Dear Adventurers,

Thank you all for your amazing support and patience whilst awaiting the final chapter, Fortress, where you will come face-to-face with the antagonist, Leth. We look forward to releasing this chapter when it’s done (screenshot below).

We are really grateful to have such an awesome community that enjoys Dungeon Crawlers as much as we do! So thank you all so much again for the support and continued feedback throughout the year.

The Dungeon Kingdom team wishes you a very Merry Christmas and a Happy New Year!

Best Wishes!

Dear Dungeon Explorers,

It was requested by players, they are now available: I added the Steam Achievements to “Dungeon Kingdom: Sign of the Moon”.

The list of Achievements may change over time, I may add entries and may remove a few threshold-based ones. So be aware of this, as for saved games I will do my best to keep the game updates backward compatible with already unlocked achievements, but until the final release, some minor issues may occur.

About the current available Achievements, most of them will be automatically unlocked after opening your saved game as many game stats were already tracked and saved. However some of them were not planned initially and are totally new, so you may need to specifically do the right action ion the game to unlock them.

I also added a local recording of unlocked achievements, so if you play without the Steam client launched, they are stored and will be unlocked on Steam once you load your saved game with steam launched again.

I also added two requested settings:
– Extra Field Of View (FOV) control, with a limited range to avoid unexpected behavior.
– Head Bobbing effect control during displacement.

As usual, the update includes several fixes, check our discord server to get the details ( joins us here: [url=][/url] ). There are general gameplay fixes (issue with spell explosion on heroes, etc.) and some specific related issues in the previous chapters (especially an issue in the Temple), but most of them are related to the newer chapter, The Old Foundations. There are also some adjustments related to balancing.

I am now focusing on releasing the last Chapter: The Fortress

My last words will be to all players that support us across several channels and the awesome dudes who took the time to deeply test the updates and report some issues or give us their feedback.

Have a happy playing.

Dear Adventurers,

I hope you are fine and healthy in these troubled times. The last “big” chapter before the final is now available. New secrets to discover, new creatures, items, and new puzzles!

Also note that a new secret can also be unlocked in a previous chapter, but you have to play the new one to see why 🙂

Beyond the new chapter, this version includes some bug fixes and was built with a newer version of the rendering engine. I also changed the way the scrolls are handled: now, after reading a scroll related to the Meltor’s Quest and the Book of Ages, it will disappear, as the content is marked read and added to the adventure book, and accessible from there. We are thinking about extending it to all books/scrolls. That way players won’t struggle anymore about filling the inventory with scrolls already read. Once read, you never need to keep the item (scroll, book…), it’s added to the adventure book forever, and it also works for the Meltor’s Quest.

Several adjustments were also applied. As requested several times by some players, you can wear a bit more weight. I am thinking about removing the weight penalty for dead heroes (or reducing it). Let me know on the forum what you think about it.

The next chapter is much shorter and will be the conclusion of Dungeon Kingdom: Sign of the Moon. Level design is already complete and it won’t take too long to be released, so Stay tuned!

Thanks again for all the positive emails and comments and kind words on the networks. Thank you so much for your support it is always so much appreciated.

Get the game here:

Have a happy exploration!

Ps: As usual, feedback about the new chapter are more than welcome, including the playtime. Thanks!

Hello dear adventurers!

Small update before the next chapter. This one includes:

– New feature: you can now bind your keyboard shortcuts in the settings menu of the game. This was requested several times by players and it’s now working.
– Several bug fixes.

The “Old Foundations” chapter is coming soon. We decided to make it a bit longer than initially planned and it’s on the way.

Have a nicer time exploring dungeons!

Hello Happy adventurers!

It has been a long wait, but the “Black Mage Quarter” chapter is finally here for everyone!
As usual, feel free to send us feedback and any issues encountered!

We are very sorry for the delay, we totally missed our last schedule. However, there is good news: we are now ready for the return of more regular game updates and posts. We are getting very close to full content, the two last chapters level design and artworks are now done and we are finishing the gameplay integration.

We hope you will enjoy the Black Mage Quarter guys, time to take that portal 🙂

Check here:

Hello happy adventurers!

A little update on our schedule: we are planning to release the three last chapters progressively during the next months. Then, during one or two more months we will work on a global balancing and improving ergonomy and feedbacks and then we’ll exit the early access (we expect it to happen during this winter).

Warm Hearts dear Adventurers!

We are back for a new game update with a new chapter: “Storage”.

We have fixed lot of issues and tweaked a lot of areas, although there is still a lot to update. We have also changed the end of the game a bit, including the content of the remaining chapters. The next chapter (required to leave “Storage” in the final version) is almost complete and will be uploaded in a few weeks: we have to reflect a few changes regarding the story and the modifications we decided for the end of the game.

