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ASCII Dungeon CrawlNewsWhere I'm At
Major update

Where I'm At

ASCII Dungeon Crawl · published 6 Sep 2026, 20:02 UTC

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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.

iOS Builds

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.

Mage Tower

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.

Balance

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.

In-Game Story

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!

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Game update14 Sep 2026Patch 1.5.1.130Patch Notes 1.5.1.130 Mage Tower · Added Mage Tower Key award to Underwater Temple · Added purchasable New Game Modes for Mage Tower · Added Wandering Cart art · Added Entering dungeon art · Added 6 new Weapons · Added 3 new Classes · Added 3 new Prestige Classes · Added 6 new Personality Traits · Added 1 new Boss · Added 2 new Monsters · Boss lineup changed as you progress · Mage Tower run len…In-game event11 Sep 2026Mage Tower: DevelopmentFor those interested in the behind the scenes of how the art of ASCII Dungeon Crawl gets made. This is my ASCII Editor. I pick the color, I pick the brush size, then I type a character on my keyboard--and that becomes my brush. The game ultimately stores this as strings with only one color attached. But to create the effect, I must render all of the colored layers over one another. That's where…Game update6 Sep 2026Patch 1.5.1.129Patch Notes 1.5.1.129 Map Intro · Added a pre-run map intro that plays after Play / Select Dungeon and before Wandering Cart or Enter Dungeon. · Gated on last-played-dungeon so consecutive same-dungeon runs skip it. · Skippable via Accept or Touch Combat Fixes · Miss text no longer applies damage: post-miss modifiers can't leak damage onto a "Miss" popup. · Cocooned heroes no longer take their…