Shattered Pixel Dungeon

Shattered Pixel Dungeon

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Aug 4, 2025 @ 9:01am
Shattered Pixel Dungeon v3.2.0!
Hey Dungeoneers, Shattered Pixel Dungeon v3.2.0 has been released!

View full event information here:
https://steamcommunity.com/ogg/1769170/announcements/detail/519720655637185854
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Showing 1-15 of 17 comments
That feeling when you just get home from a long day at work and there is a new shattered PD update
OH YEAH, thank you. Keep up the good things.
Как всегда годно:GDNormal:
This post is one of the best-organized sets of developer notes I've ever seen.
Aug 5, 2025 @ 8:42am 
Originally posted by slfnflctd:
This post is one of the best-organized sets of developer notes I've ever seen.

Thank you! The idea to sort things into categories behind icons/tabs like this started because I didn't want a huge wall of text on mobile screens, but it works pretty well on all platforms honestly.
So, I think the update is buggy. Throwing sets are always identified when found and my elastic throwing hammers have not once made an enemy bounce back. I confirmed that I have updated and restarted. On Android. Any ideas?
The anti-gravity effect or whatever it is, is a BS game killer. Today I picked up a wand at level 4, activated it at a target, and got the anti-gravity effect. It lasted for 3 levels - that being I kept dropping down level after level. It was enough to log, del character and not try again anytime soon.
00-Evan Спасибо за вашу работу! Очень люблю вашу игру и жду обновления квестов! Подскажите пожалуйста, есть ли у вас хотя бы отдаленные планы на нового персонажа? Спасибо!
00-Evan  [developer]
1
Aug 12, 2025 @ 7:44am 
Originally posted by Alexander Lapinsky:
00-Evan Спасибо за вашу работу! Очень люблю вашу игру и жду обновления квестов! Подскажите пожалуйста, есть ли у вас хотя бы отдаленные планы на нового персонажа? Спасибо!

Thanks for the kind words! I've added two new heroes to the game over the last 2-ish years, the Cleric and the Duelist. I don't currently have plans to add more, but it's definitely possible. For now I'm focusing more on quest content and possibly adding more subclasses though.
As a player from China with 8 years of gaming experience, I came to Steam specifically to retroactively purchase this game. Below are my suggestions for improvement:
1. Cultural Representation of the Monk: Concepts like Kung Fu, Inner Power (Neili), and Tai Chi originate from traditional Chinese culture. I'm unsure which figure inspired the author's depiction of the Monk, but portraying it as a Black character feels inaccurate (I want to clarify I hold no prejudice against any ethnicity). Could there be a misunderstanding regarding the Monk archetype? I recommend the author research films like 《Shaolin Temple》(少林寺), 《Fist of Fury 》(精武门), and 《The Way of the Dragon 》(猛龙过江) for better reference in refining this character's image.
2. Warrior Class Balance (Version 3.2.1): The Warrior, being the first class for new players, currently feels underpowered. In my view, Warriors should excel with high resilience and substantial health pools. The Berserker's Fury and Gladiator's Combo mechanics become noticeably weak in the mid-to-late game. Would it be feasible to merge the Berserker and Gladiator paths to enhance their overall effectiveness, and perhaps introduce a new, dedicated tank-oriented specialization for the Warrior?
3. Sentinel (Watcher) Overpowered Kit: The Sentinel's starting Psionic Bow, expansive field of view, and potent grassland effects, especially when combined with Moss and Staff of Regrowth, grant it excessive versatility to handle too many situations effectively. I believe this makes the class overpowered and warrants the introduction of balancing penalties.
4. Cleric Versatility Needs Tuning: While the Cleric should be a well-rounded class, it shouldn't excel excessively in any single area. Currently, the Cleric surpasses the Warrior in armor capability, rivals the Mage in ranged attacks, and possesses significant melee prowess and identification skills. Its overall power level overshadows other classes and requires limitations.
5. The Steam version does not have the UI borders of the donation version.
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我是一名来自中国的玩家,已经有了8年的游戏年龄,专门到steam进行补票,以下是我对游戏的几点修改建议:
1.功夫、内力、太极等,皆出自于中国传统文化,不知道作者对武僧的形象是源于什么人物,但怎么说都不应该是黑人(当然我不歧视任何一种肤色),作者是否对武僧的形象有误解?推荐作者了解一下《少林寺》《精武门》《猛龙过江》等作品,可能对完善角色形象有所帮助。
2.战士作为新手第一个职业,目前版本(3.2.1)战士职业过于劣势,我心目中的战士应该是有很强的抗性和厚实的血量,狂战士的怒气和角斗士的连击在游戏中后期明显乏力,是否考虑将狂战士和角斗士整合,提升综合强度,另外设计一种坦克方向的战士专精?
3.守望者同时拥有初始的灵能弓、广阔的视野、强力的草地效果,如果再配合苔藓、再生法杖,使其拥有了应对各种局面的灵活优势,我认为过于强大,应该设计相应的惩罚。
4.我认为牧师这个职业可以是面面俱到,但是各方面都不能过于强力。目前的牧师有强于战士的护甲能力,媲美法师的远程攻击,还有不俗的近战能力和鉴定能力。综合能力凌驾于其他职业之上,需要进行一定的限制。
5.steam版没有捐献版的UI边框。
Aug 18, 2025 @ 7:45am 
Originally posted by 904546714:
As a player from China with 8 years of gaming experience, I came to Steam specifically to retroactively purchase this game. Below are my suggestions for improvement:

