Hey,
Today it is ENDLESS™ Dungeon RELEASE DAY !!
Which means a day for a celebration (wish we could organize a small gathering in the Saloon, but that would break the 4th dimension, or maybe the "Endless Dimension").
As we don't have a second launch trailer (you can always check out the trailer HERE) we have decided to share again one of Lera Lynn's songs , that matches the moment: "Free Again"
Two days ago we released the Advanced Access for the owners of Last Wish Edition and we are super happy with the reception for the community. You can check our BLOG in which we included some basic information and a thread with a FAQ we prepared with some of the most important questions.
Before starting the main content of the blog, we wanted to thank all players and Insiders who have been helping us along the way during the different OpenDevs, "secret builds" for Insiders, and during the recent Closed Beta. Your ideas and thoughts have been super helpful and it has been an important part of improving the game until today. For example the changes to the Real-time Waves, the difficulty selector, improvements on the UI/UX, and much more.... Again, Thanks!
What are the next steps for ENDLESS™ Dungeon?
Now that the game is out, this is one of the main questions you might have. The whole team has a clear vision to improve the game and we will support it with future updates and new additions.
But as the game releases today, we wanted to share with you some of the points that the team wants to improve.
This is not a "Roadmap", but more like a short-term list of things we wanted to prioritize, which we identified thanks to the different feedback we've gotten from Insiders and the early thoughts from the players.
- Balancing: not a surprise but we will keep an eye on the different feedback about the weapons, heroes, monsters, etc., and will make some adjustments to ensure a better experience in terms of balancing and difficulty (do not hesitate to share specific feedback about that with us)
- Gameplay Feedback: there are some elements we plan to implement that should have a positive impact on your gameplay. Like having some icons on the weapons showing which characters can use them, more options at the Merchant, etc.
- Quality of Life Improvements: more explanations in the tutorials (perhaps a bit late for some of you :P ), improvements in the User Experience (UX) when navigating through stands and saloons menu, etc.
- Multiplayer Stability and Performance: we will be working to improve the overall multiplayer stability and also cross-generation support: PS4-PS5, Xbox One-Xbox Series, Steam-Epic.
[We will share some WIP images at the end of the blog!]
Community Vote - Weapon Design
To celebrate the release day we wanted to ask you about the design for a future weapon.
This gun launches an EMP burst that will briefly leave the ground electrified and fry any enemies caught in the blast!
Do not forget to vote for your favorite design in the VOTES section.
Console Players
We wanted to share with all of you that we are working on the consoles as well (do not think we forgot about you). Thanks for sharing the different thoughts and problems you have encountered, we are investigating them. Also, we are working on a patch (will try to deliver as soon as possible but the verification process takes a bit of time) that will solve the most severe issues you raised.
Apart from solving issues, it will bring some additional content, that only PC players have available at the moment, such as the difficulty selector, "automatic" most of the charged weapons, balancing, and much more. But we will cover the content in a dedicated blog.
How progression works in Multiplayer
We have seen some confusion about the progression during the multiplayer/co-op session. Here is an image to explain it.
Please let us know if it is not working like this for you, as it may be a bug, so we can investigate it.
Freeeeeedoooom!!! - Braveheart Skin is free for everyone!
In case you missed it, during the development the Community voted on a super cool Braveheart-inspired skin for Bunker, and today we're happy to announce that it's now available for PC and will be for consoles in the next patch!
Relevant Links
Before wrapping up for today we wanted to share a couple of important links for you to check.
- FAQ: here you will find some of the most relevant questions you might have, but if you have additional questions we can include them
- PC Hotfixes: on this thread, we will be gathering the different hotfixes that the team is deploying
- Console Forum Section: we opened a section in Games2Gether in which you can find the different Known Issues by platform and in which we will inform you about the next updates (Soon™)
- Bug Report: If you encounter any bug, do not hesitate to report it (here you have the list of Known Issues)
This is everything we have to share with you today!
Enjoy the game and see you In the Station!
Work In progress images for the things the team is working on (mentioned above)
Weapons will have an icon that tells you which character can pick them up.
Option to increase the Drop Chance for a weapon.
Improvement in the visual while upgrading your heroes during the run.
Get Involved!
- Keep the discussion on the forums
- Talk to our lovely community on the Official Discord
- Beautiful Pictures on Instagram
- Have fun with us on Twitter and Tiktok