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Dungeon Prospector is an old-school dungeon crawler/roguelike. You're in infinity dungeons (in length and width) full of monsters and treasures. How far can you go and how long can you survive?
To all linux users, note: unity3d is optimized for ubuntu, so it may not work on your distribution. There have already been issues with Debian and Xubuntu. So I recommend you try compatibility with the demo first.
Right now the game is in alpha stage, receiving updates with new features and content (about one-two per month). At this moment the game has:
- Dungeon generation.
- over 25 items (food/potions/weapons/armor).
- 3 monsters.
- Rest (similar to hunger).
- Leveling.
- Permadeath.
- Crafting.
Features I'm planning:
- Skeletons and their types (warrior, archer, necromancer etc).
- Shields.
- Alchemy.
- At least 2 more dungeon types.
- maybe boss fights.
- Traps.
- Locked doors which open via buttons/lever.
- Altars which give buffs/debuffs depending on how you treat them.
- Additional gamemodes (territorial control, easy (without permadeath)).
- And more.
0 comments by 2048Terrabit on Jun 17th, 2013
This is changelog for release #9 and, yes, I'm holding fire in my pocket:
- Added rest system.
- Added leveling system.
- Added 6 new weapons.
- Added 5 new items.
- Added 1 Helmet.
- Added 1 Armor.
- Added 4 new combinations.
- Added library block.
- Changed inventory slot icons.
- Changed tooltip.
- Changed apple icons.
- Now you can exit from chest menu by clicking outside of window.
- Info button is broken right now.
- Made tweaks to path to custom textures, maybe it works on mac now.
- Fixed bugs in options menu.
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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Are the more weapons than just the broken sword?
Yes, about 4 more in current version.
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.
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.
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 =]
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.
Need more content! I like this game, just needs more content and fancy stuff :P
Is there any way to change the key settings? Im left handed and wasd is so awkward!
No update for this week.
Try reading.