Thanks so much for the kind words! I'll go over your points briefly:
1. I was not intending for the Monk subclass to directly relate to any specific element of Chinese culture, although obviously some elements are borrowed. Shattered Pixel Dungeon takes place in a fantasy world that is visually and thematically similar to ours in some ways, but historical accurate is not intended. I do think that some of the Chinese translators wanted to make some more specific references in the game's text though.
2. The Warrior is a tricky class to balance because he feels a lot weaker than he currently is. Experienced players dislike him because he is overly simple, but newer players appreciate him for that exact reason. He currently has the highest winrate among the heroes.
3 & 4. The opposite of the Warrior, both the Huntress and Cleric are well-liked by very experienced players but aren't as strong as they appear to be, because they require skill to use properly.
5. That is intended, I decided to keep some of the visual customization exclusive to the Android version, as people there are choosing to pay extra when they get the game itself for free.
Hello, longtime player here with a question, I've never quite understood why Huntress synergizes with throwing weapons. I'm interested in trying to understand now after the thrown weapon rework and thrown weapons seem a lot more worthwhile. How am I intended to work them into my kit? It generally seems like it's a lot more effective to just ignore them and focus on the bow, what benefit is there to using a thrown weapon as the huntress when it feels more thematic and would be more useful for someone like, say, the rogue or warrior?
I don't mean for this to come off as hostile I'm genuinely trying to understand how to use thrown weapons more effectively.
Sep 2, 2025 @ 8:16am 
Originally posted by Captain Cobbs:
Hello, longtime player here with a question, I've never quite understood why Huntress synergizes with throwing weapons. I'm interested in trying to understand now after the thrown weapon rework and thrown weapons seem a lot more worthwhile. How am I intended to work them into my kit? It generally seems like it's a lot more effective to just ignore them and focus on the bow, what benefit is there to using a thrown weapon as the huntress when it feels more thematic and would be more useful for someone like, say, the rogue or warrior?
I don't mean for this to come off as hostile I'm genuinely trying to understand how to use thrown weapons more effectively.

Thrown weapons can be upgraded to become more powerful, whereas the bow, while infinite in its uses, only gets slightly stronger as the game progresses. Lots of HUntress class powers, like furrowing grass, synergize with all thrown weapons, not just the bow. You are correct thought that some of her design is still from earlier iterations of the game before the player even could upgrade thrown weapons, and as a result they and the bow sort of compete with each other.

The Sniper subclass in particular is what's really best with thrown weapons though, she gains access to special bow abilities that require the use of thrown weapons, and she has talents that directly benefit one or the other if the thrown weapons are upgraded or the bow is enchanted.
Ahh okay that makes sense, I just played through a sniper run and I think I'm seeing what you mean. With upgradeable and enchantable thrown weapons I'm really enjoying ranged weapons now and it feels a lot more natural to use. Thanks! It would be cool to see some similar thrown weapon synergies with other classes in the future, but I understand that skill space is already a bit.. crowded.
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