Show/Hide Show/Hide

DungeonRift

 
Beta5 update releasedJun 27, 2016 - Community AnnouncementsHey guys! We’ve got an update for you. Here is an overview. We’ve made difficulty settings! We haven’t touched HP or damage of anything in attempt to preserve the “feel” and balance of the game. Therefore all three difficulties got a lot in common, but “Easier” difficulty will be more forgiving in terms of heal amount from all sources, cooldowns between monsters’ attacks and traps’ activations. Actually we don’t have a lot of skill-variety players inside our team, so these settings will be adjusted in future - we’re looking for your feedback! Another change is monsters behaviour, especially of Ralph, Terry and Kimberly. They are considered “beasts” now and will act accordingly. With less head-on attacks, basically. User Interface was upgraded a little, now if you have a crown it’ll be placed above your HP cuz it’s basically an extra health. Also there is a little star near your secondary weapon, if it’s upgraded, as well as a little speedometer appears after an agility upgrade. We’ve tweaked our local-coop a little: now camera zoom is a little less confusing and more smooth. Also only one player will receive healing for reaching a portal in par-time, which we hope will be used both tactically and competitively, depending of players’ mood. =) Also we’ve made some technical changes with device recognition, and also added an option to redefine your input method on the fly. We don’t know if anyone will use it, but hey - it’s fine thing to have. Next on our agenda: some monster-professions and new playable heroes. Right now enjoy new update, summer sale and summer itself!Beta5 update releasedJun 27, 2016 - Community AnnouncementsHey guys! We’ve got an update for you. Here is an overview. We’ve made difficulty settings! We haven’t touched HP or damage of anything in attempt to preserve the “feel” and balance of the game. Therefore all three difficulties got a lot in common, but “Easier” difficulty will be more forgiving in terms of heal amount from all sources, cooldowns between monsters’ attacks and traps’ activations. Actually we don’t have a lot of skill-variety players inside our team, so these settings will be adjusted in future - we’re looking for your feedback! Another change is monsters behaviour, especially of Ralph, Terry and Kimberly. They are considered “beasts” now and will act accordingly. With less head-on attacks, basically. User Interface was upgraded a little, now if you have a crown it’ll be placed above your HP cuz it’s basically an extra health. Also there is a little star near your secondary weapon, if it’s upgraded, as well as a little speedometer appears after an agility upgrade. We’ve tweaked our local-coop a little: now camera zoom is a little less confusing and more smooth. Also only one player will receive healing for reaching a portal in par-time, which we hope will be used both tactically and competitively, depending of players’ mood. =) Also we’ve made some technical changes with device recognition, and also added an option to redefine your input method on the fly. We don’t know if anyone will use it, but hey - it’s fine thing to have. Next on our agenda: some monster-professions and new playable heroes. Right now enjoy new update, summer sale and summer itself!RiftyGames Dev BlogMar 1, 2016 - Community AnnouncementsGreetings! While we're working on our next update (that will include difficulty settings, bug fixes and some other things) we want to share with you our little DevBlog on Tumblr. Here it is: http://riftygames.tumblr.com/ We are posting some not-so-official updates on our development, tips'n'tricks for other Unity developers and other funny and interesting stuff. We'll be glad if you'll will follow us there, participate in discussions or share our posts to your friends!RiftyGames Dev BlogMar 1, 2016 - Community AnnouncementsGreetings! While we're working on our next update (that will include difficulty settings, bug fixes and some other things) we want to share with you our little DevBlog on Tumblr. Here it is: http://riftygames.tumblr.com/ We are posting some not-so-official updates on our development, tips'n'tricks for other Unity developers and other funny and interesting stuff. We'll be glad if you'll will follow us there, participate in discussions or share our posts to your friends!DungeonRift Demo updateFeb 25, 2016 - Community AnnouncementsHello everyone! We’ve just uploaded new DungeonRift Demo version so it will be much more up-to-date with actual game. It has all the functionality except the Vault (PolandRift still included!) and the only restriction is on the number of unlockable content. In future, we’ll try to update Demo with every mechanics update, so it will be able to show you all the new features we’re working on. In comparison with previous Demo version: Local co-op mode; “King of the Rift” mechanic, allowing most skillfull monsters to become a Boss for current