- DoTF becoming Free To Play - 21 June 2025
Hello,I am happy to announce that the game will soon be Free to Play. The change should be applied in the following weeks!
- Update 666 - Hell mode-Endless Dungeons-Freeze effect-Price Reduce - 15 March 2022
Hi all, I can't believe it's been two years already. Unfortunately I am not able update the game regularly due to the lack of time. Moreover, I have not been able to fix the controller issues present on some computers. Unfortunately this is plugin dependent and at the moment I don't possess the resources to rewire the whole controller system. As a workaround I've noticed that connecting more controllers than needed sometimes help. For these two reasons, I decided it's only fair to reduce the game game price by over a half. This will probably be the last big update to the game. Yet, I am commited to fix any annoying bugs. Just let me know on the forums. It's been an exciting adventure to finish and release my own game and I am so grateful for the support and feedback. Now, for the list of the changes: Frost effect - Frost damage caused by spells or weapons not only slows the enemies but…
- DoTF 1.1 – Inventory Overhaul - Bows and Crossbows sprites - Copper Guard boss! - 10 March 2020
Hi fellow Adepts, last months I've been preparing a major update to the game in order to improve the already existing content and to add a bit of something new based on your recommendations. Inventory Overhaul The original slots with equipped items looked quite... outdated. New window looks much more proffesional and appeals better to the current standards. Bows and Crossbows sprites Until now only melee weapons were visually represented on the character. Whatever the ranged weapon you possesed the sprite would always stay the same. From now on, each bow/crossbow has it's own animated sprites. The Adept carries in hand the weapon that he actively uses so it's easier for player to discern whether they are in melee or ranged mode. Copper Guard boss and Trader's Path rework The Copper Guard boss is an optional enemy waiting in the new extended Trader's Path map. He doesn't have a lot of he…
- Winter Sale discount, 2019 Summary and plans for 2020... - 20 December 2019
Hello Fellow Adepts :) DoTF is entering Winter Sale with 15% discount. If you haven't bought the game yet, and you feel you are ready to challenge the Fallen, this is a good moment :) The game has been improved a lot since the release so let's sum up all the major changes: Latest patch: -Keyboard mapping (BETA) has been added in the latest patch allowing players to rebind the controls as they wish. -New help window has been added accessible when pressing in the game. -Inventory is now accessible using button on the controller. Also you can now pick up items using -Crossbows buffed - More damage and 80% armor penetration. Still more of a secondary/support weapon due to the long reload. October, November, December patches: Mana and cooldown indicators added to the Spellbook Aiming accuracy improved - no more increments! Optimization - Game is running much more smoothly even on slower comp…
- November Patch Notes - mana and cd indicators, bug fixes... - 29 November 2019
Hi fellow Adepts, I didn't have much time to focus on the game lately but I managed to implement a couple of small patches. First of all you may notice that mana and cooldown indicators have been added to the Spellbook as promised. There is a small bug and Spirit Bow and Judgement cooldowns have wrong values but I will fix it during the week. It's because cds for this abilities is calculated in a special way and I need to make some kind of exception for them. Sorry for the inconvenience. Other bugs: -Fixed a bug where in some cases the monsters wouldn't drop loot even when they should have. That was especially annoying when you didn't get any loot after a boss fight. -Loot that for some reason would land behind the screen (could happen during some boss fights) will spawn under your feet -There should be less graphical bugs related to the order of objects. E.g a barrel that should be beh…
- Patch Notes 12.11.2019 - 13 November 2019
Hi fellow Adepts, Next week, next patch. Summary of the changes below: Golden Prince services now resets masteries too. Price unchanged. That's how good of a guy he is. Player 2, 3 and 4, can now talk to Golden Prince in order to reset skills and masteries. More responsive UI (there is no cooldown after pressing a button) Added Window Mode, and Smooth Scaling options to the Options menu. Also all your display settings will be saved after every change. Patching the game will not overwrite your language, music, display settings anymore. Masteries that are available for leveling up are highlighted now. Resistance Aura icon won't disappear anymore after change of area. What is Smooth Scaling? Smooth scaling will improve your graphics if you are using a smaller display like an office latpop. Comparison can be seen below. If your display looks ok on fullscreen then it's better to leave this d…
