Shattered Pixel Dungeon

Shattered Pixel Dungeon

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Jan 12 @ 8:14am
Shattered Pixel Dungeon in 2024
Happy New Year rat punchers! I'm back with some news about v2.3.0 and my plans for the year ahead!

View full event information here:
https://steamcommunity.com/ogg/1769170/announcements/detail/7217647935759819564
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Showing 1-15 of 17 comments
Zulphar Jan 12 @ 10:01am 
Awesome :)
ReXert Jan 12 @ 10:33am 
so we little by little turning Shattered Pixel Dungeon in Pixel Dungeon: Repentance. This ♥♥♥♥ sounds good)
d00fslay3r Jan 12 @ 11:35am 
im really excited to see where this game is gonna be in a year or too; it has higher quality updates than any other game ive ever played
Yo siempre recibo bien tus actualizaciones. Me encantan.
Waos :papyruswacky:
This is awesome!!! In fact, I'd personally really love to have longer runs as one of the options. Having more challenge with an end game character, or have an adventure that can take some time but in the end will make your character stronger.

I also had something in mind, such as fighting the true form of a final boss: after you defeat it's avatars and approach the amulet, perhaps you could have an option to teleport yourself to the dimension where his true source of energy is? I can imagine a tiny arena and an open cosmic space surrounding you, where you try fighting the Yog-Dzewa himself.

Also, wouldn't it be nice to have weapons visible when you carry them? Perhaps each of the weapons could have an own sprite, and perhaps even attack animation.

I'm not sure if the dev will read this comment, but I still wanted to share those ideas, and perhaps some people will agree with them?
Lenin Jan 13 @ 7:48am 
The endless mode can be like the cosmic ocean in spelunky 2? Randomly choosing a floor for example the citadel, and instead of just founding the exit you have to collect/destroy an objetive and then you can keep going down
TRINKET HYPE!!
00-Evan  [developer] Jan 13 @ 10:02am 
Originally posted by ♥-Goldie-♥:
This is awesome!!!

...

I'm not sure if the dev will read this comment, but I still wanted to share those ideas, and perhaps some people will agree with them?

Hey! I do read every single message, although I can't reply to all of them unfortunately. I don't have a specific idea for endless mode or lategame quests just yet, but more stuff involving Yog-Dzewa seems quite likely.

I also agree that visible weapon sprites would be nice, but doing that is a lot of work, and it would be difficulty to keep proportions reasonable (e.g. if everything is to-scale a dagger would barely be visible, a greataxe would cut off most of the hero's sprite). I think better attacking VFX might be the way to go for more weapon visibility.
00-Evan  [developer] Jan 13 @ 10:03am 
Originally posted by Lenin:
The endless mode can be like the cosmic ocean in spelunky 2? Randomly choosing a floor for example the citadel, and instead of just founding the exit you have to collect/destroy an objetive and then you can keep going down

I'm not sure about the cosmic ocean's design exactly (I wouldn't want to copy, and I'm also not sure 92 floors of evading instant-death effects is the most fun), but the general theme of remixing the game's existing levels seems likely.
Tiza Jan 13 @ 10:13am 
I've been playing since 2016 when i saw your Pixel dungeon's mod in a mobile game recomendation thread on 4chan. Couldn't stop ever since. 8 years later and you're still giving updates. LEGEND DEV.
White Jan 14 @ 2:31am 
HYYYYYYYYYYYPE:driedrose:
You're the bomb! Thanks for adding more to this game. I probably wouldn't have found it without your continued dedication. Stoked for everything getting added :)
Wargasm Jan 28 @ 11:40am 
The new cave additions are dope and I'm glad you're diverting your attention elsewhere rather than slamming out the final one. Alchemy based trinkets are an awesome idea as Alchemy has always been something I pretty much just use to identify potions with throughout the game and use late game to create Arcane Catalyst & Blandfruit XP.

I've also always kind of hoped to see a Diablo like ability to combine 3 items of the same type into a new NOT more powerful one. It would make gold more scarce because players won't outright sell the items they picked up & did not want. Or a chance to crush up runes into augments for your gear that can't be removed? Oof, that would make people stick to their early game decisions and sounds like an exciting way to create new style of gameplay with random generated augs.

