- Game start issue fixed! - 30 January 2025
Hi everyone, Thank you for you patience whilst I fixed the issue with Diehard Dungeon failing to start. The issue was related to an update to the Steam SDK that, unfortunately broke the game. Everything has been updated to the latest version and should now work without issue.
- Version 1.8.1 is Live! - 18 November 2014
Hi everyone, This is a small update to fix a couple of teething problems with version 1.8, as well as a couple of other small changes. Changelog: A bug that showed an incorrect number of tokens required for a Green Chest respin has been fixed. If the player has the Forget-Me-Not pickup, it will now show on the game over screen. For those times when you forget the Forget-Me-Not ;) Zombie Chest boss description changed. A couple of issues that were fixed in a recent stealth patch: An occasional responsiveness issue when using a mouse to attack with the sword has been fixed. If you ever encountered a situation where a mouse button click didn't result in a sword swing; this was probably the cause. The light beam now correctly aligns with the Searching Eye enemy on the Fading Light minigame menu screen at all resolutions.
- Version 1.8.1 is Live! - 18 November 2014
Hi everyone, This is a small update to fix a couple of teething problems with version 1.8, as well as a couple of other small changes. Changelog: A bug that showed an incorrect number of tokens required for a Green Chest respin has been fixed. If the player has the Forget-Me-Not pickup, it will now show on the game over screen. For those times when you forget the Forget-Me-Not ;) Zombie Chest boss description changed. A couple of issues that were fixed in a recent stealth patch: An occasional responsiveness issue when using a mouse to attack with the sword has been fixed. If you ever encountered a situation where a mouse button click didn't result in a sword swing; this was probably the cause. The light beam now correctly aligns with the Searching Eye enemy on the Fading Light minigame menu screen at all resolutions.
- Version 1.8 is Live! - 8 November 2014
Hi everyone, Version 1.8 is finally here! Changelog: Fading Light - A new minigame that costs 10 tokens to unlock. New enemy - Searching Eye. The respin system for green chests has changed. Every respin will now guarantee a win. Each successive respin will require more tokens, to a maximum of 10 tokens (increase: 1, 3, 5, 10). Double-spin spin attack. Pressing the attack button at the very end of a spin attack will activate a second spin for a potential of 10 points of damage. Spin attack movement speed increased slightly. Door key carry speed increase. Carrying a door key will increase the player's speed instead of slowing them down. I've received a lot of feedback regarding the tedious task of having to carry the key to the lock. Carrying the key will now be advantageous. Move whilst attacking with the sword. The player is allowed a small amount of movement whilst attacking with the s…
- Version 1.8 is Live! - 8 November 2014
Hi everyone, Version 1.8 is finally here! Changelog: Fading Light - A new minigame that costs 10 tokens to unlock. New enemy - Searching Eye. The respin system for green chests has changed. Every respin will now guarantee a win. Each successive respin will require more tokens, to a maximum of 10 tokens (increase: 1, 3, 5, 10). Double-spin spin attack. Pressing the attack button at the very end of a spin attack will activate a second spin for a potential of 10 points of damage. Spin attack movement speed increased slightly. Door key carry speed increase. Carrying a door key will increase the player's speed instead of slowing them down. I've received a lot of feedback regarding the tedious task of having to carry the key to the lock. Carrying the key will now be advantageous. Move whilst attacking with the sword. The player is allowed a small amount of movement whilst attacking with the s…
- Version 1.7.6 is Live! - 14 October 2014
Hi everyone, This is just a tiny update, but one that fixes a couple of potentially big issues. Changelog: The new enemy spawn system included in the previous patch, inadvertently led to the possibility of enemies (including bosses) that had the ability to teleport, teleporting outside of a boss room, becoming unreachable by the player. This has been fixed. An issue with certain remapped keyboard/mouse controls not responding to the correct key/button press, or an incorrect image being shown has been fixed. Player sword attack -> aim incorrect sprite bug fixed.
- Version 1.7.6 is Live! - 14 October 2014
Hi everyone, This is just a tiny update, but one that fixes a couple of potentially big issues. Changelog: The new enemy spawn system included in the previous patch, inadvertently led to the possibility of enemies (including bosses) that had the ability to teleport, teleporting outside of a boss room, becoming unreachable by the player. This has been fixed. An issue with certain remapped keyboard/mouse controls not responding to the correct key/button press, or an incorrect image being shown has been fixed. Player sword attack -> aim incorrect sprite bug fixed.
