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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…



First of all, we want to wish you all a Happy New Year and best wishes for 2017! Hopefully this year will be full of exciting dungeon crawling experiences!

This is the first of our new monthly updates, occurring on the last Thursday of each month. We’ve stealthily updated the game from 0.9.930 to 0.9.932. Included in this update are two core rule sets: the classic one that most of you are playing when launching Dungeon Kingdom, and the second one, which will eventually replace the current one (which is currently only accessible to a few beta tester players). We’ve rewritten all the core rules (damage computation, character progression, etc.). Once testing is complete, we’ll switch everyone over to the new rule set. This should happen within the next few days. This rule set change should make the game more balanced and more enjoyable. It also means we will finally be able to publish the new levels, as the proper balancing was a prerequisite for us before we could allow you to advance further in the adventure.

Beyond the core rules, here are a few new features that have been added:

-Ammo for bows, crossbows, slingshot, etc. don’t need to be in-hand any more. The game is able to get and count all the ammo items in your inventory. This leaves one more hand free (useful for casters).
-Ammo is automatically picked up when walking over it (after being launched for example).
-‘M’ key now both shows and hides the map.
-Reduced some console spamming when hovering over items.
-You can now rebind the strafe keys (check input tab in the launch dialogue).
-Added a few items (dard, etc.).
-Fixed issues with torch holder in the temple.

And of course, a lot of other fixes (spelling, portraits puzzle, pools puzzle, wrong UI elements positions, etc.).

Big thanks to our testers, especially to Micel Dars for the precious help on core rules. And thanks so much for those who left us a positive review.

To end that post, have a look to the Black Mages Quarter area:


Hello everyone!

There are only a few days remaining before the next big update of Dungeon Kingdom.

Before we put it into your hands, we are launching a second bunch of polls to get more feedbacks about some features of the game.

As usual, simple click the links and answer the questions. One poll per link.

Poll about Spells System

Poll about heroes and NPC animations

As a reminder, you can still check the two previous polls:

Poll about Character Progression System

Poll about Food management

Thanks so much to those who will take a few minutes to answer.

We’ll publish a complete guide a few days later about the next update content as there are lot of new features and adjustments.

Hello Adventurers!

It’s been a while since the previous update about Dungeon Kingdom: Sign of the Moon, so here are a couple of screenshots to keep you going before the next update.

These were taken from some of the later levels in the game. A few of you may also notice the long ranged weapon and item stacking features. Also, the game will now include a secret “VR” mode for testing purposes.

The next public update will arrive soon, with long ranged weapons, item stacking and more settings, especially graphics settings and some fixes.





Hello everyone!

Greetings brave dungeon explorers!

During the last few weeks, we have been sending out the Early Access build of Dungeon Kingdom: Sign of the Moon to some of our Indiegogo backers! The feedback has been great and the players have done a great job in testing the game.
Thanks to you, we are now preparing for the release on Steam! The next announcement will be about the availability of DK to the public, on Steam store and on this site! Stay tuned!

Until then, have look at this new screenshot featuring the new UI!


Warm Tears Adventurers!

We are very excited to announce that Dungeon Kingdom will be released on september 25th, for our backers, and available to anyone on Steam Early Access a few weeks later. Since our last post, we have been working very hard to make this happen and we thank you for your support during its development. More from us soon, see you on the 25th!