We apologize for the delay, but we wish you a Happy New Year.
We sincerely appreciate your support of “Dungeon Artifacts.” We are pleased to share here the milestones for the release of the commercial version. We have been working on major tasks such as adding difficulty levels, but we have not shared enough information with you because we have been basically working on the project by hand. We apologize for that.
We would like to continue to include updates once a month or so, as we have in the past. We hope you will look forward to receiving information on new content and features.
Milestones
First, additional features, including those that have been completed, are listed below. The order of implementation is determined based on priority and man-hours. For example, if the priority is low but the man-hours are small or there are requests, we will start first.
We plan to implement the items listed above first.

Add difficulty level belly hard (already supported in 2.1.0)
Man-hour: Extra Large Priority: Large
Due to the demand for increased game volume and further difficulty, this was a high priority task from the time of release.
It took about 7 months and has been addressed in 2.1.0.
Cheaper store cards (already supported in 2.1.3)
Man-hours:Minimal Priority: medium
There are often situations where you go to the store and end up picking 0-1 cards, and after reviewing the situation, we decided that the pricing is too high.
Overall, we have changed the consumption of magic stones to be cheaper, especially for non-artifact cards, making it easier to pick up multiple cards.
No changes have been made to card removal, as
Make it possible to check the next boss to challenge (already supported in 2.1.3)
Man-hours: small Priority: Medium
With the implementation of Very Hard, it has become important to countermeasure the bosses. However, there was a problem that it was difficult to take countermeasures because the next boss was not known.
Therefore, we made it possible to know the next boss on the map screen.
リAdd the ability to reroll (to be supported in 2.1.4)
Time required: small Priority: Medium
Dungeon Artifact has a problem that the number of levels before challenging bosses and elites is small, so it is necessary to challenge bosses without earning the number of card picks, which increases the difficulty in the early stages of the game.
Therefore, we will add a reroll function.
Re-rolling consumes magic stones, which can be rerolled for free at first, but the amount of rerolling will gradually increase.
Implement a boss for 32 levels (to be supported in 2.1.5)
Man-hours: Medium Priority: Large
Since the bosses on the 32nd level are random, there is a problem that the level of difficulty varies greatly depending on the boss selected, or that they are unreasonable.
Therefore, we will implement a dedicated boss for the 32nd level.
We plan to make it the same multiple bosses as before.
Implement Steam achievements (to be supported in 2.1.6)
Man-hours: Medium Priority: large
The content may be minimal, but we intend to create a base and add to it with updates.
Implement additional extra cards (to be supported in 2.1.7)
Man-hours: Large Priority: Large
Tasks that are high priority but have been put on the back burner because they will affect future balancing.
Themes have been decided.
More meta cards and front-loaded (strong early game) cards
Time: Medium Priority: major
With the implementation of difficulty level Very Hard, firepower in the early stages and cards for bosses have become even more important.
Therefore, we would like to add cards to the default card pool.
We will add about 4 cards for each character.
The default card pool will grow a bit, but we plan to offset this with the reroll feature.
Weaken some of Smyrna's combo parts because Smyrna's combo performance is too high.
Man-hours: Medium Priority: Medium
Smyrna was implemented late in the game's production, resulting in a higher overall card power. On the other hand, it lacks the means to provide firepower in the early stages of the game.
This has hindered gameplay on the difficulty level of Very Hard, and the problem is that the battle tends to be about whether or not a combo can be established.
Our policy is to increase the number of cards needed for combos without reducing card power when used alone.
Enhanced treasure and elite rewards[
Man-hours: Large Priority: large
There is a problem that some of the cards in the treasure and elite rewards are not that useful and that the picks tend to be fixed because there are still few variations.
Therefore, it is desirable to increase the number of new cards and strengthen existing cards.
In particular, we would like to increase the variety of artifacts, and we would like to increase the number of abilities that affect things other than battles.
Enhanced diversity of story rewards
Man-hours: Large Priority: small
Details to be determined.
The rewards for finishing a story are mediocre, so we would like to make the system such that upsides occur.
For example, implement an artifact that is limited to story rewards.
Also, there is no point in recovering when you are at maximum health, so we would like to make it a selective system.
Initial artifact can be changed
Man-hours: medium Priority: low
You can select an initial artifact that fits your play style from several candidates.
There is also a purpose to make it possible to release functions with experience and to create a way to use experience.
Estimated man-hours
- minimum: completed in hours
- Small: to be completed in days
- Medium: to be completed in weeks
- Large: to be completed in months
- Extra-large: about six months
Other
- Story volume increased Another person in charge is working on it.
- English translation being handled by another staff member
Future product versions
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At the time of distribution, we were planning to release the production version in six months to a year.
As improvements have been brought to light, it has become clear that we will need about a year and a half to two years. We apologize to those who are waiting for the commercial version, but it will take time to add features.
For the production version (ver 3.x.x), we would like to update it with the following three points.
- Implement additional features up to at least “implement additional extra cards”.
- Complete English language support
- Increase the volume of the storyline.
We will continue to work on fixing bugs and improving the game experience in addition to the additional features, and we look forward to working with you again this year.
