Saved Decks list, affecting gamepad users with over 10 saved decks, has been resolved.
Stone Shrine and Petrify Softlocks: Addressed softlocks related to the Stone Shrine activation and receiving multiple Petrify effects in the training room.
Menu and Tutorial Lock Update: Menus will remain locked until all queued tutorial pop-ups are completed. This change prevents softlocks in specific situations.
Tome Shrine: Received an extra visual polish when activated.
Fishing Minigame Prompt: Corrected the exit prompt in the fishing minigame.
Fishing Minigame: Fixed an issue with duplicated fish names.
❤️ Thank You!
Thank you, everyone, for the incredible support, love, and joy we've shared in this community over the past year. On a personal note, as the Lead Designer of Dungeon Drafters, I am filled with immense joy every time I come across a comment on social media, a YouTube video, or a Twitch stream featuring our game. Rest assured, if it's possible to find it by searching for "Dungeon Drafters," I've seen it, and it warms my heart to witness so many people enjoying and sharing what we've created. Your enthusiasm and engagement have been overwhelming. The entire team is deeply grateful for everything we've experienced together thus far and excited for what the future holds!
Please continue to stay tuned for announcements, as mentioned earlier, and I eagerly look forward to interacting with you all soon. Here's to many more moments of shared enjoyment. You guys are incredible, and you made all the hard work truly worthwhile!
Hey Adventurers! Dungeon Drafters has just released on Nintendo Switch, PS4, PS5, Xbox One and Xbox Series! Head on over to your favorite platform's digital store to dive in on consoles today!
Hey Adventurers!
Dungeon Drafters has just released on Nintendo Switch, PS4, PS5, Xbox One and Xbox Series!
Hey everyone! Fressato here ✌️ 🍂 The Steam Autumn Sale starts Today! We are excited to offer a 20% discount for Dungeon Drafters! We hope our incredible community continues to grow in the coming week. To those currently immersing themselves in the game, we wish you the utmost en
Hey everyone! Fressato here ✌️
🍂 The Steam Autumn Sale starts Today!
We are excited to offer a 20% discount for Dungeon Drafters! We hope our incredible community continues to grow in the coming week. To those currently immersing themselves in the game, we wish you the utmost enjoyment with the latest 1.1 Update!
And with it...
🏆 2023 Steam Awards Nominations Begin!
With the support of our incredible Discord Community, we've decided to rally our players and encourage them to focus their votes on Dungeon Drafters in the "Innovative Gameplay" category! Securing a spot in the finals of the Steam Awards is no simple feat, but with an outstanding player base, we're eager to take on the challenge!
🎮 Console Release Date!
Last week we've announced our Console Release Date!
🗓️ March 14th, 2024!
Nintendo JP has selected us for a second showcase on their exclusive Indie World Japan. For more details on this exciting opportunity and additional topics, such as the tabletop version of Dungeon Drafters, check out our latest Kickstarter Update!
❤️ Thank You!
As always, we want to thank everyone in the community for continuously contributing to the growth of the game and making Dungeon Drafters great! Wishing a good autumn sale to all!
Hello everyone! Fressato here ✌️ ːDDHasteː We're excited to announce: the 1.1.0 UPDATE is here! After dedicating an entire quarter to refining the game, we are delighted to present a new and enhanced version of Dungeon Drafters. We would like to express our gratitude to all the p
Hello everyone! Fressato here ✌️
ːDDHasteː We're excited to announce: the 1.1.0 UPDATE is here!
After dedicating an entire quarter to refining the game, we are delighted to present a new and enhanced version of Dungeon Drafters.
We would like to express our gratitude to all the players of the game who have shared their love and passion for the game with us over the past few months. It's truly incredible to witness our community growing every day.
Furthermore, we want to extend an even bigger thank you to all the players who participated in our early access program for the update and assisted us in identifying and resolving any issues before the official release. Your support and assistance were invaluable, and we're delighted that everyone had a fantastic time during this process.
As promised, this update brings a plethora of quality-of-life improvements, balance adjustments, and bug fixes, making the game significantly more enjoyable to play and easier to dive into. Without further ado, here is the list of updates! We hope you enjoy them.
1.1.0 Update
QoL Changes and Additions
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀New Training Room!
Training Room
This Arena room is risk-free and equipped with tools for testing decks and cards. Entry does not require deck validation and is available at all times right next to the Stagecoach NPC, allowing players to experiment with combos and grasp card behavior without the need to enter a dungeon and complete a full floor run.
New Accessibility Option: Disabling Screenshake
In response to community feedback, we have introduced a new option in the menu that allows players to disable all in-game screenshake.
Improved Deckbuilder
In response to community feedback, we've made significant changes to the deckbuilder. These are based on the most requested features from the community, prioritizing our players' input and ensuring a more enjoyable gameplay experience for everyone.
The deckbuilder now features an improved interface for saving and deleting deck recipes.
In the Deckbuilder and Shop, filters for the five Archetypes have been added.
The sorting style for each of the three categories in the deckbuilder has been revamped.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ New Deckbuilder Saving System
Improved New Players Experience
Regarding the experiences of new players, we have taken steps to enhance communication within the game. These changes have been implemented to help alleviate the steep learning curve that the game presents, making it more accessible to newcomers.