level; More balanced and polished battle; Dodge-roll ability; Runic and obsidian weapon grades; 4 times more dungeon layout variants; New surroundings and new music tracks; New countries for PolandRift! Engine upgrade (Such optimization! Wow!); Bug fixes DungeonRift Demo updateFeb 25, 2016 - Community AnnouncementsHello everyone! We’ve just uploaded new DungeonRift Demo version so it will be much more up-to-date with actual game. It has all the functionality except the Vault (PolandRift still included!) and the only restriction is on the number of unlockable content. In future, we’ll try to update Demo with every mechanics update, so it will be able to show you all the new features we’re working on. In comparison with previous Demo version: Local co-op mode; “King of the Rift” mechanic, allowing most skillfull monsters to become a Boss for current level; More balanced and polished battle; Dodge-roll ability; Runic and obsidian weapon grades; 4 times more dungeon layout variants; New surroundings and new music tracks; New countries for PolandRift! Engine upgrade (Such optimization! Wow!); Bug fixes Local co-op update is live!Feb 3, 2016 - Community AnnouncementsHi all! It has been a long work, but second DungeonRift Early Access update is live! We’re happy to finally release local co-op mode (we’ve played it ourselves and really liked the way it plays) as well as fixes for lots of issues we (and our dear players) found since last build. Next update will be more content-wise and we hope it will take WAY less time for us to develop. We will rebuild our Demo in nearest future for it to make more precise impression of our game. Patch notes: Local co-op mode implemented! You can join as a second player in “Start Game” menu with the desirable controller; Alternative skins for second player’s characters (more skins and skin selection to come in later updates); Dead players are revived by opening chest on next level (chest-loot is lost this way); 3 new environments with 6 new awesome music tracks; Option to switch camera zoom to “toggle mode” (thanks to TheTycoon for the advice); Option to disable timer ticking for those who was enraged by it; Some control-based glitches have been fixed (thanks to Rachelle for the report); Engine upgraded to Unity 5.3 (expect some perfomance boost!); Tons of optimizations and little bug fixes for better game experience. Known issues: XBOX 360 gamepad trigger issue - there is a Unity-based problem with trigger detection in some cases, we’re working on the solution. If you experience problems with controllers - plug them out, restart the game, plug them in again and enjoy the game! Local co-op later levels overlight - in some cases level can be lit too bright when two players are very close to each other; Windows 10 GUI flickering between levels - we haven’t reproduced this issue on other systems, so if you experience some glithes with GUI refreshing please report to us Found any problem not listed above? Feel free to report it any way you find comfortable so we can make our game as good as possible!Local co-op update is live!Feb 3, 2016 - Community AnnouncementsHi all! It has been a long work, but second DungeonRift Early Access update is live! We’re happy to finally release local co-op mode (we’ve played it ourselves and really liked the way it plays) as well as fixes for lots of issues we (and our dear players) found since last build. Next update will be more content-wise and we hope it will take WAY less time for us to develop. We will rebuild our Demo in nearest future for it to make more precise impression of our game. Patch notes: Local co-op mode implemented! You can join as a second player in “Start Game” menu with the desirable controller; Alternative skins for second player’s characters (more skins and skin selection to come in later updates); Dead players are revived by opening chest on next level (chest-loot is lost this way); 3 new environments with 6 new awesome music tracks; Option to switch camera zoom to “toggle mode” (thanks to TheTycoon for the advice); Option to disable timer ticking for those who was enraged by it; Some control-based glitches have been fixed (thanks to Rachelle for the report); Engine upgraded to Unity 5.3 (expect some perfomance boost!); Tons of optimizations and little bug fixes for better game experience. Known issues: XBOX 360 gamepad trigger issue - there is a Unity-based problem with trigger detection in some cases, we’re working on the solution. If you experience problems with controllers - plug them out, restart the game, plug them in again and enjoy the game! Local co-op later levels overlight - in some cases level can be lit too bright when two players are very close to each other; Windows 10 GUI flickering between levels - we haven’t reproduced this issue on other systems, so if you experience some glithes with GUI refreshing please report to us Found any problem not listed above? Feel free to report it any way you find comfortable so we can make our