Oct, 16
Alpha23 release countdown

I’ve been back to working on KeeperRL the last week, and things are progressing smoothly. There are only a few bugs and some balance issues left to fix. I will also be defining endless mode enemy raids by hand. The automatic difficulty scaling method that I announced earlier proved to be too difficult (pun intended) for now. The raids will still be randomized, but their difficulty curve will be created by my trial and error, rather than a mathematical method. This is something to be fixed in future releases.

At this point my aim is to release Alpha23 this Saturday. This is the first time that I announce a release date ahead of time, I hope I won’t regret it. 😛

I’ve uploaded another testing build to the Steam ‘dev’ branch. Below is a summary of changes since the last upload on September 5th. Please report any bugs and other issues!

  • Team members view in control mode sorts the members by their move order and highlights who’s under control.
  • Added “full control mode” step to the tutorial.
  • A lot of optimizations of the rendering code, which means framerate should go up by up to a 100%.
  • Much nicer health bar.
  • Added option to generate mana in the library – only in the free play mode.
  • Added a highscore table for endless mode, ordered by turns survived.
  • Fixed issues with killing non-living creatures in combat (ents, golems, elementals, etc).
  • Fixed a glitch that allowed destroying walls by bumping into them.

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 PLAYERS SAID

There are no other games out there like KeeperRL. The game is a unique mixture of management, levelling, crafting, constructing, exploring, adventure etc. […] The possibility of interacting with other’s players monumental dungeons turn KeeperRL into one of the most promising games I’ve found.

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Any time I touch another race, I get bent over like a cheap, overworked sex worker. I love sucking at this game so much.

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