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UnDungeon is a beautiful and complex Action/RPG pixelart game with a rich background, immersive story and seven unique characters.
UnDungeon is a beautiful and complex Action/RPG pixelart game with a rich background, immersive story and seven unique characters.
4,603 backers pledged €95,519 to help bring this project to life.

Late but not lost. Project status for August 2018

Posted by Laughing Machines (Creator)

Hi everyone! Ri Ra - the game designer - is here and I'll try to shed light on what's going on with Undungeon during the last six months of silence.

The most important thing is that the development during this period was continued without any interruption. We’ve decided to be silent while working on the demo - it was necessary to pay all our attention and efforts to the project to show the real gameplay instead of short videos and gif images. It seems that you’ve been also waiting for the same results. Unfortunately, there were several occasions that prolonged the silence.


When the first demo version was finished (about 3 months ago), we were completely dissatisfied with the quality of certain systems, such as combat or AI ones. Thus, we’ve decided to delay the release of the demo and polish the available version. However, it wasn’t a simple task. After a month of attempts to fix the behavior of units, our only programmer left the team.

We’ve rapidly hired two new members, but it is obvious that the quit of the only person responsible for the game code pushed us back to the situations when the team was forced to explore the game code from the very beginning.


Currently, everything is under control, but we’ve understood that the existing problems cannot be solved just by fixes and improvements. They require a complete rework. Since it is a time-consuming process, we cannot stay silent anymore. The situation around the project led us to the decision to release two demo versions of the game instead of the promised one.

The first demo is dubbed PAX Demo since it will be displayed on the PAX expo which opens up on August 31 in Seattle. After a week or two after the conference, this demo will be sent to backers. Despite that this version is a little bit "rough" and many things will be replaced with better ones in future, we’d like to ensure you that the project is alive and the team works hard.


More good news: we will release a new trailer on Pax and announce the collaboration with one of the indie publishers.

Let’s return to the topic of the demo versions. After providing backers with the first demo, we are going to concentrate on various aspects we are dissatisfied with. Then, rework them within a few months and release the second demo in autumn. This “vertical slice” version will include much more content, will be more oriented towards replayability and will include all our rework progress. The decision to do the rework was a hard one, but we’ve decided to move the project forward with the highest possible efficiency instead of staying in the same place and fixing endless flood of bugs.


To help pass the time before PAX and show that we don’t let the grass grow under feet, I’ve recorded several short gameplay videos which illustrate the progress in various aspects of the development. All videos are created on the basis of the PAX version that will be displayed on the conference and then provided to backers as one of the two demos.

A little example of combat system. We’ve added a bunch of new abilities and mechanics. And even more are waiting in line for implementation. You can combine any 4 active abilities discovered on the run.


During the development, we’ve decided that it would be great to use animatics not only for storytelling but as a part of the gameplay. Being completely satisfied with the result, we are going to use this feature more broadly.


Creating the demo version, we’ve also spent lots of time on localization. Some dialogs are very extensive, so now, we try to decide whether they will bother players or not. Give us your opinion.


This fragment illustrates the barter system. There is no money in Undungeon since the Shift gathers very different creatures and fractions. Thus, they are forced to return to the primitive conditions of the plane exchange. If you’ve noticed an item in the trader’s pocket that looks useful, you will need to spend something that is already in your inventory to get it.


Traveling all over the world, the Herald spends the energy of the Core which can dissolve almost any matter to recharge. Thus, you will need to feed the Core with something from your pockets.


Besides, we are back to the posting of Undungeon-related materials on a regular basis. At least, we’d like not to miss any #screenshotsaturday.

That’s all the vital information we’d like to draw your attention to in this update. We sincerely hope for your understanding and support. Expect the next update during PAX and demo - soon after. We are ready to answer any of your questions in the comments.

P.S. A small bonus - our composer, stonefromthesky, has just released his first full-length album - Spirals. It has slightly heavier sound than the Undungeon soundtrack, but it seems that many of you will like it:

Sean McGee, Sammy Ghazzawi, and 86 more people like this update.


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    1. Christopher Todd on

      Thank you for your transparency and for breaking the silence, i was starting to worry that things were disintegrating with this game.

      What i saw recently during PAX videos looks very promising to me, and i'm glad that you've committed to the fixes you feel necessary moving forward. Also glad to hear that the demos will be coming as the development continues -- honestly if it is a huge resource draw i would be just fine with the PAX demo knowing that much would be improved afterwards. That's your call, but just know that the two demos feels overly generous and like i say, perhaps resource-intensive.

      Keep us in the loop and all the best moving forward! Cheers from Detroit!