I think adding alternate routes could be doable by just overlaying two random generated games on each other and having two descending stairs on each floor. Would be super cool opportunity to double your chances of encountering rooms and rares. You could even add something to further increase risk like "Toxicity" for time spent in Sewers, "Madness" in prisons, "Oxygen" in Caves, "Influence/Corruption" in Dwarven Metro, and a "Possession?" in Demon Halls. That would make it super hard to just zerg levels B1-5 after completing A1-5.
Each one of those infliction can have different cures as well to further utilize alchemy and scrolls. I mean after the caves I am stacked with scrolls and potions so other uses for them would make things more scarce & exciting.

Unique opportunities to spec into other subclasses rather than outright begin developing new subclasses maybe? As a Warden main after Level 16 I don't spend any more perks on anything and I never even equip the crown. So it would be sweet to maybe find a few scraps and mementos left behind by a Sniper that a Warden could infer knowledge from. It would make a sweet little tool to create a cache of lore for each class & subclass. (But if you are reading this pls make a Beastmaster Huntress!)

& I know it's silly for the game, but I gotta try and ask for a multiplayer setting. I've recommended this game to a lot of people over the years and we've spent a lot of time watching each other play runs since you added it to Steam and it would just be real cool for two people or a party to play turn-base together. Hell if that ever happened I'd be caught posting weekly crawls with the community. That sounds so fun!
00-Evan  [developer] Jan 29 @ 6:49am 
Originally posted by Wargasm:
The new cave additions are dope and I'm glad you're diverting your attention elsewhere rather than slamming out the final one. Alchemy based trinkets are an awesome idea as Alchemy has always been something I pretty much just use to identify potions with throughout the game and use late game to create Arcane Catalyst & Blandfruit XP.

I've also always kind of hoped to see a Diablo like ability to combine 3 items of the same type into a new NOT more powerful one. It would make gold more scarce because players won't outright sell the items they picked up & did not want. Or a chance to crush up runes into augments for your gear that can't be removed? Oof, that would make people stick to their early game decisions and sounds like an exciting way to create new style of gameplay with random generated augs.

I think adding alternate routes could be doable by just overlaying two random generated games on each other and having two descending stairs on each floor. Would be super cool opportunity to double your chances of encountering rooms and rares. You could even add something to further increase risk like "Toxicity" for time spent in Sewers, "Madness" in prisons, "Oxygen" in Caves, "Influence/Corruption" in Dwarven Metro, and a "Possession?" in Demon Halls. That would make it super hard to just zerg levels B1-5 after completing A1-5.
Each one of those infliction can have different cures as well to further utilize alchemy and scrolls. I mean after the caves I am stacked with scrolls and potions so other uses for them would make things more scarce & exciting.

Unique opportunities to spec into other subclasses rather than outright begin developing new subclasses maybe? As a Warden main after Level 16 I don't spend any more perks on anything and I never even equip the crown. So it would be sweet to maybe find a few scraps and mementos left behind by a Sniper that a Warden could infer knowledge from. It would make a sweet little tool to create a cache of lore for each class & subclass. (But if you are reading this pls make a Beastmaster Huntress!)

& I know it's silly for the game, but I gotta try and ask for a multiplayer setting. I've recommended this game to a lot of people over the years and we've spent a lot of time watching each other play runs since you added it to Steam and it would just be real cool for two people or a party to play turn-base together. Hell if that ever happened I'd be caught posting weekly crawls with the community. That sounds so fun!

Glad to hear that you're enjoying the game! I'll run through some of the things you mentioned quickly:
- Item combining is possible, but I worry about things like encouraging farming or purposefully collecting items just to convert instead of sell them, which might worsen inventory congestion (items can be alchemized right now if inventory space is limited). In general being able to reroll items (e.g. via transmute) is also very rare and powerful currently.
- For alternate routes, the idea here is that the other route would be a different dungeon stage with its own monsters, tileset, etc. Just having two sets of the same type of floors would be much easier, but also wouldn't really add much. The idea would also be that you have to pick which route you take, if you could just explore both (even with a penalty) that would make the player MUCH more powerful.
- In general I understand the desire for mixing and matching perks, but part of making interesting talents and mechanics is specifically designing them for the type of character that will get them. The only way this can really work is with heavy limits on it, like what the scroll of metamorphosis has.
- I'm afraid multiplayer isn't going to happen. The game is designed around one player and lots of game mechanics and UX would just not work with more. Consider, for example, how cumbersome the game would be to play if you were constantly waiting for someone else to complete their turns. That's not even considering things like network code, servers, etc.
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