Until then, enjoy the new update! And, as usual, feel free to report any issues. More updates are coming shortly (including improvements to the AI system), so stay tuned, and have a great time exploring!

Hello everyone,

It has been a while since the last big update. We have been very busy working on the next two chapters. It’s difficult to publish them separately as they are totally linked together to progress further in the game. We still have a bit of work before we publish them, but their release is not far from now. “Storage” and the “Black Mage Quarter” are the biggest chapters of the whole game. After those two ones, we’ll be close to a complete game release.

Here are a few screenies (trying to now spoil too much) :

“The Storage” Chapter

“The Storage” Chapter

Dear adventurers,

Version 0.9.935 is now live. Among some bug fixes and other things, here is a list of improvements:

– City visuals have been improved (especially the cave).
– Temple wall set has been reworked and is now final.
– Many new statuses (more than 10) have been added to characters (such as “poisoned”, “magic shield protection”…) and are displayed on the portraits (like the hunger/overweight/thirst ones were already).
– A lot of new Items, weapons (both some long-range ones and melee kind), new armors and others various items.
– New Spells (Magic Shield is now working and we added other ones).
– The fireball spell was reworked and now looks visually different according to the level of the caster.

But that’s not all, and that’s probably even more awaited: YES, finally, you can now play a NEW Chapter!

Welcome to the Jail !!! Explore a totally new environment with a new level architecture, meet some new creatures, try to unlock 18 new secrets, and try to solve some new kind of puzzles!

Thanks for your patience, and thanks again so much for your bug reports and support, guys!

Enjoy! 🙂

Dear adventurers,

Version 0.9.934 is now live.

This build includes the new RPG rule system. For those of you starting a new game, we’ll be very interested to have a look at your saved game when you reach the end of the Temple. This will allow us to fine-tune the new system and make sure there aren’t too many differences between players when they finish the Temple. So if possible, please send your saved game to

The new system is better balanced, and allows us to more easily change combat and character progression. The new system also uses an external file to fully control all parameters, opening up the possibility for custom rules and even modding. We’ll be able to talk much more about this in the future.

We’ve made a lot of fixes and adjustments for this build, but here are the most important ones:

-You can now drop an item on a portrait to add it to the hero’s backpack, a feature that was requested by many players. There’s no longer any need to manually open the inventory and then click on a slot to put it there. Just left click on the portrait to drop the item, without opening the inventory. If the hero has an empty slot in their backpack, the item will be placed there. Note that, the right mouse button will still open the inventory. This will also work for ammo and stackable items, stacking them automatically.
-Stamina is now fully implemented.
-A cooldown is now applied to a hero after she casts a spell, just like when using items.

Bug Fixes:
-Fixed an issue with the white moon symbol when changing hero’s position.
-Fixed an issue with the adventure book not opening after using esc key.
-Fixed an issue with reading books after they were thrown, leading to some empty text.
-Fixed an issue with the cursor remaining visible when opening in-game quick menu.
-Fixed some jumps when using ladders in the Temple and Jail.
-Improved adventure book’s scrollview behaviour, useful when you have read a lot of books/scrolls.
-Improved auto pickup of ammo, it now by default adds the collected items to the non-casting hand.

Beyond all the changes above, we’ve made improvements to the engine. As a reminder, Dungeon Kingdom’s engine is designed to be used for several games. To make development faster, we need the engine of the first game to be powerful. That’s why we’ve improved it in several ways.

We recently added inverse kinematics to creatures. This allows, for example, the feet of a creature to perfectly touch the steps of stairs, or perfectly follow a slope, all computed in real time. We were not satisfied with the creatures navigation until now, especially in the next areas of the game where there are a lot of stairs and height variations (much more than in the Temple). This is now working great! Also, inverse kinematics gives us the opportunity to make realtime procedurally generated animations: I’ll give you a simple example: when a creature switches a lever on a wall, from any position, the arm moves perfectly with the lever, without any pre computation or any work from an human animator.

The last major feature and improvement is about the artificial intelligence of creatures. The previous navigation module was designed very early on in the project. Since that time, the game has changed and we decided to go deeper with regards to the design of levels, with potentially any shape, lots of floors etc. This game is far from simple 2D grids, as found in most classic dungeon crawlers. So we needed a better system, more robust and more flexible, and it has been developed on these last few weeks. We also improved the decision making module to make smarter AI, and more importantly, to allow mixing it with some specific behaviors when necessary. You’ll understand what we mean in the Jail and the other levels!

Please note that the current creatures in the Temple and City still use the old system and the old navigation module, but they are likely to be replaced over time.

Now I have some great news. In the next build, you’ll explore a new area in Dungeon Kingdom, you will be able to leave the cellar and we’ll open more of the levels to everyone! Finally!

Thanks so much for your patience and support, and thanks a lot to all those who help us fix issues and balancing in the game. To finish the post, check out a few new screenshots…