- Patch Notes 05.11 - Optimization - 5 November 2019
Hi fellow Adepts, We begin this month with the Great Optimization Patch. Many of you reported fps drops even on some high-spec machines. This shouldn't be a problem anymore. FPS drops fixed - Thanks to the upgrade from DirectX9 to DirectX11 and optimizing the code the game runs smoothly even when there's a lot going on on the screen. Levels load much faster too. TAB key no longer breaks control - hitting a TAB key caused a switch of focus from the game window to some hidden windows lists that store values behind the screen. This issue is fixed now. You don't have to worry that you hit TAB by accident and lose control of your character Area names in Traditional Chinese are now in correct language (instead of Simplified Chinese) Fixed a bug where you could use Spider Pendant even though it has not been given to you yet IMPORTANT: One of the reason of the fps drops was a query that checked…
- Patch Notes 15,22.10.2019 - 24 October 2019
Hi fellow Adepts, Two patches rolled out recently. Summary of changes below: Balance: 1 point of innate hp/s regeneraition added from lvl 1 Passive HP regeneration stops working after being hit. After 5 seconds, the regeneration starts working again. You will see a green cross near your hp bar indicating that the healing is active. Note that regeneration from spells like restoration aura is not affected and it heals you whether you are being hit or not. Regeneration is a powerful stat if stacked and you can heal some crazy numbers. Before the patch, it allowed you to withstand attacks even from the most powerful enemies. From now on, if you keep getting hit the bonus simply won't work. You need to actually avoid the attacks in order to regenerate passively. Default controller mapping: Default “accept” button is A(xbox)/Cross(ps4). Default “back” button is B/Circle. This is a standard ke…
- Patch notes 10-11.10.2019 - 12 October 2019
Hi fellow Adepts, There were two patches implemented last days. Both very important. Changes: Steam no longer affects the controller - Many of the players reported that they had to either turn off the Steam Controller Configuration or even disable Steam at all to make the controller work. This doesn't apply no more to Dungeons of the Fallen. Improved accuracy - the problem was that the default solution used integer values. This means that X,Y position of every projectile was rounded up to a whole number resulting in a significant change in its trajectory. I have rewritten the code completely and the new solution, based on float numbers, provides a 360° pixel crisp shooting accuracy. Improved dialog interface - from now on you use A (xbox), X(ps4) to forward the dialog so its the same button that is used to talk to an npc. Also instead of different button for every dialog option you use…
- Patch Notes 07.10 2019 - 7 October 2019
Hi all, once again, thank you for the feedback. Summary of the patch notes below: Updated tutorial help and menu help texts in all languages Golden Prince offers now a better price for spell respec (Change from 1000 to 50). This will allow new players to test out different builds before they decide what suits them best. Demon sword spawns with a correct name Spiders in Forgotten Cave and Trader's Path have reduced damage so the new players won't die too often when they are still accustoming to the controls. Fixed a bug where due to the unfortunate cursor positioning, clicking on a shop in the Tarneko Village would instantly sell an item on which the cursor was on. Fixed a bug when the Journal was empty during the tutorial Some npcs with no dialogs like fisherman and goblin trader no longer open an empty dialog window that players got stuck in. That's all what I managed to fix today. Wit…
- Patch Notes 05-06.10.2019 - 6 October 2019
Hi all, first of all, thanks for all the nice words about the game and your feedback. There's been a LOT of issues I did not expect at all. I managed to already fix some of them, but other I will adress during a week. Last month I have worked with almost no rest at all and my family needs my presence. Summary: *Fixed a bug when inventory from previous character stayed if you create a new one in the same slot *Tutorial weapons no longer disappear if you restarted the game in the tutorial. *Menu no longer opens if you use ESC to close inventory/spellbook *Deep Quiver mastery give a proper amount of arrows *Portal in Spider Temple responds to the controller. *Improvements to item and masteries description Priorities for the following days: -issues with controller menu -fps drops -shooting accuracy Krystian
