HomeGamesUpdatesPricingMethodology
Steam News27 November 20257mo ago

#2 Dungeon Settlers Devlog

Hello everyone! It has been nearly two months since our developers entered the “development cave.” Since the release of the Alpha 3 playtest version, we have received a wide range of feedback.

In this update4

Full notes

Full Dungeon Settlers update

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

Repeated intro

Hello everyone!

What changed

0 fixes6 additions13 changes1 removal
  • Gameplay
  • Fixes
  • Events
  • Balance
  • UI and audio
  • Maps
changedWhat will Dungeon Settlers look like when it is finally complete? Our upcoming development plans are organized on the roadmap page, which I keep updated regularly:
changedMajor FeaturesDungeon Settlers is built upon two core pillars: a colony simulation and a dungeon crawler. The process of creating a hybrid foundation where both genres meaningfully combine took an enormous amount of time. There are many systems required for the gameplay to function, and as those systems began interlocking, the complexity of development escalated sharply.
changedMajor FeaturesThose who have followed us since the early days may remember that we once underwent a technical reconstruction so drastic that it was akin to remaking the game from the very beginning. Before attempting it, we could not be certain it would even be possible, and the process was incredibly challenging and painful for the development team. However, through Alpha 3, we finally confirmed that our technical foundation is solid and scalable, and that the core gameplay experience we envisioned truly works. This was all possible thanks to your support.
addedMajor FeaturesNow, the main skeleton of the game is nearly complete. From here, we plan to add several missing “bones” and begin fleshing out the experience.
addedMajor Features(3) NPCs Although the dungeon is already an intriguing environment, it still feels rather empty. In particular, the lack of NPCs players can meaningfully interact with has left a notable gap. In the future, we will be adding various NPCs who can interact with the player in various ways. You may receive quests from NPCs you encounter, and some may lead to follow-up meetings. NPCs who are initially cautious may begin trading with you after several encounters, and under certain circumstances, some may even join the expedition as a new member.
changedMajor Features(5) Pathfinding Improvements

Dungeon Settlers changes

changedWhat will Dungeon Settlers look like when it is finally complete? Our upcoming development plans are organized on the roadmap page, which I keep updated regularly:
changedDungeon Settlers is built upon two core pillars: a colony simulation and a dungeon crawler. The process of creating a hybrid foundation where both genres meaningfully combine took an enormous amount of time. There are many systems required for the gameplay to function, and as those systems began interlocking, the complexity of development escalated sharply.
changedThose who have followed us since the early days may remember that we once underwent a technical reconstruction so drastic that it was akin to remaking the game from the very beginning. Before attempting it, we could not be certain it would even be possible, and the process was incredibly challenging and painful for the development team. However, through Alpha 3, we finally confirmed that our technical foundation is solid and scalable, and that the core gameplay experience we envisioned truly works. This was all possible thanks to your support.
addedNow, the main skeleton of the game is nearly complete. From here, we plan to add several missing “bones” and begin fleshing out the experience.
added(3) NPCs Although the dungeon is already an intriguing environment, it still feels rather empty. In particular, the lack of NPCs players can meaningfully interact with has left a notable gap. In the future, we will be adding various NPCs who can interact with the player in various ways. You may receive quests from NPCs you encounter, and some may lead to follow-up meetings. NPCs who are initially cautious may begin trading with you after several encounters, and under certain circumstances, some may even join the expedition as a new member.

It has been nearly two months since our developers entered the “development cave.” Since the release of the Alpha 3 playtest version, we have received a wide range of feedback. Before moving forward with development, we revisited all aspects of the game and established a plan to ensure we continue to evolve while preserving the core fun and direction of Dungeon Settlers.

What will Dungeon Settlers look like when it is finally complete? Our upcoming development plans are organized on the roadmap page, which I keep updated regularly:

https://www.notion.so/Dungeon-Settlers-Roadmap-6ce7dccf932a4c59a6c2ea04e9ec730e?pvs=21

In today’s DevLog, I will introduce the major tasks currently underway as we prepare for the Early Access launch scheduled for the third quarter of 2026.

Major Features

Dungeon Settlers is built upon two core pillars: a colony simulation and a dungeon crawler. The process of creating a hybrid foundation where both genres meaningfully combine took an enormous amount of time. There are many systems required for the gameplay to function, and as those systems began interlocking, the complexity of development escalated sharply.

Those who have followed us since the early days may remember that we once underwent a technical reconstruction so drastic that it was akin to remaking the game from the very beginning. Before attempting it, we could not be certain it would even be possible, and the process was incredibly challenging and painful for the development team. However, through Alpha 3, we finally confirmed that our technical foundation is solid and scalable, and that the core gameplay experience we envisioned truly works. This was all possible thanks to your support.

Now, the main skeleton of the game is nearly complete. From here, we plan to add several missing “bones” and begin fleshing out the experience.

(1) Equipment Repair This was one of the most frequently mentioned points in player feedback. Equipment broke far too easily, and the inability to repair it created significant frustration. In future versions, equipment will require more resources to craft, but will last much longer, and players will be able to repair it at a repair station at the cost of appropriate materials.

