Dungeon of GrandMasters - Update 0.6
0.6 is the biggest update since 0.5. Floors are now small mazes with a key, checkpoints and special rooms. Multiplayer gains ally revives. Lighting, the HUD and combat feedback have been rebuilt, and rare items and reward moments hit harder. This version also adds a tutorial, more languages, Linux and Mac support, and full Steam integration.
Highlights
- Maze floors: regular floors are now small mazes with branches, special rooms and a hidden key that opens the exit door.
- Revives and Specters: fallen players become Specters and can be revived by allies. Specters can still Haunt enemies.
- New lighting: torches, braziers, candles, per-biome color identity, shadows under characters and brightness options with a calibration screen.
- Combat feedback: new damage numbers, impact particles by damage type, death effects, screen shake and a level up with its own sound, ring and highlight.
- 60 unique items and 64 achievements: every achievement now unlocks something new.
- Tutorial: guided by the blacksmith and offered the first time you open the game.
- Languages and platforms: full Spanish and Chinese, a text size option, and builds for Linux and macOS (Apple Silicon and Intel).
Floors, Objectives and Rooms
- The key is placed in a branch room, off the path to the exit. Whoever carries it opens the door by touching it and drops it on the spot if they die.
- Each floor has checkpoints at the entrance, at special rooms and at the exit, and the group can travel between them.
- Every regular floor has at least 2 special rooms, and all of them are unlocked. A sign appears when you get close.
- Claimed room: the challenge only starts once the group gathers at the spot (quorum in co-op).
- New special room: Altar of Life.
- Escape has been reworked: smaller rooms, a dense horde and an escape chest at the end.
- Survive is now the door ritual: the 90 s timer goes down with every kill and waves come from every branch.
- The challenge room stays locked until the waves are defeated.
- Boss floors have a single arena, a locked entrance and an exit room sealed until the boss dies. The look matches the boss type.
- Stairs count down 10 s once half the group is on them. The floor preview shows the A/B signs and a route summary.
- New traps: spike fields, bear traps and wall arrow launchers.
- 13 types of breakable objects appear in rooms and leave debris.
- New doors and a vertical exit door.
Multiplayer
- Ally revives: each player has a limited number of returns and takes Wounds with each one. Specters rise for the boss fight. The run ends when everyone is a Specter.
- Rebuilt network architecture. The client controls its own movement, enemies are interpolated and the game state syncs 20 times per second.
- Run save: the game saves every floor. From the menu, "Continue run (floor N)" resumes from the start of the floor, even after the host disconnects.
- Better reconnection: returning players keep their progress and reappear intact in the safe room.
- The lobby list checks the game version and flags when there is a save to resume.
- Quick messages and pings: message wheel (Q/LT), keys 1 to 8, markers on the ground and on the map.
- Co-op no longer pauses the game: each player's menu is separate.
- Altar pacts are decided by majority once everyone has voted.
- Difficulty scales with group size.
- Many sync fixes for effects, projectiles, minions, chests, the merchant shop, floor transitions and the forge.
Combat and Visual Feedback
- Clearer damage numbers, with different styles for your damage, allies' damage and damage you take. Damage over time is summed into a single number.
- Enemies flash and recoil slightly when hit. Hits have sound, and crits have their own sound and highlight.
- When you take damage: a vignette in the color of the source, screen shake and controller vibration.
- Ground telegraphs: boss and enemy attacks show where they will land beforehand, and damage areas now match what is drawn. This covers the Skeleton King, the Librarian, the Malacarne, slimes, the Fire Tome, the Lightning Tome, the Ice Bomb and more.
- Enemy melee attacks follow their animation and leave a mark on the ground.
- The Skeleton King now fights in 3 phases, and the bosses on floors 10, 15 and 20 have their own progression.
- Slaughter kill streak with tiers announced on screen.
- Camera zoom set to 0.75, and characters are drawn in depth order.
Health Bars and HUD
- Health bars show recent damage, healing and low health. Elites have a golden bar.
- The boss bar stays fixed at the top of the screen, with name, marks and active effects.
- Pixel art ailment icons above characters and on the HUD.
- Ally panel with each ally's portrait and status (down, being revived, offline). An arrow at the screen edge points to allies in danger out of view.
- Quest sign under the minimap and an arrow to the exit.
- Map overlay on Tab, with zoom, opacity and fog of war on by default.
- Focused elite panel with the name and description of each modifier.
- Ping display (F1).
Items, Forge and Economy
- Simplified rarities: Epic and Legendary have been removed, and old items of those rarities become Rare.
- Affix tiers follow item level (1/5/10/15/20).
- Any regular chest can become special: 1% chance of a unique, 15% of a rune and 5% of a material.
- Uncommon and Rare weapons and shields can come with a rune already socketed.
- Forge rework: a single workbench with a result preview, a consequence box and "hold to confirm".
- The blacksmith has 3 tabs and new art. Salvage shows what the item gives back beforehand.
- The merchant now buys items. Rares and uniques are sold by holding the button, and runes are sold with right-click.
- The field merchant and field forge are free, with 1 use per player.
- New item card in the inventory, merchant, forge and chests.
- Items on the ground have an aura by rarity, with uniques in red. Chest loot flies to you.
- An upgrade arrow appears on gear better than yours.
- Batatas now drop during runs (rare from regular enemies, more common from elites) and can be used to reroll the safe room chest.
- Movement runes only fit boots, and support runes only fit helmets.
Skills and Minions
- The basic attack comes from your weapon, and only on weapons without a rune.
- New skills: Bomb Minion (runs to the enemy and explodes) and Portal Rune (temporary group checkpoint).
- New movement skills.
- Sword Boomerang chains on kill.
- Skills that were silent now have sound.
- New artifact: Appraiser's Eye (choose between 3 items in every chest).
- Reworked skill icons and descriptions translated to EN, ES and CN.
Enemies
- New enemies from the Epic RPG World pack: Ogre, Undead, Electric Golem, Fire Elemental, Orc Spearman and Orc Shaman.
- Orcs appear in earth rooms from floor 10 onward.
- Elites appear from floor 1, are 25% larger and give more XP. Bosses give 5x XP.
- The skeleton archer now draws its bow before firing.
Interface, Options and Accessibility
- New main menu.
- Damage options: numbers, damage over time, screen shake and reduced flashes.
- Options to hide ground telegraphs and regular enemy health bars.
- Text size: 100%, 115% or 130%.
- New fonts, crisp in pixel art.
- Resolution limited to your monitor's.
- Sturdier saves, with backups and automatic repair.
Steam
- Achievements, stats and leaderboards, including one for time to reach floor 10.
- Steam Timeline markers: floor, boss, death, challenge, unique item and end of run.
Audio
- 20 new sound effects for events, skills and crits.
- XP pickup with an arpeggio, and death sounds reserved for elites and bosses.
Thank you for playing Dungeon of GrandMasters! Keep the feedback coming.