- Ladies and Gentlemen... - 5 October 2019
Ladies and Gentlemen, I proudly announce that Dungeons of the Fallen, the game I have been working over 3 years on, is finally available for public purchase. I hope you will have as much fun playing the game as me making it. The game is complete and yet my work is not over. Over the following months I will be improving it based on player feedback and adding free content. Next month I will update the game with hell mode for players that have finished the game and want to ramp up the difficulty. The update will also add an option to customize controls. Soon I'll post a seperate discussion topic for bug report. I am the only person working on the game, but I will be actively reading the feedback and improving the game based on it. The recommended control scheme is keyboard+mouse but gamepad works too. Also gamepads are necessary for multiplayer. If you have any questions let me know in one…
- Release Update - 4 October 2019
Hi all, There may be a bit delay since I'm resolving some issue with Steam regarding store page. Thank you for your patience! The Woodsman below is also wondering why it takes forever. Krystian UPDATE: Steam found an issue with my build that concerns controller support. Maybe that's for the better since it could have affected the players. Now I need to wait for Steam Support to validate my fixed build I sent them. Unfortunately it's difficult to asses how long it will take. It can be days. As soon as they do this I will be able to hit the release button. Sorry for inconvenience I really hoped to release today. And yes, the game will support controllers and they are necessary to play multiplayer.
- Release date moved: 4th October - 25 September 2019
Hi, some of you may have already noticed that the release day was moved to 4th October. There were some bugs to hunt down and I really did not want to rush it. I just wouldn't be happy releasing the game in such state. Btw we have been testing extensively the four player coop and it was hella fun. I really hope players will enjoy defeating (and being defeated by) bosses as much as we did :) It's coming soon! Krystian
- Official release date: 27th September! - 17 August 2019
Ladies and Gentlemen, I am very excited to announce the official release date for Dungeons of the Fallen. I will spend this time: finishing the local coop feature with gamepad support (maybe even for ps4 pad but no promises) adding Hell mode for players ready for more challenging playthrough implementing Chinese and Polish translation adding those sweet Steam cards and achievements testing, balancing the game and of course fixing any bugs :) Most importantly I do really REALLY enjoy playing the current version of the game. Testing different builds and fighting the bosses is hella fun for me. I got especially fond with the mixup of Marksman and Control tree slowing the mobs down with icebolts and finishing them with arrows before they have chance to get me. I encourage you to wishlist the game if you haven't already. It's only six weeks left! https://steamcdn-a.akamaihd.net/steamcommunit…
- Update: Final release date: August/September - 14 June 2019
Hi all, Soooo I had to delay the relase a bit. Recently I had to focus on lots of private stuff and did not have as much time as I would like to work on the game :C Yet I don't think I will release later than September this year. The story is ready from start to finish and all of the bosses are waiting in their dungeons thirsty for blood. Still, I need few more months to polish, test and fix bugs. Thanks everyone for your patience. Some of you have been rooting for me for the last three years and I think it's amazing. Expect final release day date soon :) Krystian https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33145823%2Fd330960469ad845e877d7c96a997fe853ab465bf.jpg
- Estimated release date: June/July 2019 - 6 February 2019
https://media.giphy.com/media/69kTOpiHv9n4lFonIL/giphy.gif Hello! I would like to thank everyone who has added Dungeons of the Fallen to their wishlist! It is my pleasure to announce that an estimated release date of DoTF is June/July 2019. I am currently beta testing the game and the first feedback is pretty great :) I am really excited for the release after three years of development. It's only few months left! If you want to follow the latest news you can add Dungeons of the Fallen on social media: https://www.facebook.com/fallendungeons/ https://twitter.com/rodplgames Krystian