Dungeon Flop news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID4182680
- PriceNo longer available on Steam Store
- Release dateComing soon
- DeveloperRoll4d4
- PublisherRoll4d4
- Parent gameNot available
Genres: Action, Casual, Indie, RPG, Simulation
Company pages: Developer: Roll4d4Publisher: Roll4d4
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Dungeon Flop Steam news
Dungeon Flop news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Dungeon Flop: Demo Delayed! - 3 July 2026
The Demo is being delayed because I still didn't like the UI in the V2 build. I'm moving to a v3 build.Its primarily UI focused. The 'shell' of these UI interactions is there, but needs tuning. Its also a matter of migration of code and features. With that comes bugs but also opportunities to tighten and refine.I decided to go with a windows 95/nt enterprise business software look and away from the fantasy themed containers. While i experimented with mixing the UI's, giving fantasy themed buttons and containers, but it was too distracting. Right now everything is boring but practical.The UI needed floating windows. It helps organize everything into menu drop downs instead of some static nightmare that is just going to break as soon as someone DARES to PLAY MY GAME in something OTHER THAN 1920x1080! YOU MONSTERS! While not necessary, i think its a good move for interacting with it.I've c…
- The Demo is Done. - 27 June 2026
Dungeon Flop Demo Progress UpdateHey everyone,I’m currently working toward getting the Dungeon Flop demo into a cleaner, more stable, and more presentable state.Recent work has been focused on:improving build stabilitycleaning up dungeon gameplay UIimproving loot and reward feedbackpolishing account upgrades and tutorial flowfixing ability text and effect cleanup issuespreparing updated screenshots and gameplay footage for the Steam pageDungeon Flop is a co-op dungeon crawler with built-in tools for making and modifying content such as rooms, items, abilities, enemies, and dungeon setups. The goal is to let players run dungeons, build parties, experiment with content, and eventually share weird or custom dungeon ideas with friends.Right now I’m doing the less glamorous but important work: fixing rough edges, making the demo more readable, and getting the game ready to show properly.I’ll…
- Demo almost done-ish - 17 April 2026
I haven't been posting a lot because I've been working hard on getting the demo done. only 2 months late, but hey, thats games. All major features are implement, things work but just aren't polished or communicated well. Dont get me wrong, there is still more work to be done, but i'm now into weeks away and not months away territory. I've decided to kind of hard line it at the end of the month. I need some metrics and i need some encouragement. I'm hoping that pushing it out will get some people together who say, 'Hey! i think thats pretty neat.' I think its close enough that people can kind of get where its going instead of just a wall of ideas. Here we see abilities being added and removed from a unit when items are equipped and unequpped. Also 2 bugs! Hope i solve those before the demo! Another reason for me to make games is as a field test for decision making frameworks that i like…
- GameDev Diary Day ???: INVENTORY IS IN - 6 March 2026
Inventory is done-ish. Its always an 'ish' at the end of done. Units have their equipment, accounts have a party inventory. You can right click a unit to open up a more detailed view where you can then drag and drop equipment onto their equip slots. This is written to the accounts Json data, this modifies your unit data and your party data.Lets go into another authoring tool. Last time i talked about the floor/wall editor, now lets talk about our item editor. Items have 3 categories. Loot, equipment and breakables. Loot is what breakables and mobs drop, so exp and gold and the what not. Breakables are furniture for the dungeon that can be pillaged. Pillaging a breakable is ability based. So if you have "pick locks" as an ability, and a breakable requires "break locks" to break, then you will be able to break that and it will drop its loot (if any). Equipment is anything that can be equi…
- Progress Report; have you seen my stapler? - 4 March 2026
Took yesterday off. Really burnt out on this project, its hard going. I'm doing the inventory stuff now, so thats getting migrated over to the new v2 project. EXP, gold and food are being applied on return to the lobby. Its not super fun to show off a number getting bigger, so lets instead talk about the authorers that are avalible for community content. Specifically, we will look at the tile editor. This is the editor that lets you make floors, walls, and door tiles. The "mod" section covers the mods you have installed/are working on. Create mod makes a new directory under the persistent director (appdate/local/...). This will be where all tiles/mobs/items/so on are stored for that specific mod. This can then be zipped and shared with friends.Under that is the tile ID and the tile name. A QoL button is there to use the same name for both. However, people may name things the same across…