An additional tutorial has been added to the game to teach players about the Saving Quill Shrines within the game's Dungeons.
We've updated the Tutorial GIFs to align with the new UI, ensuring they are compatible with all languages and offer improved controller support.
The Tutorial's Resting Room Starter Boosters have been changed to Lucky Boosters.
The petrifying state preview of the Ancient Effigy has been overhauled, along with adjustments to the attack sequence pattern, to enhance communication and clarity for players regarding the attack.
The Tutorial boss room has had its extra enemies changed to facilitate the completion of the guide and increase the chances for attentive players to discover the secret boss mechanics.
The Fishing Guy will now consistently display a pop-up after the player's death, indicating the opportunity for fishing. This change is aimed at assisting new players in recognizing that they can still obtain loot and one or two boosters even if their run ends unsuccessfully.
The UI now displays tooltips for the effects currently affecting the unit when hovered over.
Smaller Flow Improvements
These minor changes have been introduced to enhance the flow of the game at specific points, with the aim of improving the game's pacing. While casual players may not notice these adjustments directly, they contribute to an overall smoother experience.
Monsters possessing multiple movement actions will no longer trigger multiple "Rooted" actions when attempting to move under the influence of this effect.
Puzzle and Draft arenas will no longer require player confirmation to return to The Town after activating the Return Flag.
We've introduced new mouse icons that dynamically change when interacting with different elements of the UI to enhance the user's experience.
Pile Driver and Tesla Claw Gizmos will now be much faster to complete their actions when there are no targets in their affected area.
We've made significant improvements to the game's UI when players have hundreds of cards in their hands to make it more manageable. While extremely large numbers of cards might still pose some issues, the overall responsiveness and usability of the UI have been greatly enhanced.
Better Controller/SteamDeck Support
We acknowledge that the game was difficult to play with a controller upon launch. Recognizing the significant number of Steamdeck users and the upcoming console launch later this year, we have invested considerable effort and work into ensuring that the game functions just as effectively with a controller as it does with a keyboard and mouse.
We've made several enhancements to controller support, including improved responsiveness, minor UI refinements, and visual adjustments to provide a more enjoyable and viable experience when using controllers.
The Selection tile has undergone significant visual improvements to ensure it is much clearer for both KBM and controller players.
Prompts have been incorporated into the Slime Numbers Minigame to offer clearer instructions to players.
Steamdecks will now automatically adjust the game's resolution to match the native display of the device, ensuring an optimal gaming experience.
Guide/Text Revisions
In an effort to enhance the communication of the game's mechanics and make them more accessible, we have made numerous revisions to the in-game guide and other text elements.
We've revised the text in certain Guide entrances to provide clearer explanations of some of the game's more intricate mechanics, such as the loss of stealth after taking damage.
A new section has been added to the Guide, where all card triggers in the game are listed for reference.
The descriptions for Effect Cards have been revised to more effectively convey their respective actions.
We've expanded the number of tiles that can be inspected, providing additional flavor text.
Many cards have undergone Trait revisions to more effectively communicate their effects and improve filtering within the deckbuilder.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ New Traits!
Visual Changes, Fixes and Additions
New Trait Icons
The following Traits had their icons updated: Burn, Disease, Directional Shield, Flight, Hex, Immunity, Lure, Paradox, Purge, Reflect, Retaliate, Root, Sleep, Stealth, Stun, Tile Feature, Wound.
Animation Changes
We have implemented two animation changes in the game. While small, both hold significant importance to be included in the update.
We have added the Bomb Beetle Disable Animation, which was previously missing from the game.
The casting animation for the Secret Character has been reworked.
VFX Changes
We've introduced several visual effects changes to better align with the game's visual aesthetics.
The following cards received some sort of VFX Rework: Heroic Stand, Blast Stones, Builders Drive, Captivate, Bats Dive, Magma Body, Queen’s Arrival, Bonfire, Tempest, Fueled Burst.
The Curios Rosary, Pyro Glove, Barbed Wire, Crazy Rooster, Planar Prism, Plasma Quartz, Behemoth Horn, and Bountiful Key have received proper VFX.
Small changes made to the Retaliate effect VFX.
Both Reaper Scythe and Living Toxin received reworks on their VFX.
The Special Title Screen is now animated with VFX.
Visual Fixes
We've addressed a visual bug in Boss Rush ambiences that occurred when a player left the room and then returned after combat had concluded.
We've resolved various visual bugs that were related to card casting in the final room of The Tower.
The color levels in the Arena have been adjusted for a more visually pleasing playthrough.
Character Art in fishing minigame has been adjusted to better align with the Golden Time animation crop.
A bug that caused UI conflicts between the Card Description and the Library List when the player hovered over them both with the mouse in a Dungeon has been fixed.
The Burn Effect VFX will now play correctly for each interaction, including when the effect is applied, during the activation tick, and when the effect is discarded.
When the player dies due to the Petrify effect, their statue will now correctly remain on-screen during the death transition.
Promo Fireball will now correctly display the Special Card Art while inside a Dungeon.
Various small cutscene fixes have been implemented.
Fixed some small general VFX that were missing.
The End
Scenes from the "A New Tomorrow" ending cutscene have been overhauled.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Monk Golden Time!
