Weekly Update – September 11, 2026

The first four levels of the dungeon are now complete. Enemies, items, and abilities progress each level and there’s a boss at the end of level 4. I could release a demo at this point. It would be buggy, imbalanced, and filled with mismatched stock art. I need to find an artist, playtest more, and hunt for bugs.

New Enemies

  • Giant Spider: This is the boss of the dungeon level 3. It was originally created probably 5 years ago, but its logic and abilities were hard-coded. It was refactored to take advantage of the systems that now exist. The AI still has some hard-coding for behavior unique to this enemy.

New Abilities

  • Observant: Increases chance of detecting hidden doors and traps.
  • Mass Slow: Slows all enemies in a 5×5 square.
  • Spark Bolt: Like Chain Lightning, but only hits one additional target and damage is lower.
  • Steam Cloud: Causes a 3×3 square of Steam.
  • Farshot: Increases accuracy of shots more than 4 cells away.
  • Overrun: Runs through enemies, pushing them to the side and temporarily stunning them.
  • Spellweaver’s Focus: Reduces Sorcery ability cooldowns by 1.
  • Teleswap: Swap positions with a selected nearby target.
  • Pick Lock: Unlock a locked door or chest. Requires Lockpicks. 
  • Oil Puddle: Creates an Oil Puddle
  • Oil Spill: Spreads Oil from an existing Oil Puddle to nearby Oil Puddles.
  • Shaky Ground: Knocks down enemies near the player.
  • Escape to Stairs: Teleport to the stairs at the beginning of the level.
  • Shocking Grasp: Causes electrical damage to an adjacent enemy.
  • Levitate: Temporarily ignore ground effects.
  • Silence: Prevent the selected target from casting spells.
  • Hold Breath: Temporarily immune to gas effects.

Dungeon Level 4

My initial thought was to place the Giant Spider boss at the end of a dungeon level 3. That would have required placing a very large room just before the final room. The map structure generator isn’t designed for this and would have needed extensive modifications. It was easier to create a new map structure generator on a separate dungeon level for the boss fight.

Minor Enhancements

  • Bump into a locked door now unlocks it if the player has the matching key.
  • Improved auto-explore messages. A message is displayed when there’s nowhere left to explore except both locked rooms and hidden rooms. The message appearing when a dungeon level is fully explored now suggests using the go to end of level key.

Bug Fixes

  • Knocked down enemies don’t get back up.
  • Can’t click cells under the message log.

Next week, I’ll look for bugs and complete playthroughs of the first four levels with each of the three starting classes.


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