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It's Diablo meets Pipe Mania! An Action Puzzle Crawl in which you change the dungeon layout on the fly using rotating tunnel sections.
An RPG Puzzle Crawl in which you change the dungeon layout on the fly using rotating tunnel sections.
An RPG Puzzle Crawl in which you change the dungeon layout on the fly using rotating tunnel sections.
1,073 backers pledged $33,782 to help bring this project to life.

Dwarven Descent through the Ages, at PAX, and beyond with screenshots!

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Hello Das Kickensphere!

Lots to update today. Lots. This one's going to be image heavy, with pics of the past and now.

tl;dr version

  • A look at where we've come from.
  • We went to PAX!
  • Players taught us a lot about what was working and what wasn't.
  • Roadmap to Steam Early Access & device testing.

A Look Back

Before we get into the meat of this update, we thought we'd look back at the progression of this game in pictures. You know what they say, pictures or it didn't happen...

So with no further adieu, a look back at how far we've come.

The protean version of Dwarven Delve (as it was named at the beginning) was all paper prototypes and miniatures. TinkerLane loves nerd crafting :)
The protean version of Dwarven Delve (as it was named at the beginning) was all paper prototypes and miniatures. TinkerLane loves nerd crafting :)
We used some of our dwarven Mordheim gang to represent our stalwart adventurers.
We used some of our dwarven Mordheim gang to represent our stalwart adventurers.
The primordial screen. The W, M, and C were for camera distance. Fun fact, all the hex tiles were randomly populated in initial testing.
The primordial screen. The W, M, and C were for camera distance. Fun fact, all the hex tiles were randomly populated in initial testing.
The green triangles are dwarves. The red ones are Gloam. Why is that tunnel section red? Dwarven Charge! (Yep, we had it even back then.)
The green triangles are dwarves. The red ones are Gloam. Why is that tunnel section red? Dwarven Charge! (Yep, we had it even back then.)
An early Unity build. That node network is still the basis for our level designs to this day. Some really early, REALLY UGLY ui.
An early Unity build. That node network is still the basis for our level designs to this day. Some really early, REALLY UGLY ui.
The hex tiles appear! And just look at that actually textured floor.
The hex tiles appear! And just look at that actually textured floor.
Recognize those guys? The base enemy models are pretty much the same today. And the dwarves are pretty close. To see those models in action...it was an exciting day.
Recognize those guys? The base enemy models are pretty much the same today. And the dwarves are pretty close. To see those models in action...it was an exciting day.
Ta-da! Beauty shot.
Ta-da! Beauty shot.
If you squint, you can start to see the game that will be.
If you squint, you can start to see the game that will be.
Early on, we had portraits around fights to keep track of unit health. We ditched them because they were blocking too much of the screen.
Early on, we had portraits around fights to keep track of unit health. We ditched them because they were blocking too much of the screen.
Those bright gray lines are destructible shale walls. The Stonebreaker can still break walls, but they look a lot better than that.
Those bright gray lines are destructible shale walls. The Stonebreaker can still break walls, but they look a lot better than that.
The game circa the second Kickstarter campaign. Seeing the progression from the beginning, even to this point, is pretty cool.
The game circa the second Kickstarter campaign. Seeing the progression from the beginning, even to this point, is pretty cool.
And finally today! We're pretty proud of how the game is shaping up. Soon you'll get to see it in action!
And finally today! We're pretty proud of how the game is shaping up. Soon you'll get to see it in action!

PAX Prime

First off, we spent last weekend at a little known upstart games convention known locally as PAX Prime. It was more densely attended then one might think and we were able to show the game off to quite a few people. We even had some backers come by which is always a treat! Thanks to everyone that came down.

If you would like to see more shots of the game in it's current state that was shown to attendees, wander on over to our Steam page and take a look at our newly updated content there.

Dwarven Descent | Into The Deep

Here are some shots mid-con of the booth and folks playing the game.

Dwarven Ancestor would NOT shut up about when folks could play the game.
Dwarven Ancestor would NOT shut up about when folks could play the game.

Lessons Learned

One thing that's been happening over the last year is that we've been refining our game systems and streamlining interactions. In general, polishing the player experience throughout. But, one thing that happens (any developer of any software will tell you this) is that the assumptions you make about how users will interpret and interact with your product are always incorrect somehow. You have to get people testing the game to find those things.

On that note PAX was an amazing tool to see what was working and what wasn't in the game experience. The core of the design held up, but the way we were communicating important game data didn't hold up across the board.

In short, based on a weekend of concentrated testing, some of our design decisions need some tweaking.

We learned some very valuable lessons at PAX about our game. We're going to spend the next couple weeks making some adjustments to address those lessons hard learnt.

Next Steps

In addition to making revisions based on the aforementioned lessons, we are also zeroing in on an Early Access release date. We're really trying to make it this fall or early winter. Following that release, we'll be releasing a closed alpha build for testing on Android and iOS hardware.

All $10 and greater backers are going to receive access to whichever of those programs they choose. As we get closer to the date, we'll begin sending out info on how to request which testing platform.

Backer Rewards

We know we still have some outstanding backer rewards outside of the game itself. We're focusing on the game until it's in your hands to begin playing. Then, we'll work on fulfilling our remaining rewards. We'll also be reaching out to those of you that backed at higher levels to discuss how to redeem some of the more hands on rewards.

Almost there. Thanks for you patience everyone. We can't wait til you can get in the game!

-Tinkers

We feel the same way Dwarven Ancestor. We feel the same way.
We feel the same way Dwarven Ancestor. We feel the same way.

Comments

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    1. Missing avatar

      Neil on

      Awesome update, as usual. Thanks for the insight into how PAX went; wish I could have been there myself! So jealous.