Sound Changes, Fixes and Additions
Extended the third Tower Song
The third Tower track has been extended to provide a more enjoyable and less repetitive listening experience for players who spend an extended amount of time in that area.
New Song for the Adventurer’s Town
In response to community feedback, after achieving the "A New Tomorrow" ending, the Town will now feature a completely new track that better reflects the state of the game from that point onward.
⠀ ⠀⠀ In-game music changes have been incorporated into the game's official soundtrack.
New Sound Effects
Dungeon Drafters is a massive game, and our audio and visual teams have put in extensive effort to do justice to all its features. With this in mind, we have added a plethora of new sound effects to the game, aiming to further enhance the overall player experience.
We've introduced new sounds when opening boosters. Cards will now play distinct sounds corresponding to their rarity, enhancing player satisfaction and aiding in the identification of rare cards.
The Draft Arena UI has been updated to include sound effects while players are creating their deck for the challenge.
The Lost Wreckage Shuffle Chest rooms now play sounds when the chests are shuffling.
Entities in the game will now emit a distinct sound when they lose any extra lives. This improvement aims to provide players with clearer feedback when it occurs.
Crush now includes a sound effect when it activates to destroy an entity.
When alternating runes in the deckbuilder, there is now audio feedback.
Quest failures in the game are now accompanied by audio feedback.
When a Recast triggers, the game will now provide audio feedback.
Sound effects for the Chess Board Effect on all chess cards have been added into the game.
Electrical Fields traps now have audio.
The Glass Shrine now features a sound effect when it is activated.
Ground Spikes will now have appropriate audio feedback when switching between up and down positions.
Pressure Plates will now have appropriate audio feedback when they are pressed or unpressed.
Ice Blocks now feature sound effects when they are struck or when they break.
Geysers will now have appropriate sound effects.
The following Cards have new Sound Effects: Angel Champion, Flawed Mitosis, Leaf Sage, Ember Sage, Ancient's Gaze, Sow, Energy Needle, Flash, Mulligan, Izuna Drop, Thunder Charge, Little Friends, Quiet Flutter, Avalanche Slam, Mourning, Prayer, Bard's Trick, Shinobi's Step, Shadow Strike, Bat's Dive, Sun Strike, Steps Ahead, Gleaming Eye, Raindown, and Explorer's Find.
Reworked and Improved Sound Effects
We have carried out minor reworks and improvements to certain cards that required adjustments in their audio, either due to missing elements or the need for more polished mixing.
The cards Nightmare, Double Shot, Shield Bash, Adrenaline, Consume, Reflection, Shard Toss, and Pounce had their sounds reworked to better aid their visuals.
The cards Magic Cauldron, Open Brawl, Potent Hex, Pyro Reaction, Magma Body, The Manalith, and Fools Fortune had their sounds improved from the previous version of the game.
Audio Fixes
The issue where mobs' death sounds were either not playing or playing out of sync has been resolved.
The following items had missing sounds, and these issues have now been resolved: Ghastly Bomb, Lost Wreckage Boss projectiles, Dragon Tomb, Magma City Boss Primeval Stomp, Dig Deep, Rift Spark, checkpoints in the Tower, Reaper Scythe, Mage's Gleam, Provoke, and Shard Toss.
The Glacial Library Boss Intro in Boss Rush, which previously had incorrect audio, has now been corrected to feature the appropriate audio.
The issue with the duplicated sound in Curio selection has been addressed, and it should no longer play.
The audio timing for Tunnel Vision and Windcaller Gust has been corrected.
The audio desync issues for Meteoric Jump and Aerial Ace have been resolved, ensuring that their sound effects are synchronized properly with the in-game actions.
The issue with the Lock/Unlock Library and Graveyard sound not playing correctly when interacting with certain parts of the UI has been resolved.
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Decrease the maximum amount of Idle Frog sounds.
ribbit, ribbit, ribbit
Balance Changes and Fixes
Exhume Rework
Exhume cards no longer draw other cards with the Exhume trait from the graveyard, preventing easy-to-access infinite combos while maintaining their accessibility and high utility.
Arena Changes
Minor adjustments have been made to the Arena to align it with other changes implemented in the game on the 1.1.0 Update.
In the Hard Draft Arena, "Replenish" has been replaced with "Mulligan."
A minor adjustment has been made to the Mage Arena Puzzle to align with the new card balancing.
The Mallet Puzzle now features the correct amount of HP and AP for the most optimal solution.
Tower Changes
We are aware of the difficulty spike that the final levels of the tower pose for players. With this in mind, we have decided to make several adjustments both to the dungeon and to the enemies present within it (which are discussed further in the monster balance notes). These changes are aimed at better aligning the difficulty of these levels with the overall game's scaling, while also addressing the increased challenge of achieving broken combos in this patch.
All Tower floor sets have been adjusted to consist of 4 normal combat floors, 1 challenge floor, and 1 checkpoint floor, resulting in a total of 6 floors per set.
Corruption Madness rooms will now have a limited amount of Strange Rifts that can spawn over time, with a maximum limit of 6. Once this limit is reached, no more Strange Rifts will spawn.