    2. Missing avatar

      brkerez on

      Hi guys, I'm very happy to see the project is still alive and wish you luck with all the problems you're facing and as a programmer I can feel your pain deciding for the rewrite, take all the time you need. But regarding the silence - it's my opinion but I think you repeated the mistake game developers do again and again. Meaning deciding to be silent instead of post some updates(one every month is enough) even if the news contained in the update are not the pleasant ones. The bad news is better than no news at all, always. Even when I know very well how time is running so fast and there is so little time to do anything else besides real work ;) But wish you the best of luck, godspeed ;)

    3. Missing avatar

      Godewijn on

      I always like extensive dialogue. It does not bother me at all.
      More dialogue is almost always better imo.
      It entrenches me into the lore of the world, and its inhabitants.

    4. Michael St. George Matatics

      The dialogue system doesn't bother me any. The bartering looks really cool and brings a fresh aesthetic to the traditional 'shop' staple of RPGs.

      I'm so glad to see this game didn't fall by the wayside and that the team is still right on course. 👍

    5. Missing avatar

      rayg00n on

      I really want to see a demo to give you a better feedback. Will i get a demo if my pledge is 15 euro ot not ?

    6. Laughing Machines Creator on

      @Kai Palfrey, this time PC only. We'll see what we can do for the second demo.

    7. Laughing Machines Creator on

      @Marcus Flint @TomToLom @Patrick Wilkins
      Because we need a little bit more time to fix the most serious bugs. To be honest, we're not even sure that the version that went to the PAX is playable in all aspects. But this event is tied to specific dates, so we gave what we had. But for the backer's version we want to spend some more time to put things together.

    8. Missing avatar

      Kai Palfrey on

      Are the demos for PC only or Konsoles too?

    9. bonuswavepilot

      Add a week to the start of the planning phase of the code rework - it will save you a month at the other end. Delay is no problem - better late and good!

    10. Andrey on

      Thank you for the impressive work and the update!

      The spice must flow! Err, I meant, the updates. Don't leave us in the dark please :)

    11. Primitive-Primer on

      The dialogue system improves the world building and will add to the atmosphere - please keep the project true to your original vision.

      As others have said, take as long as the game needs... It's original and would be a huge waste if it's rushed.

    12. Joshua Borlase

      I like both lots of dialogue trees (what can I say, Planescape: Torment is my jam) and the barter system.

      Keep up the good work. I’m glad to hear the project isn’t dead

    13. Bjornen on

      Good to hear you are still on track, despite the difficulties.
      The game is looking good! pixel art is amazing and I love the general vibe.
      Regarding the "wall of text", for me it's fine, because I always love to have more lore and context on a game, but maybe a skip option would be nice for those who don't want to read it all or if you get to see the same scene several times and you know what they say.

    14. Omer Reiss on

      I'm glad to see this update, the game looks great, it may not look like it, but it seems like the project is handled very well, considering that the only programmer left and they had to examine the whole code from the's actually very impressive that they were able to move past that, rumor even has it that something just like that has killed x-com alliance years ago...anyway, it's good to see the project at this state, and it looks freaking great, can't wait to see more!

    15. Missing avatar

      Jaime Thorin on

      I'm really happy to see an update after all this months. And is looking great. I backed the project cause I love the design of the characters. Undungeon seems so different, so unique. Waiting to play the demo in a few weeks.

    16. Missing avatar

      roomer8 on

      I'm really happy to see some updates about this project, I've loved the concept and the art since the start. I understand you had some major problems in development, but next time just say something, keep us updated!

    17. Missing avatar

      Nick Henderson on

      Wow I thought this project was dead, happy to be wrong this is look really cool!

    18. Matt Green on

      Thanks for the update. At the end of the day, making a great game is all that matters. Don't settle for anything less, no matter how long it takes.

    19. jasper rubino on

      Take as much time as you need. The fan base supports you and it takes a grave amount of time to hit the level of gameplay and polish you have displayed thus far. Keep up the hard work.

    20. Missing avatar

      Patrick Wilkins on

      I like the worldbuilding in the dialogue section. I'm pretty excited to play a demo after PAX.

    21. Sylvain Cousineau on

      Its great to finaly have some news , the game looks awesome , keep up the good work . Cheers !

    22. James Oliver on

      I also have to agree about the demo. Why not backers first, to the people who made this possible.
      Especially after the many months of silence.

    23. Missing avatar

      TomToLom on

      Why wait a week or two after the conference before giving us the PAX demo ?

    24. Marcus Flint on

      Glad to hear that the project is still alive, though I am kind of curious on the reasoning behind releasing the demo to PAX attendees first over backers? Seems a bit backwards to me, but nevertheless, I'm happy work is still being done.

    25. Missing avatar

      alexandre haenel on

      Hah, i was wondering why the lack of news. Glad you guys are working hard. Thats the kind of update i like lol

    26. Christopher Lucero on

      i dont even care how long it takes just want a solid game to play lol

    27. Kenneth Brewer

      IT IS ALIVE!