
Hey everyone! Wanted to share where the game currently sits and what's still ahead.
At this point, most of the main mechanics are in and working: Dungeons, Classes, Races, Weapons, the Collection, Statistics, Monsters, all of it. This past month has been mostly about polishing rather than expanding, focusing on art for upcoming features, bug fixing, and platform support for Steam Deck, ROG Ally, Android, and Windows PC.
Here's what's left on the backlog.
This one is a big lift. It requires me to actually go out and buy dedicated hardware to build and test on. I really want iOS players to be able to jump in, but realistically this is a 1 to 2 month rollout with testing baked in.
Large and honestly a little daunting. I have a lot of ideas for making this fun and well balanced, but it needs a hefty batch of new art, some fresh design work, and a whole lot of playtesting to land in a spot that feels genuinely rewarding.
The game has a ton of passives now, which is awesome, but the flipside is that some parts are still too tough, a few passives don't behave the way they should, and a lot of tooltips need reworded so they make sense at a glance. This is going to be a long stretch of trial and error with heavy testing to make sure the whole thing feels fun and replayable.
There's an actual story and ending planned. The interesting question is how to weave it in without breaking the gameplay flow. This is a game I originally started building as a role playing experience for my kids, so getting the tone, the dialog, and the continuity right really matters to me. Honestly the biggest unknown left on the list. Stay tuned for more on this one.
All that said, the game is already way further along than I ever thought it would be. Huge thank you to my kids first and foremost, and to my friends and family for pushing me to keep going. If it wasn't for them, this silly little Dungeon Crawl game would still be sitting on my hard drive instead of out where people can actually play it.
More updates coming soon!