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Desktop Dungeon Beta is going live

http://www.desktopdungeons.net/

Hi there, folks! As of right now, the Desktop Dungeons Unity beta is open to everyone who pre-ordered the game. It comes with a fully functional Kingdom manager, an actual quest progression system and a nice heap o’ content to get you started.

We hope you have a great time with what’s on offer so far, and we’ll be merrily adding more content over the next few weeks to make sure that you stay well and truly hooked. But for now, please bring your attention to these all-important public service announcements:

(1) We’ll be sending out a pile of confirmation e-mails with instructions about accessing the game, including all of the necessary authorising stuff. The volume of info being processed means that it may take some time for you to get your confirmation, so just sit tight for a bit while they’re being sent out. If it takes more than a few hours, drop us a line at info@qcfdesign.com and we’ll look into it for you.

(2) There’s gonna be bugs. Lots of bugs. You’re not playing a finished product, you’re playing the test candidate before the finished product, and every piece of feedback you give on stuff that goes wrong will help rest of the Desktop Dungeons fanbase enjoy their gaming experience more. To help keep things organised, we’ll be setting up a bug report thread on the QCF forums and fielding issues there.

(3) Related to what’s above, be prepared for a wildly shifting game experience over the next few weeks. A lot of stuff isn’t really finalised yet, and we’ll be making adjustments on the fly depending on community feedback and the availability of content on our end. The saving/loading system should be reasonably robust in this regard, but unfortunately we can’t offer any guarantees. To put it in familiar PR terms: we thank you for your continued patience!

(4) Have fun! You’ve all spent time, effort and money on this game already, and you owe it to yourself to have the best experience ever. Give yourself a pat on the back for supporting our continued development, then go forth and enjoy yourself as much as humanly possible!

Haven't got my email yet (and it looks like they've had hit a bit of a snag) but if you preordered, it looks like it's almost go time.

If you didn't preorder, I think you still can if you want in to the beta.
 
I am a little confused with how this is different from the free version now? The free version just drops you in a dungeon but from what I understand this will have annore fog system with quest hubs and the such? Is that correct?
 
Hanzou said:
I am a little confused with how this is different from the free version now? The free version just drops you in a dungeon but from what I understand this will have annore fog system with quest hubs and the such? Is that correct?

Rather than having the janky menu thing, you have a kingdom that you manage between dungeons, with quests to unlock stuff. Lots of different dungeons now (like the challenge ones in freeware, but more). During e3 when an early beta was available to everyone, I played a bit. There was a swamp dungeon that was pretty awesome (few "walls" lots of plants/mushrooms blocking movement, some actually kinda dangerous).

I'll be able to tell you more about it once I get my email and play a bit
 
I'm already Sovereign of The Kingdom of Corto! Doing the tutorials, great cameo on the first tutorial hehehehe
 
will52 said:
Never heard of this game until now... just downloaded it and I'm hooked.

My thread's existence has been validated as of post #8. The rest of this thread is just gravy.

(hope to play a bit soon)
 
Billychu said:
I just beat the starter pack of puzzles. The positioning one really made me rack my brain to solve it.

Same. It was a doozy.
I totally assumed I'd need to bash the boss into the wall a few times, totally not noticing that he was immune to magic!

I played for a few hours last night, and I still feel like I'm in "tutorial" mode just because of how much new stuff I'm unlocking (stuff that's right there in the dungeon in alpha, like altars and shops and such). The progression feels really nice, and I like choosing preparation options before leaving for the dungeon.

My two (minor) complaints so far:

I prefer selecting class before race, because the class is more central to who your character is than the race, which I used to always choose based upon my class's abilities.

I miss (and hope it shows up eventually) the sort of, checking off of what classes have beaten particular dungeons. At the point I'm at, the game only seems to be rewarding me for very specific quests, and I don't seem to have incentive to go back to certain dungeons with other classes. Maybe this will be more of a late game thing though.
 
update.

Double-clicking on items to pick up now behaves more like regular item pickups
Desecrating multiple altars no longer crashes the game
Taurog is offended/forgiving where appropriate
Bosses no longer get petrified, regardless of level
Tikki Tooki removes only one potion at a time
Stairs/exit descriptions updated
Glowing Guardian cures poison and manaburn properly
Panels refresh appropriately after targeted enemies move or die
Creeplight cultists now die properly
Region Gateway quests are now completeable by class trees (instead of just one class)
Gateway dungeons are 10% easier
Glowing Guardian Humility boon is now single-use
Gnome/Halfling potion quest removes correct number of potions
Labels for Guard, Adventurer’s Guild and player name updated
Kingdom hint system now updates properly during tutorials
“Sanction” typo fixed
Minor clarification about overcoming Mystera’s guardian.
Leveling up inside Rock Garden subdungeons no longer crashes the game
Mystera cures mana burn with Refreshment
Tower shield item typo fixed
Tikki Tooki’s boons now give the player bonus gold
Quest double adding fixed. Solves Adventurers Guild LVL3 locker issues.
Old tileset references removed, everything should now be pointing at the new ones.
Changed footprints slightly, made them less huge.
 
