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Steam News20 March 20206y ago

Before There Is An Endgame, There Must Be A Game

Hey everyone- I hope you're staying safe and quarantined out there! It's a weird time, for sure. So the endgame for Soda Dungeon 2 is something I see players ask about every now and then.

Full notes

Full Soda Dungeon 2 update

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

Repeated intro

Hey everyone- I hope you're staying safe and quarantined out there! It's a weird time, for sure.

What changed

1 fix3 additions2 changes0 removals
  • Store
  • Balance
  • Events
  • Gameplay
  • UI and audio
addedSee, Soda Dungeon 1 didn't really have an endgame until we realized that players were pushing far beyond the game's core 1000 levels. The relics + essence system were our way of saying "go nuts! have fun!" It wasn't until later that we added caps, the dimensional shop, the Lair of Despair, and more.
changedSD2 follows a similar formula: Ten dimensions of story content spread across 1000 levels. And we can be fairly sure that many will grind beyond that this time. Here's the problem: SD1 and SD2 are still different games with different scaling, damage formulas, stats, strategies, and more.
fixedHere's what I CAN tell you: First, we have an expanded selection of expensive cosmetics to buy with gold. Multiple styles of tables, stools, flooring, etc for your Tavern. Also another type of customization I can't mention yet. Second, you can bank as much gold as your heart desires now that we fixed the limit that Soda Dungeon 1 had. Third, now that we have character masteries, it's gonna take some time to get all your fighters to level 50. And lastly, we DO have a couple things sprinkled in at higher levels, but you'll have to wait and see what those are.
addedIn the meantime we're locked and loaded with ideas, eagerly awaiting to see what you give us. Although the game will launch with one dungeon, we have most of the artwork prepped for a second one. We have a list of ideas for how to expand the mastery system for rewards beyond level 50. New Arena challenges, town structures, customizations, and item enhancements are just some of the things we'd like to touch on in future updates.
addedOh, as for development progress: In-game stats are now finished and include an expanded selection of data to peruse. 32 new achievements are also waiting for you:
changedRight now we're trudging through a lot of localization work, which can be tedious. We're also testing many things like making sure that cross-platform file transfers work, that achievements unlock on each platform, and more. We're also putting together a marketing plan for launch. The gaming space is crowded these days so we have to work extra hard to get everyone's attention.

Soda Dungeon 2 changes

addedSee, Soda Dungeon 1 didn't really have an endgame until we realized that players were pushing far beyond the game's core 1000 levels. The relics + essence system were our way of saying "go nuts! have fun!" It wasn't until later that we added caps, the dimensional shop, the Lair of Despair, and more.
changedSD2 follows a similar formula: Ten dimensions of story content spread across 1000 levels. And we can be fairly sure that many will grind beyond that this time. Here's the problem: SD1 and SD2 are still different games with different scaling, damage formulas, stats, strategies, and more.
fixedHere's what I CAN tell you: First, we have an expanded selection of expensive cosmetics to buy with gold. Multiple styles of tables, stools, flooring, etc for your Tavern. Also another type of customization I can't mention yet. Second, you can bank as much gold as your heart desires now that we fixed the limit that Soda Dungeon 1 had. Third, now that we have character masteries, it's gonna take some time to get all your fighters to level 50. And lastly, we DO have a couple things sprinkled in at higher levels, but you'll have to wait and see what those are.
addedIn the meantime we're locked and loaded with ideas, eagerly awaiting to see what you give us. Although the game will launch with one dungeon, we have most of the artwork prepped for a second one. We have a list of ideas for how to expand the mastery system for rewards beyond level 50. New Arena challenges, town structures, customizations, and item enhancements are just some of the things we'd like to touch on in future updates.
addedOh, as for development progress: In-game stats are now finished and include an expanded selection of data to peruse. 32 new achievements are also waiting for you:

So the endgame for Soda Dungeon 2 is something I see players ask about every now and then. In the interest of transparency, I wanted to give a short and simple answer: we have a list of content ready to develop but we need to see how you play the game first!

See, Soda Dungeon 1 didn't really have an endgame until we realized that players were pushing far beyond the game's core 1000 levels. The relics + essence system were our way of saying "go nuts! have fun!" It wasn't until later that we added caps, the dimensional shop, the Lair of Despair, and more.

SD2 follows a similar formula

Ten dimensions of story content spread across 1000 levels. And we can be fairly sure that many will grind beyond that this time.

Here's the problem

SD1 and SD2 are still different games with different scaling, damage formulas, stats, strategies, and more.

Let's pick a favorite milestone from SD1: reaching level one million. (When I say favorite I just mean based off of the conversations I see in our Discord channel). Don't feel bad if you never got there, I don't think I ever could. But let's say we decided to build some cool content based on level one million in SD2. It could turn out that there's an OP combination of skills + equipment that leads you there much sooner than we'd expect. Observing data from our early players is what lets us shape the endgame experience.

Here's what I CAN tell you: First, we have an expanded selection of expensive cosmetics to buy with gold. Multiple styles of tables, stools, flooring, etc for your Tavern. Also another type of customization I can't mention yet. Second, you can bank as much gold as your heart desires now that we fixed the limit that Soda Dungeon 1 had. Third, now that we have character masteries, it's gonna take some time to get all your fighters to level 50. And lastly, we DO have a couple things sprinkled in at higher levels, but you'll have to wait and see what those are.

In the meantime we're locked and loaded with ideas, eagerly awaiting to see what you give us. Although the game will launch with one dungeon, we have most of the artwork prepped for a second one. We have a list of ideas for how to expand the mastery system for rewards beyond level 50. New Arena challenges, town structures, customizations, and item enhancements are just some of the things we'd like to touch on in future updates.

Oh, as for development progress: In-game stats are now finished and include an expanded selection of data to peruse. 32 new achievements are also waiting for you:

Right now we're trudging through a lot of localization work, which can be tedious. We're also testing many things like making sure that cross-platform file transfers work, that achievements unlock on each platform, and more. We're also putting together a marketing plan for launch. The gaming space is crowded these days so we have to work extra hard to get everyone's attention.

But the release date, you ask? Well.. we have one internally. And we're like 99% sure we got it right this time D: But! we want to prep a special announcement for you. Hang in there friends <3

Source

Steam News / 20 March 2020

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