BACKGROUND STORY A few hundred condemned criminals were being shipped to the Auriga system on board the prison hulk “Success”. While this was presented as a chance to earn back their place in society by working hard for the common good, they understood that in fact they would be slave labour, sent...
Changed lighting system to improve performance (and solved the issue with black stripes visual artefact)
Improved normal map to enhance lighting surface
A lot of optimisations have been made in our animations and sprites system
Added a chat in the start, transition (lift) and final screens
Differentiated in game chat from the log to improve visibility
Added a way to cancel typing text in chat: ESC to close chat or Ctrl + Delete to erase
Added a kick player button in the start screen
Added Steam friend invite feature
Added 25 achievements
Added 6 Steam Trading Cards
Added Steam badges and rewards (wallpapers / emoticons)
Added OST in the “Soundtrack” folder
Added HD GUI with bigger fonts (automatically activated on big resolution)
Improved the heroes and ship selection screen with 3D spaceships
Added a new victory screen with our rescued heroes
Improved loading screen
Improved game over screen
Improved the transition between floors
Floor progression is displayed
Heroes are now in a lift and randomly commenting on the situation (some lines are conditioned by events in the last floor, with the loss or recruitment of new heroes)
Globally improved the user interface
Improved the tutorial which is now interactive
Added Controls panel (in system menu) to display all the shortcuts
Improved the tactical map:
Press T or scroll up above any room close the tactical map with the camera at the same position than before the zoom out
Ctrl + click doesn't close the tactical map but power / unpower rooms
Added door steps to clarify the paths
Added animations on the Crystal (appearance, unplug, plug in, explode)
Added new icons and colours in the log
Improved exit button to finish the floor (and potentially abandon heroes!)
Improved green arrow of hero destination to be always visible
Improved Stele interaction: you can now open it without moving your hero
Changed Stele health bar colour
Added gold colour on skill unlock items description
Improved red pulse animation on the widget
Hero level is now displayed in green if you can level them up
Tweaked heroes who are globally slightly more powerful:
Increased the power of most skills (in particular FIDS relative and heal skills)
Modified some skills to be more coherent with the heroes (Paramedic, Recycling, Red Plume, Bad Company)
Added / Modified skills to obtain more Dust (heroes with these skills: Golgy, Max, Mormish, Sara, Nanor, Hikensha)
Replaced Sara Duellist skill by Pickpocket
Tweaked heroes stats (increased in particular: Defence and Power of Hikensha; Defence of Deena, Golgy and Mizi; HP and power of Skroig; HP and defence of Warden and Joleri (a lot for her + reduced Dust penalty) and reduced Defence of Ken and Elise)
Gork is now unlocked by default instead of Opbot
Tweaked mobs (in particular reduced number of hard mobs and power of hunters, supporter and hydra)
Increased initial Industry and Food incomes
Reduced health cost
Increased artefacts in first floors
Increased hero attack power
Increased items loot
Autodoc Shards: increased upgrade health regeneration, reduced industry cost (10->8)
Suppressive Firebot: increased power, reduced industry cost (9->8)
Dust Field Gen: increased upgrade defence, reduced industry cost (9->7)
Holohero: reduced industry cost (16->15)
Neurostun module: increased upgrade effect, increased industry cost (6->7)
Tear Gas: increased damage over time effect, reduced industry cost (9->7) and science cost, increased HP / Defence
Pepper Spray: reduced cooldown, increased duration of Troublemaker, reduced industry cost (16->12), increased speed of troubled mob
Viral Injector: increased duration and poison effect (a lot!)