- I dont make titles well. - 1 March 2026
I am posting again.daily-ish.Until i get sad or overworked again.Its a dev log, right? So what do i log about? Deving, obviously. (sorry, Trimagasi; i used your word again.) The migration continues fairly well, all things considered.I worked on inventory and inventory persistence across multiple sessions. I implemented/fixed the game loop, going to a dungeon-collecting stuff-returning to lobby-apply acquired resources and items. That was more debugging and correcting my understanding of ownership and authority.I asked the robots (chatgpt) if i did anything clever, it said no. It's mostly been removing logic/tightening logic flow over anything else. Uh... uh... im trying to think. Damn. Nothing, just fuzz.Here is a fast look at the rebuild. I've done 0 work on making new tiles/walls/dungeon items/"stuff" - so it very fundamental.We have an example of account creation. (lives on servers @…
- Version 2. Failure and Regrets. - 1 March 2026
I have not posted in a while.I had wanted a soft release for a demo on my birthday, in order to play my game with you. That was my birthday gift for myself, and i failed at that. That's ok, sometimes failure is a good thing. If i had rushed, pushed out a janky thing that doesn't make sense, it would have turned a lot of users off of the project. I looked at this thing i've slaved away at for WAY too long, and it wasn't just bad, it was worse; Not Fun.What do you do when everything you've worked hard at turns sour. Like dropping a pizza after you take it out of the oven, cheese side down. You just look at it, the dreams of flavors turning rancid. Do you go hungery? Do you get a sandwich? do you order out? That's the point. Hunger persists, despite the failure.So, what do i do? I do what i have to do. Paid, unpaid, i'm still going to find cool neat-o solutions to odd ball problems. That's…
- Dev Diary Day 12 - 19 January 2026
I'd say im tired, and i should be but i guess im not. I got a weird energy, maybe i've leveled up? i dunno. I dont care. I got some heavy HEAVY work done today, and i built a book shelf. Yeah, go me. MMMMmmmm.... im about 90% done with the tile editor, and i just tied that to the map editor. So now the map editor can load user made tiles, which is cool. The demo will have the option to make and trade user generated content. Thats cool, and thats the goal. I have a lot of things i want to do in my life, and honestly, i can choose to either make the game of my dreams, or tell a really good story. I've tried telling good stories, and i have succeeded in a way. But nobody reads anymore, and nobody cares. Which is fine, and normal. I've been homeless to many times to buy into that delusion. You never have control over how others feel about you, but you can control how you feel about others.…
- Dev Diary Day 11? is it 11? - 17 January 2026
im so tired. this was a hard day. here, let him explain what we did. zomg im SO TIRED.What We Did Today — Sprite Sheet Grid Cutting & Preview Pipeline1. Locked the Core GoalWe committed to a data-driven sprite slicing pipeline, not Unity’s importer:Sprite sheets are authored in-appSlices are defined as rect metadata, not assetsUnity sprites/tiles are derived outputs, not the source of truthThis keeps modding, regeneration, and iteration sane.2. Grid Cut Model: Simplified & CorrectedWe killed the wrong abstraction early (important win):Removed:Cell widthCell heightPaddingFinal model:Grid is defined by cuts (divisions) onlyxCuts = 0, yCuts = 0 → whole image (1 slice)xCuts = 1 → split into 2 columnsyCuts = 1 → split into 2 rowsTotal slices = (xCuts + 1) * (yCuts + 1)This matches:Photoshop guidesUnity Sprite Editor behaviorHuman expectation3. Grid Slice Generation (Data Layer)We implemented…
- Dev Dairy 10; Moo - 16 January 2026
zomg i so tired again. good ol 8 till 5 of hard coding. the entire point of a dialogue editor and map editor is to help facilitate community driven stories. And obviously, a part of that would be mods. So im putting in modding directly into the application. I build the skeleton and the UI for users to create a mod directory, put in sprites or sprite sheets, chop those into cells and those cells will have JSON data tied to them. EVERYTHING is date driven now (or soon will be). I want to get this part done as fast as possible, so i may take a nap and then go and try to work through the night. See what happens, i am a lazy boi after all. here is chat boi to give you a breakdown on what we implemented today.Dev Report — Sprite Sheet Authoring & Mod Pipeline ProgressFocus: Runtime content authoring + mod-safe export pipeline Status: Core loop functional, UI stabilization in progressWhat ship…