- Version 1.7.5 is Live! - 2 October 2014
Hi everyone, This patch addresses issues with difficulty, unfair/cheap deaths, Champion Mode improvements and much more. The changes should have a dramatic on how the game feels and plays, especially at higher ranks. Changelog: New chest: Yellow. Yellow chests only contain abilities. They are rarer than green chests and must be destroyed(they are bound in chains) in order to collect the ability. Enemy collision response has been massively improved. The previous system had issues with enemies bouncing off of each other, or seemingly charging/popping instantaneously from one position to another (many times directly into the player). There were also issues with knocking enemies back, where enemies could block each other, forming an almost impenetrable wall. The new system fixes these issues. Champion Mode has been improved. When a good champion wisp explodes, it will inflict the blind stat…
- Version 1.7.5 is Live! - 2 October 2014
Hi everyone, This patch addresses issues with difficulty, unfair/cheap deaths, Champion Mode improvements and much more. The changes should have a dramatic on how the game feels and plays, especially at higher ranks. Changelog: New chest: Yellow. Yellow chests only contain abilities. They are rarer than green chests and must be destroyed(they are bound in chains) in order to collect the ability. Enemy collision response has been massively improved. The previous system had issues with enemies bouncing off of each other, or seemingly charging/popping instantaneously from one position to another (many times directly into the player). There were also issues with knocking enemies back, where enemies could block each other, forming an almost impenetrable wall. The new system fixes these issues. Champion Mode has been improved. When a good champion wisp explodes, it will inflict the blind stat…
- Version 1.7.1 is Live! - 15 September 2014
Hi everyone, This is only a small patch that doesn't contain anything particularly exciting, but it does fix a critical issue with one of the perks not working. Changelog: The Sword Damage+ perk has been fixed and will now work correctly. Sprites (the evil fairy things that attack with status effects) have had the Blind status effect added to their possible attacks. A red badge with the letter "A" will appear on top of the next activatable ability (Voodoo or Reflex) on the HUD. Diehard and Large Eye enemies have had their movement speed decreased slightly.
- Version 1.7.1 is Live! - 15 September 2014
Hi everyone, This is only a small patch that doesn't contain anything particularly exciting, but it does fix a critical issue with one of the perks not working. Changelog: The Sword Damage+ perk has been fixed and will now work correctly. Sprites (the evil fairy things that attack with status effects) have had the Blind status effect added to their possible attacks. A red badge with the letter "A" will appear on top of the next activatable ability (Voodoo or Reflex) on the HUD. Diehard and Large Eye enemies have had their movement speed decreased slightly.
- Version 1.7 is Live! - 6 September 2014
Hi everyone! This is another big update that adds lots of new features and improvements. Changelog: Perks. After a successful run (escape from the dungeon), the player will be rewarded with a random perk for the next run. Perks bonuses will remain active for the entirety of the run. Movement Speed + Sword Damage + Hand Cannon Damage + Shield Health + Hand Cannon Juggle + (can hit cannonballs with sword more times before they explode). Chest (start with a treasure chest). EXP + (the run will reward more exp). Companion Upgraded (the Companion Chest will start at level 3). Gold Rush (increases the chance of finding a gold dropping wisp). Heart Slots (start with 10 available heart slots. Only 5 will contain hearts). New status effect: Blind - the player's vision becomes severely limited to a small circle. Enemies are also susceptible to this effect. New ability: Sense - highlights trap pre…
- Version 1.7 is Live! - 6 September 2014
Hi everyone! This is another big update that adds lots of new features and improvements. Changelog: Perks. After a successful run (escape from the dungeon), the player will be rewarded with a random perk for the next run. Perks bonuses will remain active for the entirety of the run. Movement Speed + Sword Damage + Hand Cannon Damage + Shield Health + Hand Cannon Juggle + (can hit cannonballs with sword more times before they explode). Chest (start with a treasure chest). EXP + (the run will reward more exp). Companion Upgraded (the Companion Chest will start at level 3). Gold Rush (increases the chance of finding a gold dropping wisp). Heart Slots (start with 10 available heart slots. Only 5 will contain hearts). New status effect: Blind - the player's vision becomes severely limited to a small circle. Enemies are also susceptible to this effect. New ability: Sense - highlights trap pre…
- Version 1.6.5 is Live! - 5 August 2014
Hi everyone, This update brings many changes and additions, so the version number has jumped straight to 1.6.5. Changelog: Day/night cycle, rain and dust/spores. Adds to the game's atsmosphere dramatically, making each environment feel slighlty different depending on the time of day. An option has been added to the options menu to toggle these on/off. Champion mode updated. Evil champions can now also spawn directly in the room to fight you. Champion mode has been re-balanced. I underestimated the amount of players that would choose to be good, making the mode too easy. It's now much more challenging. If the player's shield is hit, the player will now be knocked back enough to avoid further attacks. Chests now drop a heart or token if you don't win anything from spinning the reels. Many sprites have been updated. Lots of tweaks made to enemies. Lots of tweaks made to game balance (frequ…
