For more updates you can check out the kickstarter here


Dungeon Saviors will be a 2D action rpg dungeon crawler set on a far away unknown planet.




Planned Features





  • This game will stay true to the holy trinity. You'll have a higher chance of surviving if you have a tank, dps, and a healer in your party.
  • Up to 4 player couch coop, online multiplayer will be added as a stretch goal.
  • If you don't have friends then expect to die a lot, but all the rewards and exp will belong to you.
  • Semi-Procedurally generated dungeon floors with randomized events, who knows what you'll come across.
  • Expect traps, puzzles, and many other random events that will happen each floor. (eg: you stumble across a cross eyed little girl and a baby dire wolf with heterochromia tied up and dangling over a lava pit, you can only save one of them due to "circumstances". Saving the little little girl would have earned you some old popcorn she had in her pocket followed by the little girl accidentally tripping a trap boulder that crushes her, but saving the puppy would've gained you a badass party member equipped with its own ai, skills, and inventory.)
  • The tilesets will change every 8-12 floors, with a boss and a safe haven somewhere in between.
  • While in the dungeon if you stumble across a haven you can teleport back to town, talk to the other saviours, or replenish supplies and venture on.
  • As you dive deeper into the dungeon you may encounter trapped humans, Save them and they will return to town and settle in.
  • When you gather townsfolk, you'll notice them making changes to the town, it'll develop more buildings and end up expanding. eventually you will be able to access more shops, characters, events, and maybe claim land as your own.
  • Each monster has their own unique attack patterns that will require skill and reaction speed over memorization to beat.
  • Each boss will be hard and learn to adapt to your play style. Teamwork will by very important in this game.
  • Monsters have a chance to drop items and resources, which you can use to craft and upgrade gear, the harder the monster the better the chance you'll get a piece of gear.
  • Gear will be provide additional effects and stats to help you along your way and might even be upgradable.
  • Each saviour can use a specific set of weapons with their own unique skill for each weapon.
  • Skills can be leveled up by using exp points you earn from each floor, but only at a shrine located in town.
  • A huge skill tree will allow you to mold your saviour to fit your play style, the farther you get in the skill tree the more paths you can access.
  • If you perish in a dungeon you will black out losing a chunk of exp points and some coin before waking up back at the town clinic.
  • For more updates you can check out the kickstarter here


About the development



This game is made using the Unity 3D engine programmed in C#, it has been undergoing development since 11/2015 by one of the team members (that's me!) at SchwiftyStudios a small indie dev team.

Right now I am using low-res art I made in gimp a while back. As you can see I am not much of an artist. I started using Unity about 2 years back and I fell in love with programming AI and Physics. If this project gets funded you can expect me to commision a few artists for higher quality textures and maybe a different art style if the backers approve. If that day comes I will look to my backers for which style to go for. As of right now here is a taste of some alpha mechanics and ai.

My goal was to make it so that I didn't even know what my mobs ai would do next.(I succeeded btw)

I think I went through an archer phase...

The gameplay you see here was taken in early alpha.

Stress testing proved a total of 50 mobs on a Asus, Q502La handles nice, you can expect some crazy events. :)


Melee AI stress testing. Handled nice with integrated graphics and before compiling.

For more updates you can check out the kickstarter here


Early alpha telegraph system.


You can expect bright and colorful lasers to be a thing if this project is funded.


Say hello to a few prototypes that were meant to be the guardians of the dungeon, each equipped with their own unique attack patterns and style.


Melee combat is my favorite to code so far. :)


Cluster generation was pretty dope.

For more updates you can check out the kickstarter here


Stress testing my pathfinding algorithm used for projectiles and mob patrolling.


Randomization during alpha builds.

For more updates you can check out the kickstarter here


Man I love lasers.


What do you think of this art style? This is the first style I worked with, seems nice to me, but limits the variations of combat in my opinion.

For more updates you can check out the kickstarter here

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Post comment Comments
mariuscojocaru
mariuscojocaru - - 36 comments

you should keep working on this project and release it on as many platforms as possible :D

Reply Good karma Bad karma+2 votes
Strayfox
Strayfox - - 40 comments

I can scarily relate to having a busy life get in the way of your project, but it's awesome that you still have a passion to bring it about. I say: go for it!

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metalizer101
metalizer101 - - 37 comments

yes, you should.

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