- Version 2.1.1 Released! - 6 January 2023
You weren't expecting to see news from this game again, were you? The truth is, I wasn't either. But I did realize throughout the months that there were some simple changes I could make to make this game considerably better, even though I'm in my second year of college now and I'm working on other projects. - Moved the final boss from floor 101 to floor 51 * Also changed all cards and dialogue that mentioned floor 100 to say floor 50 instead * The lighting falloff effect where the cavern gets dimmer and redder as you go deeper was also changed to reach maximum darkness a little before floor 50 * Added a sign after the final boss to clarify that the cavern keeps going forever afterwards - Changed the trigger for entering the boss fight with the 3-D sphere * Previously, you had to enter a boss door 3 times in one play session. Now, you have to enter a boss door while rotating about the X…
- Price Drop - 9 February 2022
Just came back from the dead. I decided to reduce this game's price from $9.99 to $1.99, and this change will go into effect once Valve finishes processing everything. There are three main reasons for this change: 1. Looking at the sales statistics, no one has bought this game in over a year, and I haven't updated it since December 2020. If interest resurges for some reason, maybe I'll come back to it, but I have other things to work on now. 2. The game was priced a little too high to begin with. I mean, this game made by one person with a laptop and the free version of the Unity editor cost the same as Terraria. 3. We all know Valve can't count to 3, so I reduced the price to $2 to make it easier on them.
- Sale Inbound! - 23 December 2020
This sale will begin tomorrow and last for seven days. This will be a 50% discount, bringing the game from $9.99 to $4.99. Just wanted to let y'all know.
- Version 2.1 Released! - 20 December 2020
Guess who's back! For now, at least... Additions: Extending pillars! They're sort of like the stone doors from the 2.0 update, but bigger. You're gonna have a smashing good time with them. 2 new items! Cooldown clock - It's a neat little item that, when quickly thrown in the air and spun around, resets all of your item cooldowns! Except itself. And its own cooldown is very slow. Kind of sad, really. Portable respawn point - Use it once to place a respawn point, and use it again to warp back to it. You can place it anywhere as long as you're on the ground, but be careful - respawn points are fragile and will shatter on contact with pretty much anything. 3 new cards - or was it 4? The development of this update was so spread out time-wise that I don't even remember anymore. But if you've ever wanted a card that, if you obtain multiples of and equip them, lets you crawl at the speed of sou…
- Version 2.0.1 Released! - 10 October 2020
This update fixes some layering issues present in version 2.0 and improves the internal code consistency. I mentioned in a community reply a while back that development was slowing down for a while. I'm still in high school, and through some unfortunate happenstance, I ended up with composition, AP chemistry, and calculus in the same term with no opens. I'm also the senior patrol leader of my boy scout troop, the leader of my band section, I have a job at a grocery store, and I'm doing an independent study in another game engine. At least for now, I don't have time to work on this.
- Version 2.0 released! - 24 August 2020
"Let's release this major update RIGHT when school starts!" He said, cackling evilly. 3 new enemies! *I guess you could say they're tough as nails. 1 new boss! *It's pretty well rounded. In multiple dimensions. Added some totally unsuspicious pedestals with free items on them *What are you waiting for? Just grab the item! It's not held down or anything. Yeah, that pedestal does have something written on it but it's all smudged over with dirt and in any case probably just says "free item!" Unrelated, added one new miniboss! It's the only thing in the game other than the quit game button that can one shot you. Added blue and red emeralds! *Sort of. These were in version 1.5.1, but weren't used in any level layouts and thus left unused. *Blue ones are worth 5, and red ones are worth 25. You know, powers of 5. 5 green = 1 blue, 5 blue = 1 red. No, the red ones are not worth 20, that would b…
- Version 1.5 released! - 10 July 2020
2 new items! *Spike hat- you know that one smash bros thing where you hit an opponent through a platform? Sharking, they call it? You can do that now. *Wall kickers- Now you can kick walls like never before. Those items bring the total number of items only found in shops up to 12. To compensate for this, introducing chests! They can be found in very hard to reach areas and may contain rare items! Or, just a bunch of normal ones. 50/50 chance. 3 new cards! *One of them lets you pick up and carry springboards. Levels now have more randomness when choosing the locations of enemies and items. The cavern now gets darker as you go deeper. Because of this, some more objects emit light. NPCs gain new dialogue at key points of the game. It has come to my attention that someone has written a new review of this game. This review was written by CommanderStream. Firstly, yes, this person does know m…
- Version 1.4 released! - 24 June 2020
Added 10 new sections to the level randomizer. *In other words, there's more maps now. Roxers now emit light. Fixed a bug that allowed shops to sell items for 0 emeralds *If you see an item being sold in the shop for 0 or a negative number of emeralds, report it using the support email One of the cards shown in the tutorial man's trailer wasn't actually in version 1.3.1. This version added that card. The title screen now displays the current version.
- New trailer! - 22 June 2020
Due to lack of interest in the current trailer style, I have decided to delegate all future trailer creation and marketing to the tutorial man. His first trailer has just been put on the store page. I'd like to apologize for his tendency to constantly reexplain the controls of the game, but I believe this is the only disadvantage he has compared to me. His annoyance factor is unmatched, he can drag practically anything out to be twice as long as it needs to be, and while he is still learning the art of repeating everything at least three times, I can positively say he was born for this role.
- Version 1.3.1 released! - 17 June 2020
Removed some floating candles Got rid of some random floating question marks Made some things on floor 101 easier to see Fixed some enemies not despawning properly when returning to the surface
- Version 1.3 Released! - 16 June 2020
Changed the level generator to be less repetitive (see below for details) New enemy- watch out for rolling roxers. 1 new card Some fixes relating to what happens on floor 101. Usually I try to maintain some transparency about this stuff, but I want to avoid spoilers for now. A while back, someone posted a negative but very helpful review for this game. I'm going to discuss some good points they made: "First, there is no apparent goal to the game, just keep proceeding through level after level of the cave..." If I had to provide a goal, it would be something along the lines of, "reach floor 103," or "Gather a large card collection," But perhaps I should have communicated that more clearly. I will make some of the NPC's hint at these things in a later update. "A glaring problem occurred immediately: I reached the "end" of the first level and walked through the exit. But I found myself rig…
- Version 1.2 released! - 10 June 2020
This might not be a complete list, I worked on this the day I got my wisdom teeth out, but here's what I remember: New item: the sideways corkscrew. It lets you spin. Sideways. The unsimplifier item received an overhaul: *It now functions more like a counter and less like a short ranged attack. The timing for it was tightened up considerably when standing still, but it should now work more consistently when moving. *It can now reflect projectiles. *Successfully damaging an enemy resets its cooldown. Enemies and items now stop moving when they are more than 64 blocks away from the player. This should improve performance considerably, especially on longer floors. Added one new card. Level design fixes.
- Version 1.1 released! - 6 June 2020
First content update! Added 2 new cards. Slimes now regain 1 hp upon eating jelly that matches their color. Made various tweaks to the level randomizer.
- Version 1.0.1 Released! - 2 June 2020
This update fixes a number of issues present in version 1.0, including: Multiple floors can be entirely skipped by mashing the space bar while entering doors Sliding blocks are not deleted properly when entering a door The icon for portable glove boxes does not update with a red overlay when the box is destroyed through certain means (visual only)