this post was submitted on 01 Jun 2026
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Pixel Dungeon

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Hey folks!

Sorry for the extended wait, I'm back with some news on v4.0 and a new ETA! Unfortunately v4.0 is still a little ways out, it's ended up as a much bigger update than expected! Currently I estimate that v4.0 will ready for beta sometime in July, hopefully earlier in the month.

In this blog post I'm going to share a quick update on the vault quest, then go over some very exciting things also coming in v4.0.

(Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don't hear from me by the ETA, it means I'm still busy with the update!)

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[–] 00_Evan@lemmy.world 1 points 1 month ago

Thanks for the feedback! To quickly go over each point:

  • The vault doesn't have random enemy respawns, fully wandering mobs, or mobs you can't kill. Partly this is for gameplay fairness (enemies need to move in predictable ways for stealth gameplay to work) and partly because powering up and being able to clear the vault is part of the fun of the quest.
  • The vault quest is a lot more variable than other quests, so I'm not planning to have multiple bosses this time. The design for the boss is not final yet, but how you fight it is going to vary based on what gear you find, which should keep things interesting between runs of the quest.
  • Yeah it should be eldritch, there are always a couple typos. Mainly I removed old venemous and vorpal because most players just took them as extra damage and didn't try to change up their gameplay at all. I'm hoping that won't be the case this time.
  • Pressurized essentially creates geyser trap effects, so there is no innate damage. Wondrous also won't have a 100% trigger chance, so cursed wands will still produce random effects much more consistently. Transmutation will change the whole stack, and excess items on the ground or similar will crumble to dust when you try to pick them up.
  • There's always a mix of positive and negative feedback when it comes to changing visuals, I expect environment art will get pushback once we change some of the existing texturing too. It's tricky to evaluate that feedback as quite a bit of it is always change resistance, the 2.5D walls got a mixed reception when they were first introduced. I'm not necessarily looking to change the style though, just extend it by enhancing the quality of the art, and a LOT of time has been spent behind the scenes on that with focus groups.