KIP Cannon: increased Science bonus of first level and increased attack max of upgrades
Reduced rooms number (about 14%)
Tweaked too easy mode (slightly increased mobs power and Crystal defence)
Reduced research costs of production module first levels
Increased the amount of Artefacts (a bug reduced their number)
Increased the amount of Heroes (a bug reduced their number in first floors)
Increased the amount of Major slots
Increased Dust Factory loot
Added score modifiers on spaceships (20% for Infirmary and Armoury)
Fixed several graphical issues on all environments of the game
Fixed several animations (heroes and monsters)
Fixed several issues with the user interface and localisation
Fixed GUI HD option not saved
Fixed several issues with multiplayer mode
Fixed several issues with the tactical map
Fixed an issue with the unlock of spaceships
Fixed Door Opener mob and number of doors open issue
Enjoy and see you in a multiplayer game?
Dungeon of the Endless
I keep disconnecting from lobbies for low nextwork latency and I also lag like hell.
I (almost) never lag in online games but this one is the only on that I can't play for more than 2 minutes before disconnecting.
Am I the only one?
We just wanted to let you know that your game progress in Dungeon of the Endless will be reset on Monday (October 27th), with the official release. Make sure you finish your current games as you will have to say goodbye to your user profile which includes: spaceships & heroes you have unlocked, besides your game stats in the journal.
Have a nice weekend!
Dungeon of the Endless
Soundtrack Available on Bandcamp
To celebrate the release of Dungeon of the Endless next week (October 27th), we are releasing the game soundtrack for free on FlyByNo's Bandcamp page[gameaudiofactory.bandcamp.com]. You may also name your price and support the artist, who also worked on the soundtrack of Endless Legend and Endless Space!
The full soundtrack includes these original songs:
Dungeon of the Endless (Main Title)
An Outmoded Voice
The Wild Underground Plains
Turtle Mode Engaged
Found a Thing!
The Surface (End Title)
DotE's soundtrack on Bandcamp available here for free or name your price: here[gameaudiofactory.bandcamp.com]
Dungeon of the Endless
Thank You! ! ! !!!!! !!!!!
Thank You for bringing back what games are about. I will keep this up there with X-COM (the Original) and a very select few others.
Games that cause you to think critically and improve through trial and error add to the grey matter.
A simple guide to the very basics of what a player needs to know to play the game effectively. This is of interest to players who find the tutorial incomplete, or potential buyers who want an idea of what the game is like.
177 din 212 oameni (83%) consideră această recenzie folositoare
19.6 ore înregistrate
Postat: 27 octombrie
Start the game Die Start the game again 1st floor complete, 2nd floor complete Die Start again Level up heroes Die Look at strategy guids for help Die Finally get to the last floor and then Die Amazing game it doesnt get boring 10/10
54 din 56 oameni (96%) consideră această recenzie folositoare
24.6 ore înregistrate
Postat: 27 octombrie
I had a review for this before. But that was when it was in early access.
Now this is a review for the game now it has been released.
You should be buying this already. Hell, you should have already bought it.
Here's the deal. Do you like tower defence? Do you like roguelikes? Do you like dungeon crawling strategy type games? If the answer to all three is yes, then I can imagine your trepidation at hearing that this game combines all three, as I was nervous too. I mean there IS such a thing as too much of a good thing, and too many cooks spoil the broth, and sometimes many great things added together do not make an awesome thing...
But in this case you can lay your fears to rest. Dungeon of the Endless is an incredible game, so much fun, brutally difficult and very rewarding. It requires quick thinking, strategic planning, and a buttload of blind stupid balls-to-the-walls courage at times.
The BAD parts of this game is that the view is very zoomed in, and there are only two states to the view. Zoomed right the hell in, or zoomed right the hell out so it looks like a map screen. This DOES make things slightly awkward, especially if you have split your party to explore a particularly large dungeon, or if an attack comes from various areas of the map.
Secondly it's unforgivingly hard, even on "Too Easy" mode. The game lies. Too Easy is still brutally hard. You will lose party members. You will get two floors with a new team member unscathed, only to have them die suddenly and unexpectedly during the rush to get the crystal to the next floor before you can unlock him or her fully.