I'm not sure if this version is just getting harder faster than the alpha did, or if it's just that I'm still adjusting to changes, but yikes.

I love the new Taurog though.
 
I didn't realize they were developing a better version of this. I'll definitely pre-order it tomorrow after work!
 
Fixes:
Extra spoon added to end of shop pool list to make items at the end of it a bit more likely to spawn
Hero’s Helm now given gold/conversion values. D’oh.
Small text changed from Arial 16 to Arial 20
Hotkeys fired on mousedown instead of mouseup.
Cast failure punishment for WONAFYT removed.
Visual effects now tied to casting failure.
Reworded Tokoloshe Charm and Wisp Gem descriptions: no longer described as “stacking”
Building can no longer co-exist with other buildings in their same tree.
Swift Hand now breaks through death protection
Zombie Trap crash fixed
Taurog piety costs increased
Knockback effects are removed properly
Cowardly enemies only retreat if they stay adjacent to the player
Knockback moves creatures a maximum of one block
Shops appear earlier
Profiles can now be deleted.
Profile dialog updated. Cancel button added.
City Expansion B is no longer an explicit quest
Added altar graphics to worship panel
Update was up today.

Reminder. game is going to be standalone. it's via browser right now to update the game seamlessly. there will be a standalone and browser version when all things are done.
 
Whewwwww, just had a very rewarding win in the Ick Swamp.

The boss there has high resistances, and a weakening attack. I'm playing a berserker. I waste all my mana potions pushing him against a wall for not much damage, and then I start swinging and chugging my heal pots.

I get him down to 1 hit from death, but I run out of healing, so the next hit will kill me.

But I have the First Strike spell..... damn.... not enough mana

So I explore the last few squares of the map... damn... still not enough mana, and now it takes two hits to kill him because he regenned!

Then I remember that worshipping Glowing Guardian cleanses you for free, maybe he will unweaken me enough to kill the boss with one hit. (nope).

WAIT!

I think if I do some conversion of items, I get piety from GG. Yes! I've got a boatload of wisp gems, and convert enough of them to pay for the healing boon, which gives me enough health to survive a hit, and enough mana to First Strike and avoid the second one. Victory is mine!
 
Hopefully forgivable double post to note that a new version is out:

Made Enter key work like Spacebar for panel interactions
Random dungeon pool now enabled with sample dungeons
Dungeons may now require particular race / class selections
Added additional easy quests
Gateway dungeons made easier
Dungeons now have visible difficulty ratings
Locker items highlighted in green
Cowardly enemies no longer retreat if already dead
Creeplight goat crash fixed
Passable+Flyable tiles are now correctly applied, meaning bridges are now visible
Empty locker slots now provide meaningful mouseover text
Dungeon shops won’t stock equipped locker items
Certain subdungeons far more likely to spawn
Wall Cruncher use no longer crashes the game
Mystera’s Mana Leak is now single-use and inflicts mana burn
Experience prediction might just work now
Gold pickup sound effects added

Bolded is a serious nerf!

(Note that this patch adds some content too, though I haven't explored it yet!)
 
Gnome/Halfling conversion with full inventory no longer causes weird teleports/crashes
Mana cost modifiers no longer apply to free spells
Frost roots correctly removed from inventory when the Witch takes them
“Symmetry”-style map generators should now guard against creating inaccessible locations
Player no longer forced to reconnect if connection dies. progress will be saved again ASAP
Altar graphics update properly when spawned after their deity is already followed
Empty slot conversion exploit fixed
Double altar desecration exploit fixed
Corrosive blood pools no longer display piety symbol
Clarified wizard extra glyph as a fireball
Combat prediction updates if a spell is cancelled/cast while mousing over enemy
When moving loot to the locker, only one item of each type will be displayed
Player damage, max health and max mana now have hard-coded minimums
“Druid beard” correctly labelled as “Druid stick”
Some wild manaburn/poison immunity code removed
Halflings/gnomes: potion will be properly awarded if player uses same kind of potion to reach conversion threshold.
Potion gold values should now stack properly for loot calculations.
Player always starts dungeon at full health/mana.
Weaken effect now stacks and updates properly
Most repeatable boons now have stacking costs
All knockback effects, including glyph casts, are now reduced by resistance % to knocker’s base damage type
PISORF cannot be magically resisted (except by immunes)
Sanctified strike should expire after knockback
HALPMEH description mentions poison cure ability
Lifesteal doesn’t work on Bloodless creatures
Lifesteal particle effect should position correctly in smaller dungeons
Enemy lifestealers no longer “regenerate down” to natural health maximum
Dracul appreciates lifestealing
Lifestealing can now overheal the player (capped at 200% natural)
Lifesteal combat prediction should be fixed
Trisword now deals scaling damage, inventory restriction removed
Sludge Mines replaced with The Slime Pit
Explorer Guild puzzle notification fixed
Corrosion and damage reduction may now affect enemies
Druid Grove crash problem fixed
Glowing Guardian offers smaller piety reward for minor items
Monk damage calculations changed
New quests added
Added sounds for dodge, spell failure and boss deaths
Spawning rate fixed for advanced glyphs

new update.
 
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