Beta Roadmap


It's time for another one of these. The previous devlog, 6 months old now, can be seen here: https://madodev.itch.io/lewdest-dungeon/devlog/580268/another-roadmap, you'll see that everything has been implemented. All mechanics are now implemented, and it is time to polish the game and finish the bosses. The following will happen before the game is finished for release:

Bosses:

  • First boss (the Iron Maiden in the Ratkin Fortress) has been finished, as is the possibility for custom dungeons.
  • The remaining 7 bosses will follow, each will have its own custom dungeon. [1/7 DONE]


More Content + Balancing:

Every part of the game needs more content and balancing, in particular:

  • New Gear + Balancing.
    • Gear rarity should depend on item complexity to smoothen the learning curve.
    • Bunch of new gear.
    • Spread out cursed equipment more, and make the uncurse goals more fun.
  • New Quirks + Balancing.
  • New Enemies.
    • These will use the same underlying puppets, but with different visuals.
    • Slimes [DONE]
    • Ratkin
    • Spidergirls
    • Greenskins
    • Bats
    • Machines
    • Humans
  • New Encounters + Balancing.
    • The game is rather easy in the higher difficulty dungeons.
    • Slimes [DONE]
    • Ratkin
    • Spidergirls
    • Greenskins
    • Bats
    • Machines
    • Humans
    • Late game encounters should be more challenging.
  • Affliction Balancing.
    • Currently lust isn't a big issue, unless it's very late game, this needs to be balanced.
  • Updating Older Buildings.
    • The older buildings look atrocious, compare the church to the guild hall for example.
  • Extra Corruption Effects.
    • Getting equipped with cursed gear isn't that bad, the idea is to add some unique quirks or other fun effects.
  • More Curios.
    • Especially the Ruins and Swamps are severely lacking in curios.
    • Combats can now also have custom effects, which is very underutilized.
  • Dungeon Loot + Difficulty Balancing.
    • As said, the game is rather easy in the higher difficulty dungeons.
    • And the higher difficulty dungeons aren't that worthwhile.
  • Class Balancing.
  • New Expressions.
  • New Goals + Balancing.
  • Job Balancing.
    • In particular the bonus efficiencies need to be expanded upon.
  • More Morale Effects + Balancing.
  • Parasite Visuals + Effects Rework.
    • Parasites are in a rough spot. Their effects are lackluster and they don't have on-puppet visuals.
  • More Special Party Types.
    • Did you even know this mechanic existed?
  • Weather Effects.
    • Instead of per dungeon effects, some map areas have permanent weather effects giving some flavor to the dungeons there.
  • Tutorial rework. [DONE]
  • Voicelines.
    • Voicelines are missing for some classes and some buildings.
    • I'll also add voicelines for the boss dungeons.

    UI overhaul:

    • Currently, the vast majority of the game uses the default Godot UI, I'll update it to make it similar to the Ero Witches one.
    • Add a bunch of sound effects for button clicks, different buildings, and different actions.

    Release Stuff

    • A Steam page, a trailer, a game opening, you know the stuff. 

    Get Ero Dungeons

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