Greetings, Innkeepers!
Welcome to the August devlog! Apologies for being a little late this time, we’ve been busy preparing for the upcoming full launch 💪
Before we dive in, a quick reminder: Dungeon Inn is currently at its all-time lowest price until September 17! This is your final chance to grab the game at its Early Access price before the full release, so don’t miss out!
This month, we’ve been working on some major balancing changes, including a complete overhaul of the Fame system. Let’s take a look!
As we prepare for full release, we’ve been taking a comprehensive look at the game’s economy and progression.
This includes reassessing the relative value of resources and adjusting costs and rewards of events throughout the game.
We’ve also rebalanced how adventurers affect inn stats such as Fame, skills, and earnings when using rooms and facilities, as well as the requirements and costs for purchasing new inn installations.
A lot of numbers go into finding the right balance! The table below is one of the internal documents we used to predict how each inn stat (Fame, Proficiency, Suspicion, Gold) would change when a single adventurer stays at the inn.
By reviewing progression chapter by chapter, we hope to ensure that resources and rewards remain meaningful throughout the entire game 😊
One of the biggest changes this month is a complete overhaul of the Fame system.
Previously, accumulating Fame filled the Fame Gauge and automatically granted bonuses. Following the revamp, this gauge will instead become the Token Acquisition Gauge.
Whenever your accumulated Fame reaches certain thresholds, you’ll receive guild tokens to spend as you see fit.
This revamp will increase the overall number of guild tokens players can earn, and players on Casual difficulty can earn even more tokens from quest rewards.
But what can you do with all those extra tokens?
With tokens becoming a bigger part of progression, we’re also introducing new ways to use them in the lobby.
The bonuses previously tied directly to accumulating Fame have been redesigned as Operation Know-how.
Instead of receiving these bonuses automatically through the Fame Gauge, you can now choose which ones to purchase with guild tokens in the lobby. Operation Know-how becomes available from Chapter 2 onwards.
Image Control is also moving to the lobby.
Previously, Image Control was activated during a stage by spending gold and could only be used a limited number of times per chapter. Under the new system, it can instead be activated from the lobby using guild tokens, giving you another way to decide how those tokens are spent.
As Suspicion now rises more frequently and by greater amounts during stages, keeping it under control will become more important than before. Image Control will therefore play a more useful role in helping you manage Suspicion throughout the game.
Image Control will also become available from Chapter 2 onwards.
Finally, we’re adding a new way to obtain Dragon Tokens.
From Chapter 4 onwards, you’ll be able to exchange a set number of tokens from each guild for one Dragon Token.
Together, these changes are intended to give you more control over your resources and create more meaningful decisions as you progress through the game.
Next up, we’re turning our attention to Endless Mode.
Since Endless Mode was first introduced, Story Mode has grown significantly, with plenty of new content and changes to the game’s core systems.
That means it’s time to revisit Endless Mode as well.
Taking into account both the feedback we’ve received and the changes made to the core game, we’ll be reviewing and adjusting Endless Mode to better fit the current version of Dungeon Inn.
We’ll have more to share as development continues. Until then, thank you for your continued support, and we’ll see you in the next devlog!
As usual, if you have any suggestions or bugs, we would be delighted to hear from you through this Google form.
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