The PnP that was posted Friday had a couple errors - the Large cards were from a previous version, apologies for that (it was corrected later Friday). Escape The Dungeon! / Bonus Dungeons PnP: https://www.onedeckdungeon.com/Escape_BonusDungeons_9Up_PnP.pdf
In the second PDF we have the new Escape The Dungeon! mode and the alternate challenge bosses (This PDF contains all 6 Forest of Shadows dungeons/bosses). Here's a meaner Poison Elemental:
Each alternate boss/dungeon places a new twist on their idea. The Poison Elemental now restricts dice during the boss fight instead of exiling poison tokens. They're hard! Good luck :)
Greetings adventurers. I want to apologize again for the delay in this update, which was planned for the end of December. "The first few days of January will be fine, not too late," I said to myself, before encountering the January card. (And as a bonus, we're about to get steamrolled by 2 feet of snow Sunday night!)
A second computer catastrophe arrived, with a friend's ransomware infection spreading to my machine - thankfully only partially! My Discord account was briefly the victim of a session hijack, but I got it quickly under control before any significant damage was done. I got disconnected from a few servers and lost my friends list - annoying, but not the end of the world. To be safe, did a full wipe, format + reinstall of everything on my main computer, along with updating every single password I use just in case they were exposed. Its taken a week+ to get everything back in operation, but I'm now 99% there! Woo.
For Dungeon, nothing in our Google Drive was compromised (Art, older games, etc), but I did lose some local/temporary work files that were just on my machine, which unfortunately included the Print + Play stuff. I've finished rebuilding most of that, and you can find the updated PnP at:
This contains a number of wording fixes + other small typo changes since the last PnP. In terms of balance changes, there are a few, but mostly things are okay!
Heroes Shade: Changed Smokescreen to be more interesting and flow better. More door-opening! Smith: Made Tinker slightly better (can return 1 or 2 forged fuel now)
Skills Cunning Blow: A little too strong, now gives a boost instead of agi-5 Infusion: Reduced to increase four dice from five
Dungeons Arena of Fire: 3rd floor Peril box 4->2 (look how nice we are!) The Obsidiarmy: Changed one box from 5-6 (nevermind) Tropic of Lava (Floor 2): Changed from exact match to within-1.
Next up are the Escape Mode and Alternate Dungeon changes. We'll be showing those Sunday at 1PM Eastern on Twitch (twitch.tv/asmadigames/ ) - I'll be streaming my InDesign adventures re-building those parts of the file and then putting out the PDF file for you all. If you've got any design questions or just want to hang out and hear more, come join!
Escape the Dungeon! (Formerly "Escape Mode")
The "Escape the Dungeon!" game module allows you to risk some of the campaign mode checkmarks you've earned at the conclusion of a successful dungeon run. You will face three Escape Challenges - each success will earn you checkmarks, each failure will cost them. Here's how it works:
1) Plan Your Route Flip the top three cards of the Escape Deck face-up, in a line. You may discard and replace an Escape Card by discarding one of your Skills or Potion Tokens, as many times as you want (until you're out of them!). Each discard represents finding an alternate route out of the dungeon!
2) Assign Dice Gather your full pool of dice (including items and your encounter bonus) and divide them among the three Escape Cards.
3) Escape! Encounter each of the three Escape Cards, in order. For each card, roll all the dice you placed on that card, and attempt to fill all its boxes. During the escape, you don't use your relics, feats, or skills. Instead, you can discard one of your earned items to increase a matching die by 2, or discard a skill to reroll any die. If you fill in the entire card, success! (Escape Cards tuck under your hero card to track checkmarks earned/lost)
Escape the Dungeon! only takes a few minutes to play after an ODD game, and we hope it adds a bit of extra spice to your experience. We'll be showing off the module on Sunday on Twitch as mentioned above, and its PnP will be available later that day.
Timeline Updates
Our plan is to complete file work on the game this Winter, for a late Spring/early Summer release. The last two months have been unkind, and we hope to regain the momentum and get this all finished! We're nearly done, and the game is feeling in a pretty good place balance-wise. With work ongoing on the digital version, we'll likely get to do a bit of testing there as well before we lock in files.
If any backer wants a refund for any reason, just shoot us an email at [email protected] and we'll take care of it for you.
Again, sorry for the delays and slowness of updates, looking forward to a February of Better Times!
Hello dungeon friends! Apologies that this update wasn't right after Turkey time, as planned. I got sick, and have been off and on for the last couple weeks. It's the annoying fatigue sick without all the exciting other symptoms, but I don't recommend it regardless. The key takeaway: don't forget to bring a healer in your adventuring party!
Stretch Goals: Escape Mode, Alternate Dungeons
The good news is that we've locked in the gameplay updates for Escape Mode, which is a bit later than I'd hoped, but it's proven to be a really fun addition. Both of these stretch-goal additions to the Trove are aiming to make Campaign Mode play more varied. Escape mode provides a quick 5-minute cap to a successful dungeon run. How you do during the escape will affect how many checkmarks your game was worth - you can't lose outright, but if you come out of the dungeon charred and full of muck, maybe your adventure wasn't quite as impressive as it looked!
Work on the Alternate Dungeons is nearly complete also. These are exactly what they sound like - an alternate version of each dungeon in ODD, ODD: Forest, and ODD: Relics. Different floor abilities, and a modified boss fight for each one. Some are harder, some are easier (and have their difficulty rating set as such).