game as good as possible!Development updateDec 30, 2015 - Community AnnouncementsHello guys, Giving you a little update on game development and our future plans, because there was a long time since last news, but we sure want you to know that we’re still alive and active. We’ve finally finished local coop at functional level and now we’re slapping together some kind of user-interface, before releasing it. Also there are some halloween-themed content that we’ve failed to deliver in time and also a couple of new tilesets. In a week or two we’ll finish minor polishing and we’ll be ready for releasing the update. Also we will rebuild our demo version that already has a huge functional gap from actual version of the game and does not demonstrate it properly. Meanwhile, we’ve revisited our development plans and decided to cut them a little in order to keep more realistic approach in light of our development rate. Sadly we’ve decided to left story mode behind, as well as any other modes beside main one. This will keep us focused on the main game features and we hope that the final project will be better. In light of this little downscaling we’ve dropped price to $9.99 and promise not to increase it after official release out of Early Access. We will keep you in touch about any change about the development.Development updateDec 30, 2015 - Community AnnouncementsHello guys, Giving you a little update on game development and our future plans, because there was a long time since last news, but we sure want you to know that we’re still alive and active. We’ve finally finished local coop at functional level and now we’re slapping together some kind of user-interface, before releasing it. Also there are some halloween-themed content that we’ve failed to deliver in time and also a couple of new tilesets. In a week or two we’ll finish minor polishing and we’ll be ready for releasing the update. Also we will rebuild our demo version that already has a huge functional gap from actual version of the game and does not demonstrate it properly. Meanwhile, we’ve revisited our development plans and decided to cut them a little in order to keep more realistic approach in light of our development rate. Sadly we’ve decided to left story mode behind, as well as any other modes beside main one. This will keep us focused on the main game features and we hope that the final project will be better. In light of this little downscaling we’ve dropped price to $9.99 and promise not to increase it after official release out of Early Access. We will keep you in touch about any change about the development.First update is live!Jul 14, 2015 - Community AnnouncementsThis one was planned as a quick balance and performance patch. It turned out as a complete revamp of existing combat and loot mechanics. We’ve added new weapon-grade - Obsidian. It drops on the later stages as substitute for Fine grade. Runic weapons are fragile uber-weapon with highest DPS in the game now - their use is a risky decision for a player, as runic weapon will worn down to the basic state very fast and will not be as usefull as even shattered obsidian. Overall damage-per-second was increased in favor for more dynamic and frantic combat. Also we’ve made enemies faster and introduced player slowdown when he moves in opposite direction form the cursor. We believe it wil lmake the game much more challenging and fun even in early-game. Upgrade system had undergone some changes too. Health upgrade is twice as powerfull, agility and speed upgrades combined into one and secondary-weapon upgrades are added. Right now you can upgrade your secondaries twice - bow and crossbow will get damage boost for each upgrade and magic will get more charges. The resources and code were heavily optimized for better performance- game’s directory was nearly halved in volume, RAM usage decreased from unbelievable 1.3GB+ to more gentle 400-500MB and initial load duration was drastically reduced. Also, there are now less CPU-devouring operations every frame, so FPS must not drop on higher levels even on fairly old machines. Monsters will try to pickup crowns from the floor now. It will give them some protection and standart 1.5 damage buff, untill you knock crown down (while damaging it). So be ready to grab it as fast as you can. A bunch of countries are added to PolandRift, btw. Patch note: Full combat revamp: Weapon grades are rebalanced for more fast paced and dynamic combat; Obsidian grade is added (without Mace, sorry); Secondary weapon is upgradable; Enemies are faster; Player moving backwards is slower; Upgrade don’t make weapons superfast anymore; Crowns are now pickable by monsters; King of the Rift (true crown from the start of the level) now boosts monster’s HP in x1,5 instead of x2; Health upgrade will give two hearts instead of one => there are 5 maximum health upgrades instead of 10; Speed upgrade now will boost your weapon handling abilities and decrease ability cooldown; Agility upgrades are