Build 1.0 Patch Notes!

Into the Dungeon

Into the Dungeon is a Co-op Roguelike Deck builder - Fight enemies by collecting class-specific cards and use them in combat to defeat your foes. Band together with 4 player co-op and unleash synergies between classes. Discover special artifacts and plot your course through an ever changing map!

[h1]Into the Dungeon is out in Full Release[/h1] Oh my gosh! It's finally happened! Into the Dungeon 1.0 is out and available to play! I am so excited to bring you this update. I've been working hard over the past couple weeks making lots of changes. If you've been playing Into the Dungeon since the beginning or you are just hopping in now, there's lots for everyone to enjoy! [h2]Price Increase[/h2] With all of the new content since the beginning of early access I have raised the price to buy Into the Dungeon to [b]$13.99 USD[/b] and [b]$17.99 CAD[/b]. I have always planned on increasing the price upon releasing 1.0 and feel these prices more accurately reflect the new value of Into the Dungeon as an experience. [h2]New stuff [/h2] [h3]Visual Update[/h3] The Portal room, the Desert, and the Dungeon all have new background art. I am ecstatic with the new look of Into the Dungeon and am excited for all of you to see it. The Desert and Dungeon background as well as the Forest background were all done by the talented artist [url=https://www.linkedin.com/in/03karenxu/]Karen Xu[/url]. [h3]Hardcore mode[/h3] Once you have completed the game on classic mode you will unlock [b]hardcore mode[/b]. You can choose this after you select your character and before entering the portal room. Only the host of the game needs to have beaten the game for all players in a lobby to play in hardcore mode, but it is recommended that everyone be familiar with Into the Dungeon before trying it out. Hardcore mode offers [b]enemies with increased stats[/b] as well as [b]timer[/b]. In single-player the timer for your turn is 20 seconds, and for multiplayer it's 30 seconds. The timer adds a fun pressure as you crunch to get all of your actions out before time is up. Discord or some form of voice chat is highly recommended in multiplayer. [h3]Dungeon boss [/h3] No longer are the days of the tiny skeleton at the end of the run. The new mob boss of Into the Dungeon is the [b]Abomination[/b], a hulking bio-mechanical creature piloted by an evil brain in a jar. Lookout for this one, I've heard it takes combat enhancing "juice". [h3]Choose to begin your journey at any act[/h3] I've heard feedback from some players about the struggles of not having a save system. Unfortunately I don't have the resources to re-work the game engine to facilitate saving, but I've added a feature to hopefully alleviate some of the mid-run loss woes. Once you complete the prior respective boss, you can start your run at the Desert or the Dungeon with bonus starting gold. This will allow for shorter runs if you want to have a quick play-through with friends, and gives the option to pick-up where you left off if you had to go mid way through a previous run. [h2] Changes [/h2] [h3]Sand Guardian Rework[/h3] I've reworked the Sand Guardian's move set entirely. My goal for all of the bosses was for them to have phases, and I believe I've achieved that with both the Abomination and the Sand Guardian. [h3]Dynamic Card Text[/h3] I noticed while watching friends & family play test Into the Dungeon that the math required by some cards could prove confusing and just generally not fun. I've added text to cards with complex formulas that updates in real time to the values that change during a combat. For example, Spear Wall, an X cost card that attacks X times, will now read "Attack 3 (X) times..." when you have 3 mana. [h3]Offline mode[/h3] You can now play Into the Dungeon without an internet connection! [h3]Additional Changes[/h3] [list] [*]You can now hide the scrying overlay to view what enemies are intending to and then re-open it to make your decision. [*]Added a counter to 3 leaf clover artifact so you now what attack you are at and can plan your damage accordingly. [*]Increased the amount of gold in the "Take gold" option after desert combats. [*]Reduced the damage the worms do in the Desert in single player. [*]Added unique battle themes to the Dungeon and Desert boss battles. [*]If a card cannot be upgraded, the "Upgrade" button will not appear on the shop pop-up. [*]Added indicators on the bosses health bars to signal at what health they will enrage or change phases. [/list] [h2] Bug Fixes[/h2] [list] [*] Rekindle and Set Ablaze should now properly draw cards from your exhaust pile [*] Fixed a bug where the bards upgraded cleanse poison card was only healing if the target was poisoned [*] Removed "Marching Melody" card from the bard set [*] Fixed some audio bugs that were happening in the wolf and Forest boss fights [*] Fixed text overflow on enemy HP bars [*] Fixed a bug where 4p goblins had the difficulty of 2p goblins [*] Fixed a bug where the floating skulls in 4p had their statuses stacking vertically instead of horizontally [/list] I am once again so excited for everyone to get to play the full version of Into the Dungeon. It has been an amazing journey learning and creating this game over the course of the past year. I look forward to a bright future and lots more Into the Dungeon. Jamie FROG Studios