(2) Task Priority

Steam post imageThis feature has been missing just as crucially as if the game lacked shoulder bones. It is an essential system expected in any colony sim. Going forward, players will be able to assign priority levels for different task types to each member, allowing units to act based on those priorities. At last, you will be able to stop lizardmen from wandering around the research table—hooray!

(3) NPCs Although the dungeon is already an intriguing environment, it still feels rather empty. In particular, the lack of NPCs players can meaningfully interact with has left a notable gap. In the future, we will be adding various NPCs who can interact with the player in various ways. You may receive quests from NPCs you encounter, and some may lead to follow-up meetings. NPCs who are initially cautious may begin trading with you after several encounters, and under certain circumstances, some may even join the expedition as a new member.

(4) Farming It was intentional that the settlement provides only limited resources. However, having to repeatedly venture into the dungeon solely to gather food 'for all members' became tedious. Going forward, players will be able to discover farmable plants such as oats within the dungeon and grow them in fields built in the settlement. We expect this system to help strengthen the settlement experience, which many players felt was lacking. However… will lizardmen truly enjoy grain porridge? Farming certainly won’t solve everything.

(5) Pathfinding Improvements

Steam post imageThere were times when enemies ignored the warrior intentionally blocking a narrow passage and simply passed through to attack the rear line. In a strategy game, that should never happen. We agree—and this issue has been fixed in dev build. Enemies can no longer pass through allied units. In addition, the lag that occurred when barricades blocked enemy routes has also been resolved. This remains a technically complex system, so further testing will continue.

(6) Random Events The many stats, traits, and effects within the game will soon become ingredients for the various events that occur in the world of Dungeon Settlers. A lizardman may challenge another member to prove who is the strongest warrior of the tribe, while a gambler might offer the expedition leader a bet. A senior member may offer helpful advice to newly recruited members.

Various situation-based events can also occur inside the dungeon. A pessimistic unit may oppose your decision to delve deeper, and during magical oversaturation caused by certain environmental effects, elves may hear the voices of mysterious spirits calling to them.

Content

(1) Regions

Beyond the Forest Dungeon lies the next area, the “Festering Burrow” This region was once used by the mages of the Elros Empire as a dumping ground for magical waste and discarded experimental materials. For underground creatures such as the Gloth, however, this has become their only habitat. Unfortunately, the cramped and foul-smelling burrows are also home to goblins. So they are basically in constant struggle for survival.

(2) Monsters Monsters in the forest region were designed to offer easy-to-read encounters appropriate for early gameplay. Starting from Region 2, however, players will experience deeper, more strategic challenges.

Steam post imageSteam post image

Gloths tend to move in packs, and their elder leaders will charge forward, destroying anything blocking their path. Goblins, though only modestly intelligent, have devised their own way of dealing with enemies and have learned to make use of simple tools.

And there will be a powerful new Boss monster demanding deep strategic gameplay.

(3) Dungeon Event Rooms In Alpha 3, only a minimal number of event rooms were implemented to demonstrate gameplay samples. As a result, after several expeditions, players quickly learned what to expect, reducing the sense of discovery. Additional event rooms are planned for both Region 1 and Region 2. Players may encounter remnants of ancient magical research, find something that talks too much endlessly, or get into a place intended for demonic worship.

(4) Skills

Steam post imageCurrently, only the first line of each skill tree is available. This restricts growth and limits the variety of strategic party compositions. We are now developing new skills that units can learn as they grow to level 5.

For example, you may be able to drop a glacier to block enemy movement, or use explosion spell to deal massive damage to target area.

Steam post imageSteam post image

(5) Glades

Many players assumed that the area outside the settlement was the sea, but in fact it is land overrun by thorny vines and corruption caused by the dungeon’s dark energy. In future versions, players will be able to use mana stones to craft special consumables that can clear these thorny vines, allowing the settlement to expand.

Removing the vines will also open paths leading to 'Glades' which may contain special buildings or valuable resources. While the exact contents are not yet finalized, we intend for these areas to offer interesting and meaningful choices.

Other

(1) Unit Interactions Currently, units only act according to rules without any reactions, which makes them feel less alive. To bring more vibrancy to the settlement, we plan to add interactions such as greeting each other or engaging in casual conversation. Depending on their race and personality, units may respond to each other in different ways.

(2) Mental Breakdown Future versions will introduce portrait changes showing unit’s mental collapse.

Due to cost limitations, only “Panic” exists at the moment, but more diverse mental collapse types will be added before the full release.

(3) And Many More In addition to the above, we are preparing many other improvements. These include UX and usability enhancements, systems for carrying unit and surgery, additional traits, dungeon safe floor, dungeon-exclusive special items, and more exciting content.

Closing

We will continue to share updates through our official Discord and DevLogs. Because we believe that iteration based on real gameplay experience is essential for creating a great game, we also plan to run a “Supporters Program” at the appropriate stages of development. Through this program, a limited group of community members will be able to test newly developed content ahead of time and contribute meaningful feedback to the development process.

The first Supporters Program is planned for around January to February next year, though the exact schedule has not yet been finalized. More detailed information will be announced in the future.

Since it has been a while since our last DevLog, this entry became quite long. Thank you for reading. Dungeon Settlers is a game shaped entirely through your support and encouragement. We kindly ask for your continued interest as development progresses.

Thank you.

Source

Steam News / 27 November 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.