- Dev Diary Day 9 - 15 January 2026
zomg i am so tired. i need to sleep. been coding from 6 am to 8pm. i am so done. I am ALMOST done with the dialogue editing system. i have a few nodes left to implement, and then i should make it look nice, but thats been taking me a while. I will be happy to move on from it. Next would be the map editor, and "THAT ShOuLD Be SimPLE". Yeah, its going to suck, probably take me 4 days to finish up. then, after that, i need to finish up some abilities and stuff, make some more rooms using the various editors, make a loading scene, THAT stuff is simple. Just boring for me because the hard stuff is over. here is chat dog to dog yo chat my dog.Dev Diary – Dialogue System & Editor Overhaul ProgressContinued deep work on the runtime dialogue editor, focusing on stability, clarity, and authoring speedReworked the Dialogue Timeline UI:Action list now rebuilds cleanly from editor stateSelection, re…
- Dev Diary Day 9 - 14 January 2026
I got sick, or something. So i had 2 dead days. Just looked at how much i spent on books, and zomg, i gotta sell some music gear. Set that up, buy my stuff on reverb. https://reverb.com/shop/as-gear-locker-234 Woo, now is your chance to own something I owned. That could be cool. I've 'discovered' my sound, so im ditching the stuff that i thought i needed, but in reality, i do not.Took the cat to the vet. Me-wow. She is getting old, getting cat-teracts, and is over weight. She's 12, so i would guess with all the attention she gets, and how she acts, she has probably a good 2 or 4 years left. I want those to be good years. So thats what im going to do.Dev wise, FINALLY started coding after two days of being in bed. Nothing major, just putting in more functionality in the dialogue editor. Making that more seamless and stuff, putting in the functionality that it needs. Its 7 by the time im…
- Dev Dairy 8; Early Dev is Early - 10 January 2026
I'm writting this early because im going to a party thing. I got a show to play at (i like playing synths and drum machines. Midi rocks yo). But, that doesn't mean i got no deving done. I worked on the dialogue manager today, and extended it out to save out .json files. No longer is it constrained to just loading files, now it can actually make them. Wow. Much download. It also checks for duplicate names and stuff, so if you have asdf as a module name, and you try to make another asdf, it will auto add a _1 and increment from there. uh, also highlighting what node is active, and allowing you to move dialogue nodes (character ENTER, character SAY, character EXIT) around in the timeline. I also cant spell dialogue to save my life. when i get back tonight, i should be implementing a generic panel incase i dont have stuff hooked up (which i currently done) and for the future. it will tell m…
- Dev Diary Day 7 - 10 January 2026
GAH! I ALMOST FORGOT ABOUT THIS! ZOMG! I made a commercial for the game! thats cool. Its for a bike shop that i go to, they have a BOYB kind of party thing on the 2nd saturday of each month. And i enjoy playing my synths down there, bleep bloop.I extended the Aiming stuff for beam weapons and ranged weapons. So now you can possess a party mob and fire stuff off, so thats fun. That was hard, but not that hard to implement because i had most of it there already. Right now its been kind of high level stuff, nothing gritty, nothing to show PROGRESS.I will keep this short because i still want to post before midnight (AND I MUST SHEEP). Thats about it then. Let me pass this over to Chat BOI.Thinking of developing the decision making framework (AI) that I invented? maybe. I'm tired so i dunno. lolz. Dflop has a modified version for its dialogue system, so i dunno.https://roll4d4.github.io/KLEP…
- Dev Diary Day 7 - 8 January 2026
I worked on polishing up the abilities manual activation when in direct control of a unit. I really REALLY did very little today. I made hummus, which is good. I bought food, thats always nice. I went for a walk. Uh.. uh... thats about it. The functionality i have here is/was already present in the system. So i didn't have to extend it by that much. I think i put in an activation profile as an interface and that lets me then call the same function name when triggering for automatics abilities (when your not controlling them) vs the manual trigger.I am going to play rimworld and eat sour dough today. until i get board of that, then i will come back and put in the same targeting/activation logic for ranged abilities and stuff. I'm getting close to being able to call this nearly done. Its no longer a matter of months and months, but weeks and weeks. RoadMap : Direct control gets polish/fee…
