1.0.5 is OUT NOW!

Dungeon Drafters

Dungeon Drafters is a mystery dungeon adventure set in a world where magic is cards, and cards are magic. Explore ancient ruins, loot rare cards and employ clever combos to defeat your foes and build the legendary spell deck that could save the world.

[quote]We've provided a link to facilitate software translation. You can find it at: [url=https://pastebin.com/Rv7xXgfB]https://pastebin.com/Rv7xXgfB[/url][/quote] [h1]Hey everyone! โœŒ๏ธ[/h1] I'm pleased to announce the release of [b]version 1.0.5[/b] as promised last week. We will continue to provide updates as long as we're working on the game, but we plan to release fewer patches and hotfixes in the coming weeks as the game becomes more stable. [img]{STEAM_CLAN_IMAGE}/42493224/8108fda6b872e15d44e80795026087e35a5b2cf5.png[/img] [h3]Future Plans[/h3] I have some exciting news to share regarding a [b]major update that we're planning later this year[/b], possibly in Q3 (no guarantees). This update will include a significant amount of balancing, as well as various quality-of-life improvements and polishes that we've been working on. However, we can't release this update right away because some of the components, such as localization, are better handled in big batches. Regarding the design changes, we want to keep the game breakable while making it more challenging to obtain these breakable elements. To achieve this, we're planning to make it harder to farm infinite AP and Cards, but it won't be impossible. Instead, players will need more creativity and determination to make it happen. Some changes we're considering include modifying Exhume cards to prevent them from drawing Exhume from the graveyard and adjusting the values of Haste cards. We also aim to balance all archetypes to make them equally difficult, broken, and rewarding in their respective specialties. And yes, buffing Warden to achieve this. [h1]Patch Notes[/h1][hr][/hr] [h2]Balance Changes and Fixes[/h2] [list] [*] Added Tower of Doom lore rooms to Treasure Rooms in the last ambience. [*] Reduced the frequency of fishing in Treasure Rooms on the Tower of Doom. [*] Changed the health of Fish Bait to 3. [*] Added extra loot and a Lore Shrine to the Tower of Doom Final Challenge Exit. [*] Increased the appearance rate of Mallet Shrines in Secret Treasure rooms and Exits. [*] Removed Torch Shrines from Lore Rooms. [*] Added a chance for Mallet Shrines to appear in non-puzzle locked Lore Rooms. [*] Reduced the maximum amount of Knowledge and Mind's Eye runes that can be carried to 5 each. [/list] [h2]Quality of Life[/h2] [list] [*] Improved quest task that requires spending shards in a certain shop. If all items in that shop are already sold out, the task will now complete automatically upon exiting the shop. [/list] [h2]Bug Fixes[/h2] [list] [*] Fixed issue with Master Oracle 3rd quest (Oracle's Mastery) task for "Finish a dungeon without taking damage" not resetting after failing it once. [*] Fixed issue with Master Oracle 3rd quest (Oracle's Mastery) not updating status correctly when tasks are completed in a certain order. [*] Fixed issue with Master Traveler 4th quest (Northward and beyond) 2nd task not resetting when re-entering Dune Dome without completing it. [*] Fixed bug with damage and healing previews when equipping runes that modify received damage or healing. [*] Fixed issue with Illusionist statue teleporting over a trap while executing "Summon Hex Bomb" causing a soft lock. [*] Fixed interactions of some cards with the Ancient Effigy, including not cloning Effigy Hands when using Nightmare, and not allowing Split and Reflection to be casted on Effigy Hands. [*] Fixed issue with unpausing while the controller settings window is open causing input issues until the game is paused again. [*] Fixed visual bug in Magma City room with lateral wall. [*] Fixed issue with bugged Sword Shrine room in Magma City now working properly. [*] Fixed issue with summoned copies of the Demon Lord triggering an ending when killed. [*] Fixed issue with Secret Boss being cloned, which is now impossible. [*] Fixed issue with Glass Sigil not executing at the end of a round. [*] Fixed issue with Stalactite Cards spawning props over chams, which caused the game to soft-lock. [*] Fixed issue with portals and some props not appearing on the Guide. [*] Fixed issue with Foil/Promo cards being added as extras when loading a deck in Deckbuilder. [*] Gravestone Exhuming now properly retrieves only one card. [*] Orange Bruiser's directional shield will now be properly maintained at the start of combat. [*] Puzzle Room entrances now have a small wall collider, which was previously missing. [/list] [h2]Known Issues: High Priority[/h2] [list] [*] We're aware that some players are still experiencing crashes due to the Penguin issue. We're currently studying potential solutions as it appears to be related to how Unity handles RAM processing. We appreciate your patience as we work on a fix and hope to have it resolved soon. [/list] [h2]Known Issues[/h2] [list] [*] Some mobs may still act after being killed by traps, such as a slime dying to spikes and still attacking the player after dying. We are aware of the issue and have a potential fix, but would like to test it further to ensure it does not cause any new issues. [/list] [h1]Thank you[/h1][hr][/hr] Thank you for your support! We're committed to making the game the best it can be. Stay awesome! ~ ๐Ÿ“• Fressato