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Ergastulum: Dungeon Nightmares III

Ergastulum: Dungeon Nightmares III Steam news

K Monkey | Nov 5, 2020 | game

Released

0players observed · 10 October 2026 - 11:43:01 UTC

ActionAdventureIndieEarly AccessHorrorSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score71% positive

Ergastulum: Dungeon Nightmares III news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score71% positive
  • Total reviews84
  • Release dateNov 5, 2020
  • DeveloperK Monkey
  • PublisherK Monkey

Genres: Action, Adventure, Indie, Early Access

Company pages: Developer: K MonkeyPublisher: K Monkey

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Ergastulum: Dungeon Nightmares III Steam news

Ergastulum: Dungeon Nightmares III news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Act 3 Update - v0.753 Now Live - 30 January 2021

    Act 3 is now live on Early Access for everyone to enjoy. Many thanks for those that took part in private beta testing it the last few weeks. One of the changes that I'd like to highlight is the removal of the visible Objectives List. Due to the nature of the game, it felt like it wasn't required and there was enough information in the game from reading items or discovering them to know what you need to do next. In addition, telling players what to do in a linear way ruined the whole exploration side of things I want to aim for. On that note, here is a very brief list of changes. v0.753 Patch Notes 2 brand new dungeons for Act 3 Several new enemies for the new dungeons Difficulty balancing across the game Removed the Objectives list from the Journal Additional puzzles in the House Extra lore to find and read in the House Mouse sensitivity settings in options Many bug fixes and improvemen…

  • Act 3 Released in Beta for Testing - 9 January 2021

    Act 3 has started to roll out into the Beta channel for testing. There have been lots of changes including lots of new content so I will make sure the private beta testers get their hands on it first before i push it to Early Access public. Some of the things to expect in the Act 3 update include: New dungeons with a new theme Several new enemies New house puzzles and books New items to collect or discover Several bug fixes If you want to take part in the private beta testing, please visit the discord and request access to the beta channel, thank you. Discord: https://discord.gg/zaCBf58vw7

  • New Dungeons Means New Puzzles - 7 December 2020

    Act 3 is almost ready and I am putting the final touches to some of the new puzzles in the dungeon. The new Act will feature new enemies, puzzles and a few new special surprises that I won't talk about yet. Lots of additional bug fixing has been done in the background too and a good portion of extra work has been done setting up the House for future updates. Keep your eyes peeled, just how I like it.

  • More Act Work in Progress Shots - 1 December 2020

    Thank you for the continued support and positive reviews! it has been a great motivator for myself during this lockdown. Without fuss, heres a few more shots of what to expect soon

  • Act 3 Sneak Peek - 23 November 2020

    As promised, Early Access will be updated to include further Acts for you to explore including new Environments and Enemies. Here are some previews of what to expect. Since launching the Early Access, the core mechanics for most of the game have been pretty solid and you have all responded positively about what I am trying to create. On that note, there are of course areas that needed the community to get involved with, namely balancing and I have already made ways to address this in prior patches but more of this will feature when I roll out Act 3 and beyond. Just wanted to say that I am working my butt off trying to make this the best I can so please spread the word, review the Early Access and stay awesome :)

  • Moment of the Week - 18 November 2020

    Its been almost 2 weeks since unleashing Ergastulum: Dungeon Nightmares III to you all and the response has been great! so thank you to everyone. I have been watching all the videos you have uploaded and read ALL the feedback as well. If I haven't responded to you personally, don't worry I have definitely seen and read your stuff. On that note, this has so far been my highlight of the week that I had to share it here too. Made my day, week, month. Click the above to see the moment or alternatively you can watch the full video here (Thanks to @TheJerejoe):

  • Patch v0.747 - 14 November 2020

    In preparation for Act 3, I have been working hard in getting the content ready. In the meantime, I have to push the following patch. Fixes Health fix in Dungeon Act 1 Spawn fix for Dungeon Act 2 for Walkers Objective list fixes to prepare for Act 3 New Features Prep work for Act 3

  • Patch v0.746c - 12 November 2020

    Fixes Souls and Candles carrying over to another scene bug Crucifix in inventory General minor bugs New Features More work behind the scenes for the House The Murdered Bride has a new ability The Smiling Creeper walking when you hide or when he doesn't see you

  • Patch v0.746b - 11 November 2020

    Apologies if this has impacted on your experience but I believe I have a potential fix for the duplication bug of items in the House. However, if you have picked up any of the duplicate items. I would recommend that you start a NEW GAME. If you didn't pick up any of the duplicates then your save game should be fine. Here are a list of items that could be duplicated: Basic Crucifix Skull Ornament Small Bell Glass Eye (Blue) Crystal (Green) Door Handle Toy Cube 1, 2 and 4 NOTE: If you have any second copies of any of the above (Toy Cube 3 is ok) I would suggest starting a new game once you have updated to v0.746b. Once again, I do apologise for impacting on your experience :)

