Progress Report: The Dreaming Adventurer


New Boss

The boss of the Dreamer dungeon is now finished. If you played Darkest Dungeon 2, she's pretty much the Dreaming General (but hot).

For those who haven't played that game, here's how it works. The vine at the back is invulnerable, but each turn it increases the vines below two adventurers. Once an adventurer has three vine tokens, she can't move and is forced to endure. Attacking the back vine retracts one of the vines but also creates a token on the vine that enables (once three are accumulated) a powerful move by the dreaming adventurer. All in all it's a pretty interesting fight where you need to keep pressure on the backvine while staying alive and damaging the dreaming adventurer.

Next

Next week is another public release. It will include the Mechanic dungeon, the new Human enemies and the Dreamer dungeon and boss. I'm close to finishing the Errant Signal dungeon (thanks to an improved dungeon creation workflow) which will be available next week for supporters.

Additionally, the Steam storepage for Ero Dungeons is currently under review. So if all goes well, it should be live by next week (just the page, not the game itself).

Changelog

Major

  • Boss: The Dreaming Adventurer, see above

Minor

  • New "Overgrown" hairstyle, thanks Pointyyou.
  • Rescued adventurers now get shown during the gold tallying in the conclusion screen.

Bugfixes

  • The game would crash upon retreating with a forced token.
  • Mod Manager would become unusable if the mod location name was too long.
  • You could duplicate girls by moving through saves with the debug tools.
  • Medium suggestibility effect was broken.
  • Obedient ears were tagged as earrings instead of headwear.
  • The orc's penis was incorrectly layered.
  • Captures no longer give a USED FOR CURIO token.
  • Captures are now correctly saved.
  • Fixed the Parasite Choker.
  • Possible crashes when using a swift move on a grappling machine with riposte active.
  • On higher combat speeds the Faltering text didn't disappear.
  • You could click on map tiles outside of the minimap to teleport.
  • Parasite tooltips in the nursery mentioned that the parasites were naturally grown.
  • Removed "stable" text from the trait tooltips.
  • The exit button of a curio that couldn't be exited without making a choice didn't get colored as active again after making a choice.
  • The enemy prisoner's kick move would never trigger.
  • Golden Bracers were still somewhat broken.
  • Rewind Time morale action would have unexpected results when used right after another morale action.

If you want early access to these changes (and a debug console), support me here:

PATREON | SUBSCRIBESTAR

Comments

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(+1)

When the game comes to steam presumably when it costs money will u also sell it on here? As some country cannot get NSFW content on steam.

(+1)

Yes!