v0.5.2.1 Now In Beta Status

Broken Dungeon

A procedurally generated, VR roguelike dungeon crawler, with magic and melee combat, and supporting single player or asymmetrical multiplayer experiences.

Good evening, adventurers! I have just uploaded a work-in-progress build of Broken Dungeon as version 0.5.2.1. It can be accessed via the Beta selector menu within your Steam library. This build of the game has the utility functions for the Gladius "Double Strike" and Bastard Sword "Pulse Wave" implemented. To use the utility function, hold down the right hand trigger until the controller begins to vibrate. Releasing the trigger will then activate the utility. The utility function will only charge if your weapon's attack cool down has fully refreshed. [u]Gladius "Double Strike"[/u] - Spawns an ethereal hand and sword that mimics the last 1-second of movement of your own right hand. [u]Bastard Sword "Pulse Wave"[/u] - Blasts out a pressure wave from the tip of the sword that pushes monsters away from the epicenter. As additional utility functions are developed for the other weapons, this work-in-progress beta will be updated. If you encounter strange behavior or glitches, please let me know. As always, keep on adventuring!!! -Ken (SLAMS Games) Change Log: (v0.5.2.1) Additions: - The tinkering gnomes of the Adventurer's Guild research and development team have come up with a new weapon augmentation! The Gladius sword now has the "Double Strike" utility that can be charged with the right trigger, and then release the trigger to activate it. - The general level of the local adventurers has risen, giving birth to a new instinct. The right hand will vibrate when the weapon utility is fully charged. (similar to the left hand when magic is fully charged.) - The gnomes are at it again. The Bastard Sword now has its own utility function, as well. "Pulse Wave" will knock back standard monsters that are in range, thus giving the adventurer a little breathing room. Changes: - (QoL Fix) Tip card 5 has been updated to inform the adventurer about the audible and visual notifiers when their dash/dodge is refreshed. - (Bal Fix) Gladius attack cool down changed from 0.9 seconds to 1 second for better compatibility with new utility "Double Strike." - (Bug Fix) Removed the obstacle component from the alter asset that was causing mobs to walk around it when they should be able to walk through it. - (Bug Fix) Re-ordered the UI layers for the VR in-game HUD to avoid debuff icons rendering on top of the Game Over UI. - (Bug Fix) Fixed bug that caused monsters to still be visible while the "Game Over" UI was enabled. Other: - N/A