  • Patch v0.746 - 10 November 2020

    Fixes Look at possible glitch with Bloody Mary Some work to try and fix possible dupe bug for items you collect in the House Possible to get locked in Master Bedroom POST Bloody Mary dungeon Jump bug New Features Behind the scenes work in the House :)

  • Patch v0.745b & Private Beta - 9 November 2020

    Private Beta I have decided to open up a beta channel for the game where players can choose to help test a more unstable/experimental build of the game before I push it to the Release channel. If you are interested in this, please join the discord for more information. Thanks Discord: https://discord.gg/zaCBf58vw7 Patch v0.745b Fixes Throwing bug when playing with a controller Minor fixes for the Vampire AI Stop player from dying during a scene load

  • Patch Rollback to v0.774b - 8 November 2020

    Due to a crash on windows builds for some people, I have decided to rollback this mornings patch v0.745 to v0.744b. I need to investigate the problem so in the meantime, I have done a rollback t not interrupt your gameplay :) sorry for the inconvenience.

  • Patch v0.745 - 8 November 2020

    Fixes Update wording in the Bloody Mary book to be clearer Metronome in house conflicts with "other" Gramophone sometimes does not play music Depth of Field glitch can cause it to remain on screen Fix controller navigation in Options menu Fixed "Recover your grave" pop-up not appearing in first dungeon New Features Add Invert options for controller A few extra books to read in the House to learn about the lore of some characters

  • Patch v0.744 - 7 November 2020

    Fixes Quit game to main menu (press ESC) and also Quit option on Main Menu (controller button to Exit not implemented yet) SPOILER: Mary climbing the rope looping audio FIXED Make the decoy shaft in Act 2 more unique compared to the "Entrance/Exit" shaft New Features Fullscreen/window setting in Options Added screen resolution selection Max resolution increased from 1080P default

  • Early Access has Launched - 6 November 2020

    The Early Access has launched and I'm already seeing lots of wonderful videos and reactions online. The reviews have been great to read so a BIG shout out to those that left a review. If you haven't, maybe you're still too busy in the game? ;) Anyway, just wanted to say this is the start of an exciting journey for me to get all you involved in shaping this game. The first 2 Acts sets the tone well and the later Acts will continue the upward trend and introduce new enemies, dungeons, locations and deeper story. Now please leave any feedback for me that you have as I do read them and watch all the videos online. K Monkey

  • Early Access is coming soon - 28 October 2020

    As many of you are aware, I have been working alone on this title for 2/3 years now and that can only go so far. In the past I had a wonderful experience developing Dungeon Nightmares 1 (originally on iPhone) with beta testing to help develop and push the game to be the best it could be. Dungeon Nightmares II also had a Steam Greenlight demo which also helped me in some key decisions for the game. So with that in mind, I am now in a position to put Ergastulum onto Early Access to let you experience this new nightmare that I have conjured up with. Finally, this may be the worst kept secret but here is the final logo for Ergastulum which includes a tiny reveal. Enjoy!

  • There's nothing that can stop her - 25 August 2020

    One of the examples of how bullets could be used. You can only slow her down when hitting her but thats about it. Better off saving those Silver Bullets for the Werewolf if you also come across one.

  • Testing AI Outside - 15 June 2020

    Just a short test to see how and if enemies work outside. This test made me realise that I probably want him to be able to knock down those trees!

  • Experimental Weapons - 28 May 2020

    Sometimes I create a lot of things behind the scenes that go un-shown but this was a fun little test I did the past week. I've always had a vision of using Silver Bullets against the Werewolves in the game but had to make sure it was approached carefully without ruining the atmosphere. The conclusion I have decided with is: Very limited ammo in the whole game (you might be lucky to even find 1 bullet in the whole level) Realistic and slow reloading Aim is affected by your faith and sanity Gun jamming is possible No indication about how much ammunition you have left in the revolver Very few creatures can be hurt (most will be resistant) Possibility that could be a New Game+ reward

  • Bringing Traps into the Game - 17 May 2020

    It's been a long time coming but I've started to work on the deadly traps to litter the dungeons with. The first one is a fan favourite from Dungeon Nightmares II ːsteammockingː

Patch notes and updates

S.noRelease datePatch nameGID number
114 November 2020Patch v0.7473872494575595820445
212 November 2020Patch v0.746c3872494575586899394
311 November 2020Patch v0.746b3872494575585131493
410 November 2020Patch v0.7463887130640412039018
59 November 2020Patch v0.745b & Private Beta3887130640408504163
68 November 2020Patch Rollback to v0.774b3887130640404265043
78 November 2020Patch v0.7453887130640403481962
87 November 2020Patch v0.7443887130640398274044

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