Warden Balance Changes
Since the beginning of development, we've grappled with the challenge of addressing the power imbalance between the Warden and other archetypes. The crux of the issue lay in the rigid and intricate nature of the archetype philosophy, which posed difficulties for design.
To address this, we've embraced a "broken but fun" approach, deviating from the conventional card ranges and effects for Warden. This shift has made playing Warden feel more fluid and structurally sound. Given the archetype's "immovable and destructible" playstyle, there's now less need for constant movement to win combats, relying instead on global crowd control abilities to achieve this. Overall, we aim to make playing IT more enjoyable and accessible with this changes.
The following cards now have some type of Global Casting: Caltrops, Midnight Oil, Sow, Spin Web First Selection, Vinethorns, Twin Gems, Barricade First Selection, Frozen Meteor, Hold the Line Second Selection, Enroot, Stun Trap, Magnetic Force First Selection, Glyphs of Repel, Plasma Gate, and Magma Gate.
The following cards had their range increased on their casting: Spin Web Second Selection, Frostwave, and Barricade Second Selection.
Tesla Claw and Pile Driver will no longer target entities that already have 0 HP but didn’t finish their deaths while they complete their accumulated attacks.
Toss can now trigger counters when damage is dealt to the target entity. Additionally, Toss range has been narrowed and is determined by the position of the first target.
The severity of Binding Palm Patience Stun is now determined by the remaining AP.
Frostwave and Frozen Meteor now inflict Disease 5 instead of Root.
The Frost Shield Root effect has been replaced with Disease.
Dragon Tomb will now inflict Stun based on the number of Ice Blocks that were summoned.
Catapult will now accurately mimic Toss, ensuring that both mechanics behave the same.
Marsh now inflicts Splash Damage.
Magma Moat preview has been adjusted to properly showcase damage, flying units will no longer appear as being damaged when they shouldn't.
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Other Cards Balance Changes
We have decided to address some other infinite combos outside of Exhume. We believe that Dungeon Drafters is a game that should allow players to achieve extraordinary feats and push the game's boundaries as much as possible (without encountering any bugs, of course! ahaha).
However, the primary reason for these reworks and changes is to address accessibility. We believe that broken combos should be challenging to achieve and should reward dedicated players who put in the effort to discover holes in the game's mechanics.
With that in mind, we still aim to keep the game engaging and the cards we've changed in their respective niches. We've found these reworks to be quite enjoyable, and we hope you will too!
Copycat now features a Patience Trigger, generating an additional copy of the last library card cast that turn for every 2 AP.
Tunnel Vision now Flushes the player's hand, producing a copy of the target card for each Library Card in hand before the flush.
Adrenaline Discard trigger has been replaced with Grit.
Golden Phoenix has been updated with an increased range, and it will now correctly verify whether the player is charmed or not.
Deep Frostwave has had its range increased.
The Tricky Effigy prop summoned by the player now inflicts Disease 2 instead of Root.
Cross Cut will now Draw 5 cards instead of just 1.
Chopping Slash now inflicts Wound 2 for each point of damage dealt.
Hypno Cube will no longer put allies to sleep.
Mage's Gleam now inflicts 2 damage per Oracle Card.
Fool's Fortune now includes the Exhume trait.
The Black Hole Card preview has been improved to better communicate movement and danger areas during casting. Additionally, it will now consistently activate after the player's allies' turn.
Explorer’s Find now Draws 2 and Heals 2 per card.
Brawler's Fist now deals 2 damage and Pushes 2 per card.
Shinobi's Step now has a larger minimum number of tiles traveled, in addition to providing Zip 2 and 2 Damage per card.
Web Jump should now be working properly and no longer rooting flying enemies.
The Crossbow preview has been corrected and now accurately displays the area that the crossbow can damage while the card is being cast.
The RiftLine Phaser behavior should now be functioning correctly.
Stun will now correctly Draw 1 card when casted.
Izuna Drop now deals 3 damage to the target and 1 damage in the area.
The Flight Effect Card will no longer cause the player to slide on ice after casting it.
Double Shot will no longer trigger Precision twice, addressing the issue and ensuring that the Precision ability functions as intended with this card.
Confer to Chaos will now execute its effect as indicated in the card description, aligning its behavior with the intended gameplay mechanics.
Overload casting will now only allow targeting of the correct entities, preventing it from targeting specific indestructible props that it shouldn't have been able to target previously.
Blood Snot casting should now work properly like other projectiles.
Killing Arrow will no longer trigger multiple instances of itself simultaneously.
Entities will no longer slide on ice after leaving through a portal from the Portals card to prevent softlocks.
1.1.0.1 - The casting of Among Friends has been fixed.
Curios Changes
Abacus Charm now has its charges increased from 4|4 to 6|6.
Hunter’s Eye now has its charges decreased from 4|4 to 3|3.
Plasma Quartz now has its charges decreased from 3|3 to 2|2.
Porcupine Hat now has its charges decreased from 3|3 to 2|2.
Pyro Glove now has its charges decreased from 2|2 to 1|1.
Smoke Bomb now has its charges decreased from 2|2 to 1|1.
Tinker’s Tools now has its charges decreased from 3|3 to 1|1.
Cold Heart's charge has been adjusted to 3|1, and a new effect: when activated, it grants 2 AP per charge.
