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Steam News8 January 20265mo ago

Dev Diary Day 7

I worked on polishing up the abilities manual activation when in direct control of a unit. I really REALLY did very little today. I made hummus, which is good. I bought food, thats always nice. I went for a walk. Uh..

Full notes

Full Dungeon Flop update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix2 additions11 changes0 removals
  • Store
  • UI and audio
  • Gameplay
  • Balance
  • Compatibility
changedGAH! I ALMOST FORGOT ABOUT THIS! ZOMG! I made a commercial for the game! thats cool. Its for a bike shop that i go to, they have a BOYB kind of party thing on the 2nd saturday of each month. And i enjoy playing my synths down there, bleep bloop.
changed⚔️ Combat Systems ProgressRanged Attacks Finished untangling direct-control vs tactical targeting. Standardized how ranged abilities read aim input and range. Clarified the contract between ability logic and aim UI so ranged attacks actually fire when under direct control.
fixed⚔️ Combat Systems ProgressBeam Abilities Built a proper [c]BeamAbilityBase[/c] that: Channels over time Drains resources per second Uses a LineRenderer for continuous damage Fixed the “beam isn’t shooting” issue by aligning it with the existing direct-control interface instead of inventing new hooks. Implemented Direct Beam Aim UI so beams: Track mouse position correctly Only channel while input is held Cleanly start/stop visuals, audio, and damage
changed⚔️ Combat Systems ProgressMelee Attacks Confirmed melee, ranged, and beam attacks now all share the same direct control philosophy : AbilityBase handles rules Aim UI handles input + visualization No ability fires unless the control mode explicitly allows it
changed🏃 Movement AbilitiesFinalized MovementAbilityBase for dash / leap / charge-style abilities
added🏃 Movement AbilitiesAdded optional range visualization : Circular fill + outer ring Dynamically scales with EffectiveRange

GAH! I ALMOST FORGOT ABOUT THIS! ZOMG! I made a commercial for the game! thats cool. Its for a bike shop that i go to, they have a BOYB kind of party thing on the 2nd saturday of each month. And i enjoy playing my synths down there, bleep bloop.

I extended the Aiming stuff for beam weapons and ranged weapons. So now you can possess a party mob and fire stuff off, so thats fun. That was hard, but not that hard to implement because i had most of it there already. Right now its been kind of high level stuff, nothing gritty, nothing to show PROGRESS.

I will keep this short because i still want to post before midnight (AND I MUST SHEEP). Thats about it then. Let me pass this over to Chat BOI.

Thinking of developing the decision making framework (AI) that I invented? maybe. I'm tired so i dunno. lolz. Dflop has a modified version for its dialogue system, so i dunno.

https://roll4d4.github.io/KLEP/

🛠️ Dungeon Flop – Dev Diary (Today)

Today was a systems + presentation day, tying together combat input, visuals, and tone.

⚔️ Combat Systems Progress

  • Ranged Attacks

    • Finished untangling direct-control vs tactical targeting.

    • Standardized how ranged abilities read aim input and range.

    • Clarified the contract between ability logic and aim UI so ranged attacks actually fire when under direct control.

  • Beam Abilities

    • Built a proper [c]BeamAbilityBase[/c] that:

      • Channels over time

      • Drains resources per second

      • Uses a LineRenderer for continuous damage

    • Fixed the “beam isn’t shooting” issue by aligning it with the existing direct-control interface instead of inventing new hooks.

    • Implemented Direct Beam Aim UI so beams:

      • Track mouse position correctly

      • Only channel while input is held

      • Cleanly start/stop visuals, audio, and damage

  • Melee Attacks

    • Confirmed melee, ranged, and beam attacks now all share the same direct control philosophy:

      • AbilityBase handles rules

      • Aim UI handles input + visualization

      • No ability fires unless the control mode explicitly allows it

🏃 Movement Abilities

  • Finalized MovementAbilityBase for dash / leap / charge-style abilities

  • Added optional range visualization:

    • Circular fill + outer ring

    • Dynamically scales with EffectiveRange

  • Locked in the flow:

    1. Aim

    2. Validate destination

    3. Execute movement coroutine

    4. Impact / cleanup

This gives movement abilities the same clarity and consistency as combat abilities.

🎬 Presentation & Style Work

  • Leaned hard into vaudeville / silent-film framing for the game’s tone

  • Created:

    • Old TV test-pattern screens with goblins

    • Silent-film style intertitle cards

    • “Step One: Kick Down the Door” visual gag

  • Built a CRT / tube warp stack in Premiere:

    • Lens Distortion for screen bulge

    • Grain, blur, noise, and vignette

    • Radial wipes for countdowns and scene transitions

This locks the marketing visuals to the same theatrical identity as the game itself.

🧠 Big Picture Win

By the end of the day:

  • Melee, ranged, beam, and movement abilities all follow the same mental model

  • Input, targeting, visuals, and execution are cleanly separated

  • The game feels more intentional, both in play and presentation

This was a glue day — fewer new features, but everything fits together better.

Source

Steam News / 8 January 2026

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