HomeGamesUpdatesPricingMethodology
Steam News14 July 20223y ago

v1.0

Hello everyone, We've finally reached the last content-focused update for Dungeons of Voidria! When I first launched the game in early access, I planned for the game to be fully released in around 3 months...

Full notes

Full Dungeons of Voidria update

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

Repeated intro

Hello everyone,

What changed

0 fixes22 additions5 changes0 removals
  • Gameplay
  • Store
  • Events
  • UI and audio
  • Balance
addedHaving played incredible games for years, it's tempting for me to hesitate and keep the game in development for longer in an attempt to make the game "perfect". While there are always more to add and improve on, I feel the game has reached a state where I am happy with and proud of, and can call finished.
addedNew Additions and Changes
addedAdded the final Heart upgrade + ending cinematics
addedAdded a new theme for the restored Lobby
changedLowered the number of Void Fragments needed to level up Heart. Void Fragments earned from each run increased slightly
addedAdded a new Lobby NPC that sells cosmetic items!

Dungeons of Voidria changes

addedHaving played incredible games for years, it's tempting for me to hesitate and keep the game in development for longer in an attempt to make the game "perfect". While there are always more to add and improve on, I feel the game has reached a state where I am happy with and proud of, and can call finished.
addedNew Additions and Changes
addedAdded the final Heart upgrade + ending cinematics
addedAdded a new theme for the restored Lobby
changedLowered the number of Void Fragments needed to level up Heart. Void Fragments earned from each run increased slightly

We've finally reached the last content-focused update for Dungeons of Voidria! When I first launched the game in early access, I planned for the game to be fully released in around 3 months... and here we are, almost exactly 1 year after. However, this past year has been very fruitful, and I am proud of how far this game has come. This journey wouldn't have been as fruitful without everyone's suggestions and bug reports, so as always, thank you, truly!

Having played incredible games for years, it's tempting for me to hesitate and keep the game in development for longer in an attempt to make the game "perfect". While there are always more to add and improve on, I feel the game has reached a state where I am happy with and proud of, and can call finished.

Below are the patch notes for this update. I hope you'll enjoy it!

Thanks for everything, Toblue

Steam post image

-

v1.0 Patch notes

New Additions and Changes

  • Added the final Heart upgrade + ending cinematics

  • Added a new theme for the restored Lobby

  • The order in which Lobby NPCs appear have been rearranged

  • Lowered the number of Void Fragments needed to level up Heart. Void Fragments earned from each run increased slightly

  • Added a new Lobby NPC that sells cosmetic items!

  • Added ~50 cosmetic items

  • Added 5 new Challenge Levels

  • Added a new playable class

  • Added 11 new spells

  • Added 14 new trinkets

  • Added 27 new skills

  • Added 3 new items

  • Added a new player upgrade: Synergy Pedestal

  • Added a new enemy upgradeRoaming Enemies 2 (adds 3 new enemies )
  • Added a unique class ability for The Neutron (unlocked through Challenge Levels). The Neutron can start with any 2 skill, trinket or spell, as long as they are unlocked in the Compendium. Open the Compendium as The Neutron and hover over the top left icon for more details. This essentially acts as a"Custom Run" mode

  • Added all mimic skills to the Compendium

  • Added 8 new interactable structures

  • Improved several interactable structures with more options; sprites improved

  • Added more optional room types

Other Additions

  • Added multiple save files support

  • Reworked title screen

  • Added an option to stop the game from running when in background

  • Added 4:3 aspect ratio support (though not everything will look ideal)

  • Added the option "Use Height Scaling" in the options menu (default off). !! This option is recommended to be toggled on for players with wide aspect ratios (21:9)!!

Improvements and Gameplay Changes

  • Polished skill animations; animations are a little quicker; trail effects are cleaner; this is done to allow status icon updates to be more responsive Slightly detailed explanation because obviously everyone wants to know:

    If you queue 2 skills that inflict the same debuff e.g. shocked for 2 turns, when the first skill's animation finishes, the enemy would have shocked for 4 turns, and after the second skill's animation, the enemy will still have shocked for 4 turns (this is logically correct, but visually it might seem like the second skill did nothing). This is because skills' effects need to be triggered immediately for the following skills' calculation to be correct, so before the animation finishes, the skill's effect would've already triggered. Now, after the adjusting the animation timings, the enemy will visually have shocked for 2 turns after the first skill, and shocked for 4

Source

Steam News / 14 July 2022

Open original post

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