The description of Heavenly Slip has been reworked to better convey the curio effects.
Barbed Wire's trigger has been adjusted to activate at the end of the player's turn.
The trigger for the Blue Tear Ring has been modified to occur at the end of combat.
Boots of Greed will now grant 3 AP every time the player collects loot.
Living Toxic is now functioning as described and has been fixed to align with its intended behavior in the game.
Pathfinding and Monsters' AI
Two main issues in pathfinding and monster AI have been addressed. This change aims to make monsters more consistent and comprehensible for players.
The behaviors of Animated Champion, Animated Executioner, Animated Sentry, Copper Golem, Ice Golem, Goblin Mancatcher, Goblin Naginata, Punting Ogre, Tossing Ogre, Treasure Hunter, and Zombie have been adjusted and balanced. They no longer appear to work with AP, and their melee reach is now aligned with their walking distance.
Monsters will now attempt to avoid walking on Magma, but may still do so depending on their target's distance and available paths. This behavior is similar to how monsters avoid or attack props in their path.
Monster Balancing
The Shrouded Mummy's damage has been increased from 4 to 5, and if it deals damage, it will not gain Stealth in that turn.
Ogre HP has been reduced from 8 to 7.
Punting Ogre HP has been changed from 3|3 to 7.
Sky Slime HP has been reduced from 4 to 3.
Broodmother's HP has been reduced from 3|3 to 2|2. Additionally, the webs created by them will now form in a 3x3 cross area instead of a 3x3 box area.
The False Archmage will now summon their Fishbait closer to their target.
Broodmother's Baleful Bomb will no longer apply effects if the attack was blocked by Damage Immunity.
The Tower Gargoyle Scissor Attack will no longer petrify or mill if the attack was blocked by Damage Immunity.
Magma City Health Nexus will no longer attempt to heal entities that have full HP but have lost an extra life.
Golem Antennas are now movable and can be targeted by a wider range of cards.
The Lost Wreckage boss is now immune to Lure and no longer immune to Sleep.
Magma City, Dune Dome, and the final bosses are now immune to Lure.
Ancient Effigy and its Hands are no longer immune to stun and sleep effects.
The Final Boss will now destroy all summons, including props, before the Final Battle begins.
When an entity loses Lure, it will now return to its original state before being lured, rather than having its AI reset.
The Lost Wreckage Boss will no longer split more than four times, as intended.
The Glacial Library Boss will now properly summon only four minions.
Slimes will now split properly onto available tiles if they are able to, such as within holes and magma.
Resonance Nautilus will now correctly deal 1 damage when it is Lured.
Lost Wreckage Anemones will no longer heal other Anemones, addressing the potential for an infinite healing loop.
Animated Champion and Animated Sentry will now correctly create Shields in the direction of enemies when they spawn or combat starts.
The bug where Goblin Tactician would not summon Goblin Naginata if it had already summoned it with a different alignment while charmed (ally or enemy) has been fixed.
Targets have been added to the previews of certain monsters to better communicate their actions.
Extra Balance Fixes
Entities with Death Throes that cause damage, summon other entities, or inflict Stun will no longer activate their effects when combat ends while they're destroyed for being in front of a door.
The Charm effect will now be displayed on the "Dispel" side of the monster's effects UI. This change has been made to improve the player's ability to track the effect, even though it remains an "Unaspected" effect.
The player will consistently only be allowed one stun card in hand, addressing certain instances where this functionality was not working correctly.
Magma will no longer inflict Burn on entities that have damage immunity.
Magma City Geysers will now trigger randomly at the end of the turn, with at least one Geyser always triggering. Additionally, their damage has been increased from 1 to 2.
The Spider Nest web will now be summoned correctly, and it should no longer replace other webs around it. This ensures that units can no longer fall through webs into chasms due to the substitution of webs.
The Glacial Library Boss will no longer attempt to activate the healing sequence on higher miasma levels after receiving fatal damage.
Gizmos should now properly trigger Sacrifice Puzzle tiles.
Danger Areas are now fully previewed even when the monster is rooted.
Broodmother will no longer change the targeted tile for Baleful Bomb when the targeted entity is destroyed.
Multiple instances where damage and effects were being applied simultaneously without proper consideration for shields or immunity have been fixed.
Bug Fixes
The game will no longer experience a softlock when an entity with a summon death throe dies and their summon appears over a Dune Dome Groundspike.
The bug where one allied summon of any Boss would immediately destroy the second one after death and end the boss battle has been fixed.
The system minimum and recommended requirements for the game have been updated after a series of tests. These changes have been made to address a specific crash issue that can occur on older CPUs and GPUs related to Unity, the game's engine.
Various room layouts from dungeons have been fixed.
A bug where the Painter Filter caused the interface to become invisible has been fixed.
Effigy's Hands will now trigger the death animation consistently.
A bug where the player would retain the death animation after loading a save that was lost against the Demiurge has been fixed.
A bug where the player lost the last card casted when loading a save that won the battle against the Demiurge has been resolved.
Special Gizmos that cannot be damaged will now correctly display no HP information when inspected.
Planar Prism Curio damage is now working as intended.
Numerous bugs related to quests have been fixed.
Several bugs related to the game's progression when playing with the secret character have been fixed.