removed; Secondary weapon upgrades are added: damage boost for bow, crossbow and a rock (sic!), capacity boost for fireball and lightning. Maximum 2 upgrades; Repair pickup will upgrade your Worn weapon to Fine weapon, if you have more than 50% of it’s durability (instead of 75%) and new weapon will have 35% durability (instead of 25%); Dakkar finally can throw fireballs! Three at once! Settings menu is now accessible from the pause menu; New countries as enemies in PolandRift: Australia, Bulgary, Canada, Egypt, Filippines, India; Bug fixes, balance changes, tuning, gamepad controlls, passive-agressive chat-logs etc. First update is live!Jul 14, 2015 - Community AnnouncementsThis one was planned as a quick balance and performance patch. It turned out as a complete revamp of existing combat and loot mechanics. We’ve added new weapon-grade - Obsidian. It drops on the later stages as substitute for Fine grade. Runic weapons are fragile uber-weapon with highest DPS in the game now - their use is a risky decision for a player, as runic weapon will worn down to the basic state very fast and will not be as usefull as even shattered obsidian. Overall damage-per-second was increased in favor for more dynamic and frantic combat. Also we’ve made enemies faster and introduced player slowdown when he moves in opposite direction form the cursor. We believe it wil lmake the game much more challenging and fun even in early-game. Upgrade system had undergone some changes too. Health upgrade is twice as powerfull, agility and speed upgrades combined into one and secondary-weapon upgrades are added. Right now you can upgrade your secondaries twice - bow and crossbow will get damage boost for each upgrade and magic will get more charges. The resources and code were heavily optimized for better performance- game’s directory was nearly halved in volume, RAM usage decreased from unbelievable 1.3GB+ to more gentle 400-500MB and initial load duration was drastically reduced. Also, there are now less CPU-devouring operations every frame, so FPS must not drop on higher levels even on fairly old machines. Monsters will try to pickup crowns from the floor now. It will give them some protection and standart 1.5 damage buff, untill you knock crown down (while damaging it). So be ready to grab it as fast as you can. A bunch of countries are added to PolandRift, btw. Patch note: Full combat revamp: Weapon grades are rebalanced for more fast paced and dynamic combat; Obsidian grade is added (without Mace, sorry); Secondary weapon is upgradable; Enemies are faster; Player moving backwards is slower; Upgrade don’t make weapons superfast anymore; Crowns are now pickable by monsters; King of the Rift (true crown from the start of the level) now boosts monster’s HP in x1,5 instead of x2; Health upgrade will give two hearts instead of one => there are 5 maximum health upgrades instead of 10; Speed upgrade now will boost your weapon handling abilities and decrease ability cooldown; Agility upgrades are removed; Secondary weapon upgrades are added: damage boost for bow, crossbow and a rock (sic!), capacity boost for fireball and lightning. Maximum 2 upgrades; Repair pickup will upgrade your Worn weapon to Fine weapon, if you have more than 50% of it’s durability (instead of 75%) and new weapon will have 35% durability (instead of 25%); Dakkar finally can throw fireballs! Three at once! Settings menu is now accessible from the pause menu; New countries as enemies in PolandRift: Australia, Bulgary, Canada, Egypt, Filippines, India; Bug fixes, balance changes, tuning, gamepad controlls, passive-agressive chat-logs etc. DungeonRift is an Early Access titleJul 1, 2015 - Community AnnouncementsThere is a problem with our Steam settings. The game should be in Early Access for now, but something went wrong. We're working on it, big sorry for the inconvenience.DungeonRift is out on Steam!Jul 1, 2015 - Community AnnouncementsWe made it to Steam Early Access! We’ve started our Early Access with a bunch of new mechanics, to make our first commerce version as much feature-rich and and interesting as we can. First of all, we got new playable character - barbarian Ironbraids! He’s unlockable after a few runs and differs from Sir Bucket with lower speed, tougher armor, inability to conjure magiac and count. Also he got different active ability - Battle Dash in which he charges at his enemies, pushes them around and inflict sirious damage. Oh yes, we have active abilities now - for Bucket it’s Dodge-Roll, that makes him invulnerable for duration of rolling out of danger. Poland can into roll too! Enemies are ready for heroes and their ambitions - every couple of levels one of the monsters becomes King of the Rift, that make him tougher and gives him a fancy crown. “Fanciness” of the crown is determined by monster’s level. In future every monster will have a unique ability for his moment of royalness. Steam Release, even in Early Access, is a giant step for us. Thanks everybody