Dungeoncraft is a fantasy real time strategy game featuring multiplayer sandbox survival type gameplay, dynamic world expansion, and 3D grid based digging and building. It does allow for direct control over your units, having indirect orders only for convenience' sake. Craft weapons, raid dungeons for epic loot and mighty spells, brew potions, build or dig fortifications against the computer or your friends. It's all up to you! Play in the unique "communicationsmode", which only allows you to control your units if you supply them with orders or contact them directly with your avatar or substitutes! Requires at least opengl 3.3 capability to run; Windows XP untested, but Vista and newer will definitly work.

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New icons of patch 260 Patch 259 content Tooltips
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0 comments by Zinnusl on Sep 4th, 2014

Patchnotes for patch 260:

  • Scriptable status effects
  • Startup scripts for scenarios (and saves)
  • Changed attribute rolling for legendary items again
  • Replaced all icons with new ones
    New icons of patch 260 
  • Fixed mem leak with ruby
  • Equalized volume of sound files
  • NPC's no longer use offensive spells on dead units
  • Mouse over sound no longer plays over invisible buttons on game over screen
  • Changed legendary item color from yellow to orange-ish
  • Ruby functions will now more often return nil instead of crashing due to accessing null ptrs
  • Legendary weapons no longer get armor enchants
  • Fixed saving not working if saves/ dir was not there
  • Removed show combinations button
  • Spells no longer have dedicated icons (For the moment)
  • Fixed "Seconds to cast: " indicator not taking enchants into consideration
  • Removed some unused graphics files
  • Added batch file for dungeonmodule processing
  • Fixed singleplayer menu not loading if saves folder not present
  • Made units render only if player has been spawned and placed
  • Fixed problems with the hungry/starving symbol and non human races
  • Added stone axe recipe, fixed metal axe recipe
  • Increased vertical attack range to fix units not being able to attack targets on slopes
  • Fixed level load switching unexplored terrain and fog of war options off
  • Grates in dungeon modules are now rotated correctly
  • Autocrafting now shows the quality the crafted item will be when crafted by this unit
  • Fixed potential crash when unit/container updates while inventory is open
  • Fixed selection not respecting view slicing with tiles
  • Fixed not being able to remove areas
  • Fixed spawned gates showing owner as ?
  • Useable abilities no longer have fixed positions in the menu
  • Made spells be able to target items in the inventory and not target things behind the GUI
  • Fixed Spear/Pike flickering when in standing guard animation
  • Fixed not being able to coat items in potions
  • Fixed stockpiles, empty flask onto..., and similar buttons sometimes not showing their description while active
  • Renamed singleplayer menu buttons
  • Double day duration
  • Active buttons that are hovered over now show a seperate graphic


Also, with this patch I started using unit tests so that should help improve bugginess over time and generally prevent something old breaking without me noticing.

For the next patch I hope to do less techy stuff and more just content adding.

Anyway as always if you want to keep up with development have a look at the games website:
Dungeoncraft.draig.de or follow me on twitter @Zinnusl.

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Post comment Comments  (30 - 39 of 39)
Shirby May 25 2013, 3:48pm says:

Really really interesting, Im just not entirely about whats in the current version and do you have any plans to increase the graphics/animations and do you have any plans on adding some sorts of traps or something similiar in that regard?
Keep it up and defenitely tracking!

+2 votes     reply to comment
themoomaster May 20 2013, 2:24pm says:

This shows much potential, however, the animation and graphics are a little unnapealing. That being said gameplay is much more important than graphics, keep your eyes on the prize, this game might be going places!

+4 votes     reply to comment
azura135 May 17 2013, 3:12pm says:

The game says singleplayer, multiplayer and co-op, when will the multiplayer and co-op be implemented? I'm super interested in this game and the concept is what i've been looking for for so long, I can just imagine building a huge fort with friends in this game or battling it out for resources in some kind of multiplayer.

So before I buy this.. when is multiplayer coming out? ^^

+2 votes     reply to comment
Zinnusl May 17 2013, 3:20pm replied:

How come you think it isn't implemented? It's definitely in there.
For news (like current features, devlog #1) you might have missed, look on indiedb.
Not gonna repost the news from there on Desura.
(Somehow linking to indiedb will come out as an link to desura o_O.)

+2 votes     reply to comment
azura135 May 17 2013, 4:57pm replied:

Wow that's awesome that there's already multiplayer, how does it work? as in just with my buddies over my internet or "server" kinda things?

+1 vote     reply to comment
Zinnusl May 17 2013, 5:32pm replied:

Both is possible.

+1 vote     reply to comment
Zinnusl May 17 2013, 5:53pm replied:

Or more accurately playing singleplayer simply launches a "silent" server that doesn't allow any additional players to connect and closes when there are no players, "Host Game" launches a server which allows players to connect, and "Host Dedicated" opens a server with console and closes the client. You can also host a server from the command line via adding -dedicated to the starting parameters of the executable.
The server will always use an existing Save folder.

+2 votes     reply to comment
ceriux Apr 19 2013, 10:21am says:

seems interesting, would like to see more work done. maybe some more attractive texturing.

+5 votes     reply to comment
FahriAuditore Apr 17 2013, 1:54am says:

Seems interesting,Keep up the good work!! Tracking!!

+4 votes     reply to comment
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Real Time Strategy
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