Most bugs related to monster and card previews have been resolved.
The bug where certain summoned traps from the player would not disappear when the player left the room and returned to it later before they disappeared has been resolved. This fix prevents various issues related to portals and other cards from occurring.
1.1.0.1 - A freeze that occurred while fighting the Glacial Library boss (Dyna) and the player dealt damage to her has been fixed.
Future Plans
Console Launch Just Around the Corner!
We are constantly collaborating with DANGEN porting teams to swiftly bring Dungeon Drafters to consoles. Our goal is to launch the game on other platforms as soon as possible, and we have exciting announcements on the horizon, so stay tuned!
Kickstarter Reward Wrapping in Progress!
We will begin delivering certain digital rewards. Backers who selected specific tiers will soon be able to access the special grimoire in the in-game bookshop and the game's OST. Our delivery is scheduled for the end of October. At the same time, we're starting to work on the kickstarter physical rewards, and our top priority is to fulfill the shipments of them as soon as we can!
Our immediate focus is on hotfixing the game over the next couple of months, while concurrently preparing for the console release. Although there are no current plans for significant updates, we remain committed to making any necessary changes to enhance the game's overall experience if the need arises.
Thank You
Once again, I want to personally thank everyone in our amazing community for their unwavering support; we are here because of the love you have for Dungeon Drafters! We hope everyone is able to enjoy the update, and the changes we made can help new players have an even greater experience. Thank you, everyone! See you soon! :D ~ 📕 Fressato
Hey everyone! Fressato here ✌️ Lead Designer of Dungeon Drafters. Excited to be here sharing our recent progress over the past couple of months! Can't wait for you all to check out what I've got for the community today. Enjoy! 🎮 News Awards and Nominations We've Won the Busan In
Hey everyone! Fressato here ✌️ Lead Designer of Dungeon Drafters.
Excited to be here sharing our recent progress over the past couple of months! Can't wait for you all to check out what I've got for the community today. Enjoy! 🎮
News
Awards and Nominations
We've Won the Busan Indie Connect 2023 Grand Prix Award!
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The Grand Prix Award is the pinnacle of recognition at the BIC festival! The incredible support, patience, and unwavering encouragement that our community gave to us as a small indie team and for Dungeon Drafters as a whole have brought us to this moment. Heartfelt thanks to each and every member of our community!
And we were also nominated not only in other categories, but other events too. The sheer honor of being mentioned alongside exceptional titles has filled our development team with immense happiness, even if we were not selected as winners. We extend our gratitude to all of those who gave us the opportunity to be there!
Until now, nominations include:
BIG Festival Best Brazilian Game 2023
BIG Festival Best International Game 2023
Bitsummit Best International Game 2023
BIC Excellence in Game Design 2023
BIC Jury Prize 2023
Once again, a heartfelt thank you to all!
Strategy Festival!
We're thrilled to be part of the Steam Strategy Fest! Due to Steam guidelines and the recent Dangen Publisher Sale, we can't offer consecutive discounts. However, we're excited to at least participate in the event with other fantastic strategy games and commemorate this genre alongside our community!
https://www.youtube.com/watch?v=xYp3ugqPxiA
Last Sales
We'd like to extend our gratitude to all who engaged and warmly embraced the influx of new players from our recent Summer Sale and Dangen Publisher Sale! Our community has expanded significantly, and witnessing daily additions of fresh faces is truly exhilarating!
Now, let's talk about the development progress!
Development Progress - 1.1 Update!
I want to emphasize that while we won't be introducing a ton of new content, we do have some exciting additions planned to enhance the overall gameplay experience. Here are the upcoming changes for the 1.1 update that are either good to go or already in progress!
New content
Training Room
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The Training Room is in the works, just as we promised. You can step right in with any deck, even those that aren't valid (think less than 40 cards). Inside, you'll find handy pads designed to enhance testing within the room. These pads offer features like reshuffling, card drawing, and room resetting. Our goal is to empower players to experiment with synergy concepts without the obligation of a full dungeon run.
Responding to community feedback, we're introducing a fresh town song for players who achieve the secret ending! Our composer enthusiastically agreed to create a brand-new track. This decision was made due to time constraints posed by backend coding, making the implementation of an in-game jukebox unfeasible for now. This means that players will no longer have to endure a tension-filled tune after conquering the ultimate evil. And rest assured, the new song will also find its place in the official OST.
Enhanced Tower 3 Song
Our composer extended and enhanced the third Tower track, stretching it from 02:28 to 04:55 minutes. With many players investing significant time battling through the final set of combats within the Tower, the music needed a refresh to reduce repetitiveness and heighten tension. This updated composition will also find its place in the OST.
QoL Improvements
Better UI in general
We've enhanced the user experience by adding more tooltips, refining card selection when handling a large hand, improving tile selection visibility, and more.
Better controller responsivity
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We're actively leveraging community feedback to enhance controller responsiveness and gameplay experience, both within and outside of combat scenarios.
Better deckbuilding UI
Introducing fresh archetype filters for the Deckbuilder! Plus, we've enhanced overall responsiveness and card sorting based on community feedback.
Better Card Shop UI
The shop now features an Archetype Filter and an additional icon to show equipped cards.