- Version 1.6.5 is Live! - 5 August 2014
Hi everyone, This update brings many changes and additions, so the version number has jumped straight to 1.6.5. Changelog: Day/night cycle, rain and dust/spores. Adds to the game's atsmosphere dramatically, making each environment feel slighlty different depending on the time of day. An option has been added to the options menu to toggle these on/off. Champion mode updated. Evil champions can now also spawn directly in the room to fight you. Champion mode has been re-balanced. I underestimated the amount of players that would choose to be good, making the mode too easy. It's now much more challenging. If the player's shield is hit, the player will now be knocked back enough to avoid further attacks. Chests now drop a heart or token if you don't win anything from spinning the reels. Many sprites have been updated. Lots of tweaks made to enemies. Lots of tweaks made to game balance (frequ…
- Version 1.6 is Live! - 27 July 2014
Hi everyone! This is a fairly substantial update. I hope you like the new additions. Changelog: New feature: Shields. There are two shields that the player can pick up and use: a standard shield and a fear shield. Shields can only take a certain amount of damage before they break, as indicated by a HUD meter. Shields are obtained by defeating shield wielding enemies. Defeat the enemy without destroying its shield, and the shield will drop. Collecting a shield whilst you already have one equipped will replenish the shield's health. New enemy: Witch Doctor. Wields a fear shield New enemy: Goblin. Hops around on a pogo stick, dropping mines that detonate damaging anything within their explosion radius. Some changes have been made to the way Chests work. A small amount of situational bias has been added to the way items that are chosen, whilst still retaining as much randomness as possible.…
- Version 1.6 is Live! - 27 July 2014
Hi everyone! This is a fairly substantial update. I hope you like the new additions. Changelog: New feature: Shields. There are two shields that the player can pick up and use: a standard shield and a fear shield. Shields can only take a certain amount of damage before they break, as indicated by a HUD meter. Shields are obtained by defeating shield wielding enemies. Defeat the enemy without destroying its shield, and the shield will drop. Collecting a shield whilst you already have one equipped will replenish the shield's health. New enemy: Witch Doctor. Wields a fear shield New enemy: Goblin. Hops around on a pogo stick, dropping mines that detonate damaging anything within their explosion radius. Some changes have been made to the way Chests work. A small amount of situational bias has been added to the way items that are chosen, whilst still retaining as much randomness as possible.…
- Version 1.5.2 is Live! - 19 June 2014
Hi everyone! This patch includes a feature that has been requested many times: Player customisation. Pink bandana and yellow shoes FTW! https://dieharddungeon.files.wordpress.com/2014/06/ddappearance.gif The feature is limited to changing colours, but it's surprising the difference it makes. Changelog: Appearance option added to the main menu. A variety of colours can be selected for bandana, skin, tunic and shoes. Selecting random will switch the colours each time the game is started, or you exit the Appearance menu. Survival minigame re-balanced, and rules changed. Time limit reduced to 50 seconds. Enemy numbers and movement speed has been increased at the top end of the difficulty scale. The number of held abilities has been limited to 3. Any new abilities acquired will replace existing ones. To earn the Rage boost, finish 2 rooms in a row without receiving damage. ? ability box remo…
- Version 1.5.2 is Live! - 19 June 2014
Hi everyone! This patch includes a feature that has been requested many times: Player customisation. Pink bandana and yellow shoes FTW! https://dieharddungeon.files.wordpress.com/2014/06/ddappearance.gif The feature is limited to changing colours, but it's surprising the difference it makes. Changelog: Appearance option added to the main menu. A variety of colours can be selected for bandana, skin, tunic and shoes. Selecting random will switch the colours each time the game is started, or you exit the Appearance menu. Survival minigame re-balanced, and rules changed. Time limit reduced to 50 seconds. Enemy numbers and movement speed has been increased at the top end of the difficulty scale. The number of held abilities has been limited to 3. Any new abilities acquired will replace existing ones. To earn the Rage boost, finish 2 rooms in a row without receiving damage. ? ability box remo…
- Version 1.5.1 is Live! - 9 June 2014
Hi everyone! This is a small update, but one that brings some significant changes. Changelog: Sword swing delay has been removed. Every button press will now result in a sword swing. Room generation algorithm has been improved. Rooms should feel much more open, have less corridors and generally be more interesting shapes. The minimum room size has also been increased from 9 grid tiles to 12. Room entrance location has been improved. The chance of an entrance being placed in a corridor has been greatly reduced. 'Survival' minigame enemy spawn locations have been moved away from the entrance. Sloths, and the Giant Oaf boss have had their stun duration tweaked to account for the new sword swing. Knives, Slash and Repel have been tweaked to account for the new sword swing. A new Lilly projectile destination sprite has been created. Trapdoor game incorrect ability reward icon fixed. Enemy hi…