We will be releasing a print and play of the Alternate Dungeons and Escape Mode later in December for final external testing.
Art Complete (again)
Thanks to a miscount by yours truly, we did not in fact have all the enemy art done! This meanie here is a 4-EXP foe you'll be facing in Relics: the Prism Elemental.
It looks forward to ending some percentage of your dungeon runs in bright, colorful fashion.
Updated Schedule
Work this fall got bogged down more than planned due to sick, conventions, and by some other things we needed to do to deal with the state of the World, so we're 8-ish weeks behind the schedule I laid out in the last update. Our next update will be the PnP release later in December of the Trove materials.
Happy holiday times to all, of the variety of holidays you may celebrate or not celebrate!
Greetings, dungeon enthusiasts and delvers! I hope everyone's had a good end of Summer. We've been playtesting and revising, and we're going to be locking in gameplay for Relics later this week, based on all the feedback and data. I had hoped to do that a few weeks ago, but it's been a frustrating few weeks for a number of reasons.
First off, my computer died and was in for repairs for a few days, which ground pretty much everything to a halt, and I've been playing catch-up since. Everything important's backed up, but I also needed to back up all the unimportant stuff. Not fun!
Aside from that, dealing with The World (TM) and some family medical stuff that's soaked up quite a bit of time. Things turned out positively, so that is good at least. Free time is back! Hurray.
Gameplay Lock-in
This Thursday we will be locking in gameplay for Relics for final testing, including releasing a revised PnP that you all are welcome to take a look at and either print, test, or simply comment on. This will allow us to move focus to finishing work on the other remaining content (Trove game modes, campaign mode for Relics) with a stable build of all the Relics, Encounters, Dungeons, and Bosses.
With my computer back in full operation, we can stream again! We will do a stream at 3PM this Thursday, and hopefully we'll be able to do Thursday streams again every week to show off design and testing of Dungeon and the other projects we're working on.
Target Schedule:
Here is our list of target dates for things going forward as we move toward printing at the factory:
9/24 - v0.99 PnP, Stream 10/1 (and Thursdays ongoing) - Stream 10/6 - Iconography + Relic Card Layouts (This had to wait for gameplay lock) 10/29 - Gameplay Lock for Relics Campaign, Trove game modes (This will be the next Update) 11/10 - Layouts/Art for Relics Campaign + Trove game modes 12/8 - Print Ready / Proofreads 12/15 - File Submission to Factory
Thanks again to everyone for your support and patience! It's been a hard year for a variety of reasons, and I'm very thankful to all the backers who make what we do possible, and have been okay with us taking a bit of time to get this release done right.
Things have continued moving along! Dungeons and Bosses are now in good shape, the Relics continue to be a lot of fun, and we've finished rebalancing all of the skills, spells, potions, and encounters to reflect the new fuel and forge system. Previously, a lot of skills were consuming some amount of fuel as a resource for secondary effects. Instead, many now let you forge a fuel to gain a benefit.
For example, Quick Strike:
Quick Strike is a relatively simple skill, exchange a yellow die for two better dice. But now you can feed a fuel into it to do it twice - even potentially using the gained 3 to pay for it! The drawback is that one fuel's added to the forge, bringing it one step closer to a Flare.
The Forge card (still temporary graphic design as we continue to balance) now lists its flare effects (in addition to your relic):
Spoiler: they're all pretty rough! But, with the ability to influence *when* the flare happens, you have an interesting strategy lever to pull during your runs. Finessing the just correct amount of extra forged fuel will be key to success.
The Print and Play has 5 relics included at the moment, and we'll be adding more to it in the coming weeks. Here's one that we're still testing internally but will be adding soon:
The Dimensional Key is one of the weirder Relics, it plays with the concept of throwing dice into exile and then getting them back to roll them in a torrent of power! Adding up to 4 dice to an encounter is great, but it comes with a great cost of potential damage. We're still tweaking the numbers a bit.
Also, I should note what while this visual presentation of the Relic is definitely better than the spreadsheet version, it is not actually done. We're working on something very cool for the visuals, and hope to share it later this summer as we get ready to print the game.
How about a boss? The Fire Drake has beefed up a lil bit since you may have seen it in demos:
The Drake's design reflects my overall goal with Relics' bosses: interesting choices and fights! As you can see, you have a couple different ways to tackle it!
Print and Play / Playtesting The Print and Play PDF linked up top has all the encounter cards, bosses/dungeons, heroes, and the current forge card, along with 5 of the relics that will be in the set. You'd need a normal set of Dungeon for dice and some supporting cards, and you'd need to know how to play already. It's not a full from-scratch PnP.
Playtesting discussion and feedback will be happening on the Discord, but you can always send us feedback directly if you've got it. We're excited to have more people get to try out the game!
Schedule We're closing in on gameplay completion for balance/design, but we're still a month or two away from locking everything down. Fortunately, most of the artwork is done so we won't see much for delays there.
We will be at Gen Con at booth #1523, and PAX Unplugged in the fall. We're also going to be streaming starting today, and we have plans to stream the next two Thursdays (7/17, 7/24) in the same 3PM slot with a mix of upcoming games alongside Dungeon.