More tutorials
The game will now include a death tutorial that activates after the player's first death, often caused by the tutorial boss. Additionally, a save tutorial will trigger the first time the player comes across a Quill Shrine. Not only that, but now the guide will have some extra entries and explanations that were missing.
Audio improvements
Our sound team is enhancing game audio and crafting additional SFX we found lacking.
Visual Improvements
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Minor animation tweaks, new trait icons, and other small enhancements are included.
Better communication on Cards/Curio Text
Enhancing card and curio communication is vital, as they form the essence of the game. We've streamlined text, ensuring consistency, and addressed any existing issues.
More consistent AI Patterns
Certain enemies with similar behaviors displayed problems involving irregular patterns. Now, all such enemies will consistently follow patterns, enhancing the player's learning curve while preserving the game's overall challenge.
Better communication on enemies previews
This typically occurs organically with more consistent patterns, but even enemies with irregular patterns received some enhanced previews. For example, the Ancient Effigy's petrify preview has been improved.
Additional NPC pop-ups
We aim to enhance accessibility for new players in grasping NPC availability. Thus, we've increased the frequency of pop-ups indicating new or available interactions.
The balancing document in the 1.0.7 patch notes still includes our primary planned changes, while there will be additional adjustments will be detailed in the upcoming 1.1 patch notes.
AI Pathing
We've enhanced monster pathing. Now, they'll smartly consider traps and alternate routes when choosing their path towards their objective. However, they might still brave traps if it shaves off a considerable distance. This tweak shakes up various playstyles, buffing some and dialing down others.
We're buffing Warden
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Bugfixes
We're hard at work addressing numerous bugs, and we truly appreciate the active engagement of our community in identifying and reporting issues. As a small indie team, your contributions are invaluable in ensuring that our game reaches its fullest potential!
Future Plans
Finishing 1.1
We're gearing up to roll out the 1.1 Update as promised for the Q3 release! Stay tuned, it's on its way!
Console Release
We're working closely with DANGEN and their porting teams to bring you an exciting console release in Q4!
Kickstarter Rewards
Once those tasks are complete, we'll dive into crafting the Kickstarter backer rewards, which are currently in development, along with other secrets projects that are currently under wraps!
Thank You!
We cannot describe our gratitude to the awesome Dungeon Drafters community for the incredible support you give us! A warm welcome to all the new players who joined us since our last update. We're excited for the game's healthy growth and everyone's enjoyment of the upcoming 1.1 update. Looking forward to having you with us until the end of September!
Hey folks, Fressato here! ✌️ I hope everyone's having a great time playing Dungeon Drafters. I wanted to share some exciting news! Summer Sale Firstly, we're offering a 20% discount as part of the sale! Despite our recent release, we know many gamers keep an eye on their wishlist
Hey folks, Fressato here! ✌️
I hope everyone's having a great time playing Dungeon Drafters. I wanted to share some exciting news!
Summer Sale
Firstly, we're offering a 20% discount as part of the sale! Despite our recent release, we know many gamers keep an eye on their wishlists during this event. We hope to attract new players and grow our community every day.
BIG Festival
Additionally, we're thrilled to announce that Dungeon Drafters has been selected as a finalist in the BIG festival for both Best Brazilian Game and Best Game. These are significant honors, and we appreciate your support throughout our journey!
This week, during the Festival, we are in São Paulo talking to other devs and reaching out everyone about the game! Wish us luck!
Thank You
Thank you all for your continued support and for being an awesome community! Happy Sale!
We've provided a link to facilitate software translation. You can find it at: Hey there, Fressato here! ✌️ I hope you're all having a fantastic time playing our game. We have some exciting news to share today: the release of our highly anticipated community items ! We've put in a
I hope you're all having a fantastic time playing our game. We have some exciting news to share today: the release of our highly anticipated community items! We've put in a lot of effort to make sure everyone enjoys these new additions.
Community Items
Point Shop
We've introduced a range of backgrounds and emotes featuring our beloved game characters. Plus, we've listened to our incredible Discord Community and added extra emojis you requested. All of these are now available in our Point Shop!
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Cards and Badges
We're thrilled to announce the arrival of our Steam Trading Cards, stating this is kind of funny. We couldn't miss the opportunity of utilizing the game's card as our theme! And we can't wait to see you collect and trade them all.
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Alongside the cards, we've also included some cool badges featuring the game's bosses. Show off your accomplishments and let the world know what you've conquered!
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Localized Achievements
We believe that gaming should be inclusive and accessible to players worldwide. That's why we've made it a priority to update all achievements with all available localizations. We apologize for the delay in implementing this, but now, everything should be working flawlessly.
Whether you're an English speaker or prefer another language, you can fully enjoy and understand the achievements!
Thank you!
Thanks everybody, for your incredible support. We genuinely appreciate each and every one of you. We hope these new community items and achievements will add a fresh layer of excitement to your gaming journey. Enjoy the game, collect your favorites, and have a blast showing off your accomplishments!
