Shattered Pixel Dungeon

Shattered Pixel Dungeon

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May 2, 2022 @ 10:36am
Coming Soon to Shattered: Seeded Runs!
Greeting Dungeoneers, I've got some news to share about v1.3's development!

View full event information here:
https://steamcommunity.com/ogg/1769170/announcements/detail/3208261824671383467
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Showing 1-10 of 10 comments
stay positive May 3, 2022 @ 1:23am 
amazing, keep up the great work. this will be great to optimize the same run and perfect it!
Huntroid May 3, 2022 @ 7:58am 
Will there be an Endless mode?
00-Evan  [developer] May 3, 2022 @ 8:10am 
Originally posted by Huntroid:
Will there be an Endless mode?

Endless mode is a common request. I'm aware people want something like it but I don't have any direct plans for it at the moment.
CHEEEEEEEN!! May 27, 2022 @ 5:11am 
So excited for it!! Keep up the good work!
Isoldael Jun 2, 2022 @ 11:20am 
Not sure how I feel about the points for taking avoidable hits / damage from bosses. It seems like an arbitrary way to score that favors ranged classes over melee ones, and actively punishes builds that rely on taking damage (like berserker).
00-Evan  [developer] Jun 3, 2022 @ 7:48am 
Originally posted by Isoldael:
Not sure how I feel about the points for taking avoidable hits / damage from bosses. It seems like an arbitrary way to score that favors ranged classes over melee ones, and actively punishes builds that rely on taking damage (like berserker).

To be clear, 'avoidable' damage means things like Goo's pump up attack, Tengu's traps, the electricity on the floor when fighting DM-300, etc. These attacks can be avoided entirely with good positioning regardless of your play style. It does not include regular attacks.
sckip Jun 5, 2022 @ 10:03am 
Originally posted by 00-Evan:
"There are a few other significant adjustments that I already have in place for v1.3:
I've implemented a change that makes it possible to have more than one floor at a particular depth! This opens up a lot of possibilities"
can we understand by this, that it would be possible to have dungeon branches with specific themes, style: "The Snake Pit, The Spider's Nest ..." with special loots like unique artifacts
00-Evan  [developer] Jun 5, 2022 @ 1:45pm 
Originally posted by sckip:
Originally posted by 00-Evan:
"There are a few other significant adjustments that I already have in place for v1.3:
I've implemented a change that makes it possible to have more than one floor at a particular depth! This opens up a lot of possibilities"
can we understand by this, that it would be possible to have dungeon branches with specific themes, style: "The Snake Pit, The Spider's Nest ..." with special loots like unique artifacts

That is not what I am planning to do with the functionality, but branching paths are going to be more possible now from a technical standpoint. For now I plan to use this functionality so that the troll and imp quests can take place on their own unique sub-floors.
sckip Jun 5, 2022 @ 8:44pm 
In the future considering a Steam DLC "A buck for a coffee", I play chess and on Lichess there is a way to give without any advantage, just an icon of a wing in front of his nickname, no advantage, only a community support!
PS: you are the artist of this piece, as long as you take pleasure in the creation: the quality will be there. Take your time like Nature, Gïa: the result will be a fun game for us.
And thank you for the answer for the Dungeon branches :steamthumbsup:.
Isoldael Jul 11, 2022 @ 4:07am 
Originally posted by 00-Evan:
Originally posted by Isoldael:
Not sure how I feel about the points for taking avoidable hits / damage from bosses. It seems like an arbitrary way to score that favors ranged classes over melee ones, and actively punishes builds that rely on taking damage (like berserker).

To be clear, 'avoidable' damage means things like Goo's pump up attack, Tengu's traps, the electricity on the floor when fighting DM-300, etc. These attacks can be avoided entirely with good positioning regardless of your play style. It does not include regular attacks.

Ahh, fair enough, that makes a lot more sense. Was thinking basically every hit is avoidable if you play it smart :-)
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