VOGONS


Reply 60 of 66, by zyzzle

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Played 1.7 for awhile last night. The game is much improved, with the quests and the new milestones. Are there only 20 floors, or is there something specifically to look for after the 20th floor needed in order to win the game? Are you going to expand the game beyond 20 levels? All of the new monsters make for a very rich and enjoyable game.

The towns add a ton to the game. This is the best addition. I love interacting with the NPCs. Always has interesting results.

The smithing system is a bit complex, but I like that it's an "optional" part of the game. You may use it or not, depending on your preferences for a more robust experience. I also found that NPCs will kill monsters for you... nice.

Reply 61 of 66, by delinthe

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Hey Zyzzle really glad you're liking the new version! So for the purposes of the story the game is currently capped at 20 floors. I'm working on what my plans are for going deeper outside of the story, or perhaps adding in additional side dungeons etc.

In order to win the game you need to find all four hidden dungeons in each of the four towns, and then find and defeat all of the bosses. There are currently two endings, a good ending, and a bad ending depending on if you do that.

Glad you're liking the towns, they still need quite a bit of polish and to be fleshed out, but I wanted to get this version out to everyone sooner rather than later.

Yea the smithing system is one of the more complicated, I think going forward i'm going to add more systems that allow for depth if it's up the players alley, but aren't required.

Just out of interest how far have you managed to go?

Reply 62 of 66, by zyzzle

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delinthe wrote on 2026-07-23, 19:10:

Just out of interest how far have you managed to go?

So far I've made it to floor 12 and am working on some of the milestones. They make for great replayability, extend the game. Trying to make it to room 20, have found two secret dungeons so far.

Reply 63 of 66, by delinthe

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vzV5Q0S.pngWorking on version 1.8 already, first up the long delayed quest system! so far have 16 different types of quests, some of which are alignment gated. Also playing with a lot of quality of life improvements to make the gameplay smoother, less pop up messages while exploring the dungeon in favor of a message bar/log. Things like trap triggers, salvage messages, shrine explosions, stuck/locked doors, npc/mob fights, etc will (if this works as intended) flash into the status bar at the bottom and save to a ring buffer in memory allowing you to use the L key to display the last 50 messages.

Reply 64 of 66, by delinthe

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reF6uoZ.png1pKtNVT.pngQuick preview of the new messaging system. Most messages will pop up on the bottom line of the status bar until you press a key. Pressing a key isn't a blocking action so whatever key you press actually occurs too. The goal here is to stop the gameplay less often to clear pop up messages just making everything flow more naturally. You can also hit L to see a message log containing the trailing 50 messages. This and the quest system are still very much a work in progress at this point but they're working at a high level.

Need to figure out why it's putting that giant gap after the word Close at the bottom. I'm 100% sure I'm telling it just to clear enough characters for the string "Esc: Close". One of about 14 things I added to my little playtest notebook last night 😁

Reply 65 of 66, by delinthe

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A few more days of progress to report!

  • New weapon classes including off-hand weapons allowing dual strikes, two handed weapons, Area of Effect melee weapons that can hit multiple enemies (albeit with a reduced hit chance, and damage), wands and staves that give you access to free spells with a limited number of charges
  • Five weapons for each new class
  • Multiple new legacy milestones (one for each of the four new weapon types) which unlock the epic tier weapon for each class
  • Player and enemy counter strikes with a chance to counter hits, and a greater chance to counter misses
  • Quality of life improvements to messages in the dungeon most now display in the status bar and are non-blocking persisting until you press a key
  • Rolling message log bound to the l key with the last 50 messages including battle rewards (No more oops i hit enter and didn't see what I got from that battle!)
  • New examine feature bound to the x key allowing you to look at the neighboring locations to get brief descriptions
  • New glyphs for locked wood and iron doors so you don't mistakenly consume your keys walking into locked doors
  • A small mountain of bug fixes, and a bunch of assorted small tweaks and refinements.

Reply 66 of 66, by zyzzle

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Great progress! Game is looking outstanding and more robust by the week...