We've provided a link to facilitate software translation. You can find it at: Hey there ✌️ Lucas Demo, technical artist of the game! Today I'm here to talk about our future plans and the 1.0.7 update ROADMAP AND FUTURE PLANS Since the release of Dungeon Drafters, we've been hard
Hey there ✌️ Lucas Demo, technical artist of the game! Today I'm here to talk about our future plans and the 1.0.7 update
ROADMAP AND FUTURE PLANS
Since the release of Dungeon Drafters, we've been hard at work listening to player feedback and working on improving the game. In the first two weeks, we've already released seven updates that focused on fixing technical issues, softlocks, and bugs to provide a smoother gameplay experience.
However, we know that there are still some key changes that need to be made in order to make the game even better. That's why we're excited to announce our plans for Patch 1.1! This upcoming patch will bring major balancing changes, quality of life features, and more to the game. Which include:
Test Room
To enhance the card testing and deck building experience, we're introducing a new feature that allows players to access a dedicated room from the Town to test their current deck without having to commit to an entire dungeon run.
Improvements to Deck Builder
In response to community feedback, we are also working on solutions to improve the process of saving and deleting decks. Additionally, we plan to include an archetype filter to make it easier to browse and select cards for your deck.
Improvements to the Hand UI
This will improve selecting cards when you have a huge number of them in hand.
Balance
We're planning some major balance changes to the game! Our focus will be on adjusting the power level of cards and curios, as well as tweaking the difficulty of encounters in The Tower. Additionally, we'll be making improvements to Mob Behaviors and the Miasma System. If you're curious about what specific changes we have in mind, you can check out our list of planned adjustments at this link.
Option to disable screen shake
As requested by the community.
Translation errors and inconsistent text
We want to thank all the players who took the time to report any issues with text and translations. We are currently working closely with all of our localization teams to ensure that these errors are corrected for the upcoming patch 1.1.
Small improvements to the guide
We plan to add a little bit more polishing to the game guide and also add entries that explain how card triggers work. Such as Grit, Precision, Kill, and Initiative.
Quality of Life
We plan to make it easier to convert all your packs in the Booster Manipulator. As well as other minor improvements.
Gamepad Quality of Life
We plan to make easier to identify if you are currently selecting a card or inspecting a tile while in gamepad mode. The current indications might be too subtle and we plan to make they more obvious in other to prevent players input mistake.
We want to make sure that these changes are done right, which is why we're taking the time to coordinate with localization teams and conduct extensive testing. Some of these planned improvements require a lot of work, and because of that it might take a while until we see the release of Patch 1.1
OTHER PLANS
As we continue to work on Patch 1.1, we'll also be actively addressing any crashes and bugs reported by our players. If needed, we'll release small patches in the meantime to address these issues and improve the overall gameplay experience.
CONSOLES
Completing Patch 1.1 is crucial for us to fully focus on the game's development. We understand that many of our players are eagerly waiting for the console release, and we assure you that we are doing everything we can to make it happen as soon as possible. While we don't want to keep you waiting for too long, we must acknowledge that the console approval process can be lengthy and unpredictable. Regardless, we remain committed to bringing Dungeon Drafters to a wider audience, and we appreciate your support and patience as we work towards achieving this goal.
PHYSICAL ITEMS
In addition to our ongoing efforts to enhance the game, we are also committed to fulfilling our obligation to deliver physical rewards to our Kickstarter backers who supported us back in 2020.
Since creating physical rewards, like the deck of cards, is not our primary area of expertise, we will be investing the necessary time and effort to carefully study and figure out the best way to produce these rewards.
We are also excited to explore potential collaborations to bring even more physical content to Dungeon Drafters in the future. We can't wait to share more details with you as they become available *wink wink*, and we appreciate your ongoing support and enthusiasm for our game.
PATCH NOTES FOR UPDATE 1.0.7
Balance Changes and Fixes
We have updated the requirements to access the hidden treasure in the Glacial Library. The room will no longer open only if the player inflicts direct damage on any monster enemy during combat.
Harmony Rune reduces the miasma level to 1 when equipped.
Polish and Communication
Retaliate now displays an effective VFX indicating its ability to cause damage over distance.
Blink Circle's VFX has been updated to ensure that its visual effects are accurately triggered.
Captivate's VFX has been changed to match the visual effects of the Siren ability that inspires the card.
Important Bug Fix
Players reported that the Penguin monster on Glacial Library and cards Bad Breath and Goblin Torch were causing crashes on some PCs. After careful investigation, we found that particle effects were the likely culprit. We have addressed this issue by reworking the VFX on these three items. If the problem persists, please inform us immediately.
Bug Fixes
Monsters and Gizmos now properly wait for their action turns, counters, and death throws.
Traps no longer activate during dash/zip movements, such as Shaman gust fields, and now only activate once movement ends on top of a trap.
Poison effects now work properly with timecraft cards/curios.
Eye of the Storm no longer softlocks the game in certain situations.
Game prompts now display correctly, even when multiple joysticks are connected to the game.
Crystal Shield curio now correctly gives shields in the intended direction.
Entities falling down a chasm with stun no longer have visual effects on the next floor.
Spiderling preview is now correctly showing all entity actions.
Special chest rooms in Lost Wreckage had a minor problems when throwing entities into chasms, this is now fixed.
Thank you!
We're extremely grateful for your ongoing support and feedback, which is a vital part of helping us improve Dungeon Drafters. We're committed to carefully analyzing all of your comments and suggestions to make the game even better. Thank you for being a part of this journey with us!