Thirdly the pixelly graphics may not appeal to some. To me, personally, they are amazing, I love them. They've got a lot of charm, BUT I recognise that it isn't always everyone's thing. It CAN also make combat extremely confusing. Granted you don't have to directly target any enemies, but it's still difficult to watch lots of things at once.
Finally the control system takes a little getting used to. It's simple enough to navitage everything via right clicks and left clicks and such but getting used to the UI and how it does equipping and everything is .... well it feels slightly counter-intuitive. An ability to click-drag items about would have been nice for example, and a quicker way to open/close inventory/stat panels too...
Now for the good stuff:
Music? Really nice. Not too epic, sadly, but not annoying at all, or obnoxiously loud and grating, nor does it overwhelm you. The devs know when to use what music and it's very apparent that in that aspect their sound design is definately on the ball.
Gameplay mechanics? rock solid. Resource management and building, turret defence/augmentation placement, power management and placement, the Risk/reward nature of opening just one door or many doors for the added XP/loot multiplier at the risk of being overrun by swarms of enemies, the various different types of enemies and their priority targets, the sheer volume of characters and skills and strengths... The pure joy of opening a door and finding a merchant or item box and being able to equip something awesome is amazing. Finding cool little things like Steles or Research Artefacts is also great fun.
Also this game has an amazing, rather dark sense of humour. Characters make quips as they traverse between levels and as they open certain doors, they talk to each other, they crack jokes... The item/skill/module descriptions as well are ALWAYS worth reading too for a good chuckle.
As for a game that's come through Early Access? Incredible results. It's come out so polished and refined, and so full of meat and bones that it's become an even greater game for all the feedback the fans gave it. This is well worth your money and absolutely a lot of fun.
Just be sure to prepare yourself for inevitable demise.
I dont get it. The difficulty setting says easy. I thought I have to play to unlock more difficult modes as in other roguelikes but this "easy" mode really gives me a headache. The best I did was level 6 and I was actually lucky to get there. It is really...
DotE Beginner's Guide & Deeper Strategy For Winning
This guide will walk through the beginning steps of survival, combat, and room exploration. While the guide itself is meant to be read as a whole, each section is able to stand alone, and this allows any reader to skip to parts that interest them.
What is it? A roguelike, tactical RPG, tower defense hybrid.
Reviewed on: AMD Quad Core 3.3GHz, 16GB Ram, GeForce GTX 660 Ti PC
Copy protection: Steam
Price: $13/ 10
Release date: Out now
Publisher: Amplitude Studios
Developer: Amplitude Studios
Multiplayer: Two-player cooperative
Link: Official site
It's the eighth floor of Dungeon of the Endless, and with a full squad of four, well-equipped, level 6-7 characters, I have everything under control. I set up turrets next to the unpowered rooms where aliens could spawn whenever I open another door, securing a path between the crystal I need to protect and the elevator to the next floor. I send Sara Numas, a katana-wielding bounty hunter and the fastest character in the group, to open doors, then run back to the crystal room to fight off whatever I've unleashed with the rest of the group. By the time the aliens get past the defenses, they're weak, and we take them out easily.
Then, of course, it all goes to hell. In my defense, I had no idea that if I spent enough time on a floor, the aliens will eventually bust through closed doors all by themselves and stream out in great numbers, but Dungeon of the Endless teaches all of its important lessons this way. It's a cruel, but entertaining learning experience.
Its pause-at-any-time combat, desperate race to the finish, and strategies that forced me to cut off a limb to save the body reminded me of FTL, while its character upgrades, inventory, and squad management reminded of XCOM. And then there's the tower defense element, where each room has a set number of nodes where I could place turrets, healing units, and other useful gadgets.
Dungeon of the Endless pulls from many popular games and genres from the last couple of years, but what's wonderful about it is that all these elements come together to create something entirely new.
