Dungeon Prospector is old-school dungeon crawler/rougelike. You're in infinity dungeons (in length and width) full of monsters and treasures. How far you can go and how long you can survive?

To all linux users note: unity3d is optimized for ubuntu, so it may not work on your distributive. There already been issues with Debian and Xubuntu. So I recommend you try compatibility with demo first. 

Right now game in alpha stage, it receives weekly updates with new features and content.At this moment game has:
- Dungeon generation.
- over 16 items (food/potions/weapons).
- 3 monsters.
- Hunger.
- Permadeath.
- Crafting.

Features I plan:
- Skeletons and their types (warrior, archer, necromancer etc).
- Shields.
- Armor.
- Alchemy.
- At least 2 more dungeon types.
- maybe boss fights.
- Traps.
- Locked doors which open via buttons/lever.
- Altars which give buff/debuff depending on how you treat them.
- Additional gamemodes (territorial control, easy (without permadeath)). 
- And more.

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Blog RSS Feed Report abuse Latest News: Dev Update #15

2 comments by 2048Terrabit on May 12th, 2013

Hi everyone o/

Here finally a new piece of news on game development. However this time news will be not followed by new patch.

Here new stuff that has been added for next update:

4 new weapons (probably will be more).
No inventory textures right now.

Now slimes have new type of drop, which replace glue, dust:


Dust is undefined crafting material, mostly for alchemy (but later will have use in weapon crafting). To identify dust you need 'book of knowledge' which can be found in library. And then just combine them.

Armor
Finally two old inventory spots found their use:


Rest system
Hunger is replaced with rest.

'Rest' has three stages:
First stage. -20% on heal amount and attack power.
Second stage. Stats are normal.
Third stage. +10% on heal amount and attack power.

First and second stage can be accumulated by standing still. This time can be used to craft potions or prepare equipment.

Third stage can be achieved only by eating food.

Leveling system
Now when you kill monsters you gain experience. With every level up you get one point to spend on stats: Strength, Dexterity, Vitality.


Strength - +0.1 to attack damage.
Dexterity - +0.1 to attack speed.
Vitality - +0.5 to maximum health.

In development:
Skeletons.
Buffs, Debuffs.

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Post comment Comments  (20 - 30 of 210)
pacerdawn
pacerdawn May 7 2013, 10:19pm says:

Nice smooth movement, I don't mind the sprite based graphics.

I do not like the hunger bar/time limit. I'm not sure why dev's keep putting hunger and food into games, it's one of the least fun game mechanics out there. Especially with this game and the scarcity of food, how long you last is how lucky you are at finding food. And you don't have time to do anything else but kill the next mob to try and get food because the food bar runs out so fast.

No map? That's fine, but not in a time-limited game. You don't have time to stop and draw a map yourself. You can't even stop to figure out alchemy (does it even exist?) because by the time you try a thing or two, you are nearly out of food and dead.

Re-think the food thing. Have food heal you or give you temporary power ups, but don't make it a time limiting factor. Especially when it looks like you want to include many other roll playing elements like mapping and alchemy, which people won't do since they won't have time.

+1 vote     reply to comment
intergang
intergang May 10 2013, 2:37am replied:

Roguelike games are hard, they are generally harder than other games, unforgiving, unpredictable, procedurally generated to keep you on your toes and not for the pat yourself on the back gamers.

So many of your complaints are about the difficulty of the game, perhaps like many roguelikes are not for your. Unlike the sociopathic, narcissistic mindset of a herobrine. Roguelikes have a starker realism of most never make it to be a hero and die along the way. Beating the game, completing the challenge, killing the unkillable feels like real victory. Dying can come at the cost of simply being careless enough to put on necklace without first checking to see if it’s cursed.

I do fully agree with you that food should do much more than satiate your hunger bar.

From what I know, there will be a slew more content in the future, hopefully very procedurally generated. Please Mighty Fox Studios, do not baby down this game, when roguelike fans see the words roguelike to dungeon crawl in the description, we know what we are paying for and like it.

+2 votes     reply to comment
2048Terrabit
2048Terrabit May 10 2013, 2:33pm replied:

Thank you both for such big feedback.

We (me and Shin) had a conversation over this two huge comments and decided to change hunger, now it more like 'rest'. Rest bar will be consumed when you perform actions (attack, walk).

'Rest' has three stages:
First stage. -20% on heal amount and attack power.
Second stage. Stats are normal.
Third stage. +10% on heal amount and attack power.

First and second stage can be accumulated by standing still. This time can be used to craft potions or prepare equipment.

Third stage can be achieved only by eating food.

New system is quite 'forgiving' comparing to hunger, but hunger truly was a huge problem when food started to run out. Too bad you can't eat swords :D


Also about updates. Before, they was almost every week, but now I think they will have floating schedule. Updates will be rarer, but bigger.

I'll try to sum up new content on Sunday, to provide more info on next update.

btw dat part about cursed sword :D We had a lot of ideas for cursed items and stuff like that before. This is totally one of the things to come one day =]


+2 votes     reply to comment
intergang
intergang May 12 2013, 1:52pm replied:

I'm very happy to see you getting passionate and personal about your game.

Just please, no baby gloves ;). There are plenty of pat yourself on the back rpgs out there.

+1 vote     reply to comment
hardpenguin
hardpenguin May 7 2013, 11:50am says:

Need more content! I like this game, just needs more content and fancy stuff :P

+1 vote     reply to comment
xmorg
xmorg May 4 2013, 7:39am says:

Is there any way to change the key settings? Im left handed and wasd is so awkward!

+2 votes     reply to comment
2048Terrabit
2048Terrabit Apr 29 2013, 9:36am says:

No update for this week.

+1 vote     reply to comment
intergang
intergang May 4 2013, 11:42am replied:

Try reading.

+2 votes     reply to comment
jochenreinschluessel
jochenreinschluessel Apr 29 2013, 2:36pm replied:

Nope, different kind of gameplay/genre.
But seriously - that cheap - it's worth it^^
(also there is the demo ;) )

+2 votes     reply to comment
RageFire
RageFire May 7 2013, 1:02am replied:

Thnx. I'm kinda broke at the moment, but I will start saving up now.

+1 vote     reply to comment
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Dungeon Prospector
Platforms
Windows, Mac, Linux
Developer & Publisher
Mighty Fox Studio
Engine
Unity
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Release Date
Released Feb 14, 2013
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Lowest Rated (2 agree) 5/10

I'm reviewing the game as it stands now. If it gets better I will upgrade my score. Issues: 1 When you go into options then back out it resets the size of your screen to small whether you are windowed or not. 2 The option to set controls does not work and the controls are not mentioned anywhere. For other people: **E** is take web or open chest. When you look at a slime/blob on the floor you get a dotted line at the top of it horizontally. 3 Personal preference but I prefer retro chunky pixel games…

Apr 18 2013, 11:25pm by graspee

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Theme
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Single Player
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