Desktop Dungeons goes to Gamescom!

Desktop Dungeons will be part of the first Indie MEGABOOTH at Gamescom this year! So if you’re in the area, come say: “Hi!” or “This game is the best game ever!” (really loudly in front of member of the press please) or “I hate you guys and this game’s too hard!” (also loudly in front of press, pretty please) or any one of a number of phrases you might come up with yourself. We’re really excited to be exhibiting the game in Europe for a change so that we can practice our German.

We promise not to bring any goats… Not even our favorite travel-sized portable defense-billy.

Desktop Dungeons now available via GoG!

We’re happy to announce that yet more people are no longer safe from the time-eating clutches of Desktop Dungeons, as you can now pick the game up at GoG.com – there’s even a release week 33% off sale to sweeten your slide into goat-themed dungeon clickery. Enjoy!

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Desktop Dungeons + Linux = <3

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That’s right, Desktop Dungeons is now available for Linux! Tell your friends that don’t have the game yet that their excuses are rapidly dwindling… Especially because Desktop Dungeons is part of Midweek Madness on Steam right now for 50% off!

Like goats, Linux comes in many flavors. Also like goats, sometimes Linux can be recalcitrant and kill you in one hit… If you have any problems with the game, let us know and we’ll fix it ASAP. And finally, if anyone’s got a Steam box, we’d love to know how it plays!

Update For Fullscreen

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Good morrow, loyal fans! We’ve just patched in a slider option for scale filtering if you want to adjust your fullscreen visual experience. You can access it via the in-game menu under “Settings” with all the other arcane sliders.

For Steam users, we’ve added some error tracking and optimised the code around some really suspicious achievement progress behaviour, particularly around the likes of Masochism. If it still doesn’t work as intended, we’ll be well-armed to deal with further problems.

There’s not much to say aside from these quick info bits, but we’ll drop in a friendly reminder that progress on the Android and Linux versions is still being made. Bits and pieces of our code changes will occasionally leak through to (and benefit) the PC crowd, much as it has now with our current focus on rendering and optimisation.

Most of the crew is off to GDC for the next few weeks, but we’ll be doing our best to increase visibility with our community in the meantime.

Welcome page facelift

It’s been an interesting week here at QCF Design.

Most of the team is gearing up for another trip to GDC in San Francisco, so we’ve been furiously working to get as much done as possible before we head off. We’ve given our welcome page a facelift in anticipation of doing some advertising (Go check it out, I think it looks way better). We want people who arrive at the site to be horrified by how difficult the game is, not by our terrible web design.

This week also sees us publish the first in a series of hopefully recurring content, the QCF vidblog. You get to hear (not see) us chat about free-to-play for a bit, including one of the possible directions for monetizing the mobile version of DD. All this while watching a run of DD in the background.

In case you missed it, one of our recent blog posts about female representation in Desktop Dungeons has been making some waves on the internet. If you haven’t had a chance to check it out yet, go give it a read.

Behind the scenes, we’re currently plugging away at getting DD onto tablets and trying our best to make fullscreen mode less blurry. Part of this is getting some new hardware to test on (hello new android tablet) and upgrading to Unity 4.

So yeah … interesting week.

Of Stats and Steam Cards

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This week we have a double header for you!

We’ve finally built a page that houses all the stats we’ve been collecting. You can now see which enemies are killed the most, which dungeons have the most losses, and which gods give out the most boons.

Draw you own conclusions and share them on the forum.

And hey,¬†Steam users: we’ve also released our community package¬†of tradeable Desktop Dungeons goodies to the big bad world. For your digital swapmeeting pleasure, our artists have produced six game cards, seven profile backgrounds, five emoticons and a partridge in a pear tree.

Spread the word and start collecting!

Desktop Dungeons Stats
Our Steam Page
The Desktop Dungeons Community Hub

Next Click: DEATH

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Yerp, it’s an update!

While we work on getting Desktop Dungeons moved to mobile platforms and the like, we’ve been paying some attention to control schemes and selection-related weirdnesses. The bugfixes that come with this patch mostly concern themselves with some of the stranger cases that have cropped up, as well as more common interface problems associated with particular playstyles.

One of the additions we’ve made is the option to switch the default behaviours of the left and right mouse buttons on enemies, meaning that cautious players can opt to have their default movement button select an enemy instead of attacking it, while those more comfortable with classic DD controls can stay just as they are. Such grand choice and agency!

We hope that trackpad users and single-button Mac players in particular will benefit from this change, offering them unprecedented levels of … mouse flexibility? We don’t really know how to dress that up grandly, but it’s a good thing. Now for a quick changelog: Read the rest of this entry »

Seasonal Powerdown

Hail, loyal Desktop Dungeons supporters! This week, we made a big push to eliminate the final instabilities in some of the save / load areas of the game. As we prepare to go into semi-sorta-hibernation over the festive season, take comfort in the fact that your item and data loss issues will be a thing of the past.

Players encountering trouble with lockers can take heart. People with missing run data can earn a sense of closure. And there will be cheering in the streets over the preservation of Kingdom progress data!

Several logic bugs that caused saved game history to desync in weird ways when playing from different IPs and devices are a thing of the past. We’ve also brought an end to a few other issues, big and small, that came across our field of attention.

Thanks for the patience, and we hope y’all continue enjoying the game!

Savour the year’s end if you’re into that sorta celebration. Don’t worry — even if we’re quietish for a bit, we’ll still be around to make sure that nothing explodes (unless intended through the fully sanctioned use of BURNDAYRAZ). Here’s the list of most recent changes: Read the rest of this entry »

Ripples and Reviews

This week’s update addresses some important data saving issues reported over the past week, as well as some minor interface weirdnesses and mechanical exploits / disadvantages (we expect to hear a mixed chorus of “hooray” and “awww” about that).

Desktop Dungeons has been going along the expected review circuit in recent weeks and we decided to pick out a few of the more interesting writeups out there. If you want to point your friends (and enemies) at some professional opinions or just check out some creative wordsmithing about DD, check these out. Links and changelog after the jump: Read the rest of this entry »

Saving Grace

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Howdy! This week’s update provides an important stability patch for people playing the game across multiple systems, IPs and what-have-you. Weirdnesses and data loss should be non-existent where they’ve reared their ugly heads before, and the denizens of player Kingdoms can breathe a collective sigh of relief knowing that they won’t sporadically vanish and stuff.

We’ve also nailed that pesky Codex bug related to god discovery and the “NEW!” tag hanging around for an absurdly long time. Man, that one bothered us for a while.

And for badge farmers, we have bad news: PISORF finally has a damage type for consideration. Looks like that’s one less cheeky little trick to take advantage of!

There’s a few other tweaks here and there to take a look at. If you haven’t already, you can have a gander at our first after-action report, then give us a bit of feedback or commentary on the QCF Design forums! Changelog follows: Read the rest of this entry »