I start each run in an escape pod that crash lands on an alien planet. The only way out is up through 12 floors of an alien infested dungeon, and I have to bring the crystal with me to power my escape.
Each stage has two phases. First I have to find the elevator to the next floor, opening one door at a time. Each time I open a door there's a chance I'll find aliens that will immediately attack my squad, defenses, or the crystal. If my entire squad or the crystal goes down, it s game over. If I survive whatever happens after opening a door, I have infinite time to plan my next move.
Dust, a resource that makes the crystal more powerful, lets me provide power to rooms, which ensures aliens don't spawn there, and activates the room's major and minor module slots. Major modules are mostly for gathering resources: Industry, which I need to build anything, Science for researching upgrades, and Food to heal and level up heroes. Minor modules house different kinds of turrets.
I've seen all these turret types before in other tower defense games, but having a squad on the ground meaningfully recontextualizes that familiar gameplay. There are many different hero and module combinations to experiment with, and I'm much more invested in the characters I'm tower-defending because I customized them myself.
For example, I gave Elise Ness, a freelance demolitionist in a giant space suit, a big machine gun that deals a lot of damage. With a healing module and another that boosts her attacks, she can protect a room by herself from most threats.
I can heal heroes and activate up to two of their special abilities, but that's the full extent of direct combat controls. The trick is knowing what room to put the heroes in, and how to prepare those rooms in their favor. Once they're in there, they'll take care of the rest automatically.
The only way to get Dust is by finding it in new rooms, but there's always less Dust than there are rooms, ensuring that a wave of aliens can spawn whenever I open a door. After finding the elevator, it's time for the second phase. I need to bring the crystal and the heroes to the elevator, but picking the crystal up will cause large waves of aliens to spawn in every unpowered room, and unlike waves in the first phase, they won't stop coming until we re out of there, or dead. The most interesting choice at that point is what rooms to power up.
My favorite method was to explore a floor until I had enough Dust to power a path between the crystal and next elevator, build as many turrets as I could along the way, and hope they slowed the aliens enough so I could get to the elevator before they caught up with me.
It took me a couple of runs to realize that I couldn't just sprint through floors. Dungeon of the Endless' universe, which mixes space marines with walking skeletons and wooden chests, conveys a lot of dread with its dimly-lit but colorful, pixelated artstyle, and there are some really menacing aliens in the upper floors.
Opening a door doesn't only give me a chance to find the loot I need to deal with them, but counts as a turn which collects resources from whatever major modules I've built. Do I make a run for the elevator now, when I know I have a fair shot of getting there, or do I take a chance and open another door? There's a lot of equipment, research, and upgrades to choose from in Dungeon of the Endless, but the game hinges on the decision to open a door, or not, and it was loaded with tension every single time for the eight hours I played it. There's no loading a previous save. It's a commitment.
The other big question that kept me interested was if could make it to the top. It was challenging, and so far I've only been able to do it on the "too easy" mode, but once I did, I was pretty much done.
Floor layouts are randomly generated, and I was always curious to discover all the little visual details in each new room. There are also new heroes to earn, and different escape pods, which tweak some of the basic rules and starting conditions of a run (like ships in FTL). Still, once I've survived one alien-infested, sci-fi/fantasy hybrid space dungeon, I've kind of survived them all. The aliens have a lot of nasty surprises, but they didn't force me to change up my strategy once I found one that works.
It took me at least six tense hours to find that strategy, and for $13/ 10, I can definitely recommend taking a ride on that elevator.
the large mobs that boost and stay in the same unpowered room. im now on lvl 20 on the drill and it is becomeing more and more frequent that not only are these mobs not showing up as a warning sign but there is 2 of them in there layerd over each other an...
Dungeon of the Endless is a Rogue-Like Dungeon-Defense game, in which the player and their team of heroes must protect the generator of their crashed ship while exploring an ever-expanding dungeon, all while facing waves of monsters and special events as they try to find their way out...