- Dev Diary 6 - 8 January 2026
Anger, rage, irritation. Slept for 5 hours, got up, tried to code but nothing. False start after false start, then, just as im about to get going - MEOW! Cat. Again. Here i am the one saying i need to take this high road and crap, like some well adjusted goody2shoe. Well, im not. Im just as screwed up as everyone else. Its in the reflection later, once everything simmers down, that those reminders of what i should be doing, how i should be action, those creep in. And of course, then you feel like crap. Anger is useful, it gets stuff done. But directionless anger, that just lashes out, that costs you.(yes, i did say sorry to my cat after meowing back in anger. meow.)I got the dialogue editor about 60% of the way there, maybe more. It lets you make new stories, and this editor will generate the XML for you based on the story time line you cobble together. I think i touched on this yesterd…
- Dev Diary 5 - 7 January 2026
My cat has been really REALLY annoying today. Its hard enough trying to get these systems to work, extra hard when every 10 minutes i get a whining meow asking for treats or to play. I love her, but holy crap man, i need some space sometimes and i need EXTRA space when im thinking hard. And even now, writing this, im just waiting for some needy ass cat to walk in and break my train of thought. The problem with anger/impatience, be it at yourself, at people or at pets, is that they are temporary. You do yourself a disservice by wasting time being irritated and irate when, at the end of the day, these pets and people are really just saying, "hey, i wanna be around you." So really, i gotta not be so grumpy, its just thinking these things through isn't easy, and it isn't fun sometimes.There, thats off my chest. I dont want to work on the direct control logic (where you possess a unit and dr…
- Dev Diary 4 - 5 January 2026
zomg i hate chat gpt so much some times. AHHHHH! burn it with fire. I decided to move the level editor into the application proper, so its a matter of moving things from "editor script world" to a "runtime script world". So it SHOULD be simple, just moving logic from A to B. But, no such luck. However, i think if i just keep with it I should have it done either later tonight or tomorrow. Then users will be able to implement their own rooms for dungeons. And as i also allow users to generate their own stories (the visual novel/play thing that happens in between dungeon runs), that lets them set flags. Little strings, like, BossRoom. Then, if a room is tagged, BossRoom, and the party has that flag, the dungeon generation algorithm will then bias the spawning of that room. This way you can have both multi-act stories (storyA -> dungeon -> storyB unlocked by storyA) ... and have those stori…
- Dev Diary Day 3; DDD - 4 January 2026
Today i got a lot of compliments. 2! never in my life! My cup run'ith over. I guess if you just stick to something long enough, people are going to look at ya and say, "wow, that's neat." They move on after that, obviously, but at least you got that wow. I dunno, i just like making stuff. So i do what i have to do, which is build. I had a conversation on twitter and it ended in this:Its comfy thinking about the thing. Its painful making the thing. One gives you smiles, the other gives you the thing. Its so true. Imagining the things, thinking through the things, dreaming of the dreams of the thing; all so much better then nailing it down. Tacking it to a board and holding it up to examination. Thats when the fuzziness, the imaginative playfulness of a project begins to erode and you are left there looking at some monster you can barely recognize. But, that is the act of creation. There…
- Dev Diary Day 2 - 3 January 2026
I woke up feeling great. feels good man dot jpeg to the max, so i dont know if its a manic upswing or what, but i'mma going to ride this feeling out and try to be as productive as i can today. I'm refining the direct control features today. That means going back and re-evaluating my ability system. Which is now ability systemSSSSSSS because i hate my life so i refactored all the things. Now, instead of 1 big old honking script, i got like 7 tiny scripts. Single Responsibility Principle is a rule that gets shunted when you are developing fast and trying to get stuff done. So much work left to do.Today is bike day, so i get to ride with the local bicycle club. No, i dont wear spandex; if you saw me on my bike you would think im homeless AF. Actually, thats a given most of the time. Got some risotto rice, couscous, chick peas and other things. It came to 40.40. Cool number, bad for my wall…
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