The Dungeon Paradox

Digital Software

Released
Feb 5, 2025
Platforms
Windows
Last updated
Wishlist on SteamAdd it on the Steam store page. Opens in a new tab.

Updates & announcements

20 posts
  1. Developer post

    Full release of v1.0

    Today the game has finished its trip in Early Access and launched as a final game. Several new levels, monsters and challenges is added since the last update. With each level the challenge is harder and the likely-hood of needing to retry more than once to pass it is increased no

  2. Developer post

    EARLY ACCESS BUILD 30

    Time to welcome in the warm weather with an important release - this adds floor level 06 in the dungeon and a new Monster - the soldier-version of the Gorgon. Full Changelog * Added Level 06 with enabled staircase down * Added ability to limit and set Frame Count Target to reduce

  3. Developer post

    EARLY ACCESS BUILD 29

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

  4. Developer post

    EARLY ACCESS BUILD 28.1

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

  5. Developer post

    EARLY ACCESS BUILD 28

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

  6. Developer post

    EARLY ACCESS BUILD 27

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

  7. Developer post

    EARLY ACCESS BUILD 26

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

  8. Developer post

    EARLY ACCESS BUILD 25.1

    * Added support for Shields and Special Armour on Monsters, where projectile can penetrate and lose force without damaging the Monster * Added support for Shield-specific impact effects, separate from the Monsters defined blood * Added decals to Blood Red impact effect * Added ph

  9. Developer post

    EARLY ACCESS BUILD 25

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

  10. Developer post

    EARLY ACCESS BUILD 24

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

  11. Developer post

    EARLY ACCESS BUILD 23.1

    * Adjusted skills for Dark Bat, Hairy Dark, BomberBug, Fishman, Mummy, Veteran Mummy, Frost Mummy, Green Mushroom, Blue Mushroom, Plant, Veteran Plant, Posion Plant, Small Snake, Snake, Small Spider and Spider * Added more alternative animations for Golem Slap attack * Fixed dyna

  12. Developer post

    EARLY ACCESS BUILD 23

    Perfect is the enemy of good. After months of trying to both build a level that could contain a concept that looked good on paper, and then many weeks trying to find a solution for an optional game-mode, the conclusion is that it is better to reduce scope and build in steps and i

  13. Developer post

    EARLY ACCESS BUILD 22

    In this update there is two improvements, both the result of work done to improve things going forward. The first thing is a comprehensive handling of error-states and exceptions that may appear due to bugs, logical errors, timing-issues or driver-flaws -- the case is reported ba

  14. Developer post

    EARLY ACCESS BUILD 21

    In this build a wish by player Tech-Priest posted in the forum was introduced: when a team is wiped the Operators still get to keep all XP and skill level progress made for all characters, the savegame is updated with the new values. This is also true if one need to quit mid-leve

  15. Developer post

    EARLY ACCESS BUILD 20

    In preparation of the (slowly) approaching Level 5, containing new monsters, abilities and environmental effects, some improvements are being done to accommodate the new concepts and ideas - including none-damaging range-based weapons (abilities) that impact a targeted Operators

  16. Developer post

    EARLY ACCESS BUILD 19

    The theme of this update is to look over and improve the Overwatch system and make it more usable to use. While the core mechanics of Overwatch remains (Operator holds their position, waits to attack any Monster observed using a Normal attack, repeat until round is over) the usag

  17. Developer post

    EARLY ACCESS BUILD 18

    This update does not really bring forward any content per se, but it does contain the actual implementation and usage of Stats and Achievements, that now has its internal components all in place. As a start there is currently 33 Achievements added, but more will come - there is a

  18. Developer post

    EARLY ACCESS BUILD 17.1

    * Added BENCHMARK option for Main Menu for the new Benchmark Level * De-coupled FPS and Tick gathering for better resolution of information * Adjusted Quality level Medium to High, added level Low

  19. Developer post

    EARLY ACCESS BUILD 17

    This small update brings along something that came from a realization that being turn-(phase-)based, the intent is to be tactical. And having information is a positive thing, it allows the player to make informed choices. As such, all Monsters, either when an Operator is selected

  20. Developer post

    EARLY ACCESS BUILD 16

    The main changes in this build is the re-introduction of Perma Death of Operators. While Operators still end up as Downed if their health reaches 0 healthpoints, they no longer automatically recover after Downed state is over -- a failure to revive your teammate manually or using