who supported us during our alpha-development - positive feedback and interest in our game is a best reason to complete our project into a full game. We’re hoping that you’ll like DungeonRift and we will continue improving it. =) Patch note: New playable character - Ironbraids; Active abilities (Space button): Dodge Roll - character rolls in movement direction and gains invulnerability for roll-duration; Battle Dash - character boosts in aim directions, while damaging and pushing enemies. Damage grows with maximum health of the character; Agility upgrade reduces recharge time of abilities; Weapon throwback is smoother now; Game levels now turning on 90/180/270 degrees and sometimes transpose to make more gamelevels for players; New weapons grade - Runic weapons. It drops on later stages and worns down to “Worn” weapon, so it’s smart to change Runic for Fine weapon in some cases; Two new melee weapons: Mace - unlocked at start of the game; Spear - unlockable after gaining enough experience; New range weapon - Lightning. Unlockable. Mace, Warhammer and Plunger got a chance to stun the enemy; When monster reaches every 5th level first - he becomes The King of the Rift (and 18th level too). He receives a crown, his health grows 2 times and his damage grow 1,5 time. After 20th monster level the crown is given every 5th level to a random enemy. It could be picked up from defeated monster - it will protect the player and give experience bonus at the end of the level. Better crown - better defence; There is a magnificent spark on the Fine weapons; Game finishes after 50th portal; Level editor is active again and it got a little better interface; Now dead monster are marked in pause menu; New monster - Hardwin the Troll; New perks: “Thick Skull” - ignores stun effect and becomes enraged instead; “Tough Guy” - increses monsters health and make him immune to throwback; “Smart Guy” - increses experience gain rate...DungeonRift is out on Steam!Jul 1, 2015 - Community AnnouncementsWe made it to Steam Early Access! We’ve started our Early Access with a bunch of new mechanics, to make our first commerce version as much feature-rich and and interesting as we can. First of all, we got new playable character - barbarian Ironbraids! He’s unlockable after a few runs and differs from Sir Bucket with lower speed, tougher armor, inability to conjure magiac and count. Also he got different active ability - Battle Dash in which he charges at his enemies, pushes them around and inflict sirious damage. Oh yes, we have active abilities now - for Bucket it’s Dodge-Roll, that makes him invulnerable for duration of rolling out of danger. Poland can into roll too! Enemies are ready for heroes and their ambitions - every couple of levels one of the monsters becomes King of the Rift, that make him tougher and gives him a fancy crown. “Fanciness” of the crown is determined by monster’s level. In future every monster will have a unique ability for his moment of royalness. Steam Release, even in Early Access, is a giant step for us. Thanks everybody who supported us during our alpha-development - positive feedback and interest in our game is a best reason to complete our project into a full game. We’re hoping that you’ll like DungeonRift and we will continue improving it. =) Patch note: New playable character - Ironbraids; Active abilities (Space button): Dodge Roll - character rolls in movement direction and gains invulnerability for roll-duration; Battle Dash - character boosts in aim directions, while damaging and pushing enemies. Damage grows with maximum health of the character; Agility upgrade reduces recharge time of abilities; Weapon throwback is smoother now; Game levels now turning on 90/180/270 degrees and sometimes transpose to make more gamelevels for players; New weapons grade - Runic weapons. It drops on later stages and worns down to “Worn” weapon, so it’s smart to change Runic for Fine weapon in some cases; Two new melee weapons: Mace - unlocked at start of the game; Spear - unlockable after gaining enough experience; New range weapon - Lightning. Unlockable. Mace, Warhammer and Plunger got a chance to stun the enemy; When monster reaches every 5th level first - he becomes The King of the Rift (and 18th level too). He receives a crown, his health grows 2 times and his damage grow 1,5 time. After 20th monster level the crown is given every 5th level to a random enemy. It could be picked up from defeated monster - it will protect the player and give experience bonus at the end of the level. Better crown - better defence; There is a magnificent spark on the Fine weapons; Game finishes after 50th portal; Level editor is active again and it got a little better interface; Now dead monster are marked in pause menu; New monster - Hardwin the Troll; New perks: “Thick Skull” - ignores stun effect and becomes enraged instead; “Tough Guy” - increses monsters health and make him immune to throwback; “Smart Guy” - increses experience gain rate...