Developed in Unreal Engine 5, Dungeonborne aims to deliver a next gen immersive experience that offers highly tactical combat and character gameplay customization for players to tackle solo or in a group.
At its core, Dungeonborne is an extraction experience dungeon crawler in which players band together in small groups or play solo to seek treasure on the backdrop of a gritty gothic setting overrun by monsters and other adventurers. Sharp tactical wit, team composition and terrain understanding will all contribute towards success as adventurers are thrust into dangerous situations with nothing but a sword and a dream.
Dungeonborne is set in a bleak, medieval world lined with gothic spires and monsters hiding in dark corners. The forsaken realm players find themselves in has a soul of its own, resurrecting the dead to raise arms once more and protect the treasures and riches that players seek.
Brave adventurers will storm castle ramparts and raid treasuries in elaborate environments built in Unreal Engine 5. To deepen immersion, Dungeonborne will also feature stereoscopic spatial audio creating subtle, almost illusory sounds of footsteps, the creaking of a door and other background sounds. Watchful players will notice these subtle audio cues, and sharp minds will use this knowledge to their advantage.
Drawing heavily on its RPG inspiration, Dungeonborne features a range of classes and races to choose between. Human and undead will be available in the upcoming open alpha with more to follow, allowing players to combine different archetypes and experiment with team compositions as they venture within.
Dungeonborne has just received a Steam Early Access content update that adds a new skeletal weapon pack, introduces a new skill to the Rogue player class and implements the first major round of class balancing across the board.
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We sincerely apologize for the inconvenience and negative experience this has caused. Please know that we are working diligently to resolve this issue as quickly as possible.New Content
- New Event- "Shadow Constellation"
Rogues now have a new E Skill - Shadow Veil. Team up with your rogue buddies to experiment with new tactics. Participate in the limited-time event to earn exclusive rewards
- New Items in Shop
The Skeletal weapon skins are now available. Unleash the terror of flesh and steel upon your enemies
- Increased Spawn Rate for Shadow Portals
The spawn rate of shadow portals has been significantly increased. Shadow portals can now also appear in Clouseau Castle (both Casual and Classic). Step through the portals for an epic battle against the Vengeful Monarch
Class Balance
Cryomancer
Dev Comment: Q Skill- Frostbite Curse has brought the Cryomancer back to the top tier, but its current performance is severely polarized across skill levels. Low-end Cryos struggle with soul energy management, while high-end Cryos enjoy the highest damage floor and ceiling. The changes below aim to balance this disparity.
I. Damage
Dev Comment: Compared to other classes, a well-built Cryo benefits from two unique damage multipliers: reduced cold resistance from Frostbite Curse and the independent damage boost from the Will passive "Bone Chilling". It's unwise for such a low-cost skill to have these advantages, so we’ve made the following changes:
- The Will passive "Bone Chilling" now requires a minimum distance of 15 meters (instead of 1 meter) to start gaining increased damage, and the maximum damage bonus is achieved at 25 meters (instead of 15 meters). This significantly reduces the situations where Frostbite Curse can gain the maximum damage boost
- Frostbite Curse no longer reduces cold resistance, reducing the damage of high-end Cryos and significantly lowers the burst potential of Cryos using melee weapons with Orbs
- The base damage of Frostbite Curse has been increased from 30%/12.6% to 36%/16% to ensure that low-end Cryo damage remains roughly unchangedII. Soul Energy
Dev Comment: Low-end Cryos need to kill more than two monsters to gain enough soul energy for a single cast of Frostbite Curse, making their energy management overly reliant on the Dexterity passive "Permafrost". Additionally, a full energy pool allows for six Frostbite Curse casts, enabling Cryos to cast their Q every few seconds in PvP. To address this, we have made the following changes:
- Cryo's maximum soul energy has been reduced from 260 to 100
- The soul energy cost of Frostbite Curse has been reduced from 40 to 20. This, combined with the energy cap change, lowers the maximum casts from 6.5 to 5. This means that overly frequent use of Frostbite Curse will result in insufficient total damage
- The soul energy cost of Ice Storm has been reduced from 60 to 30
- The soul energy cost of E Skill- Ice Armor has been reduced from 25 to 10
- The Dexterity passive "Permafrost" has been changed to: Restore 1 soul energy when dealing critical damage (instead of 2)
- The value of soul energy gained from kills remains unchanged to reduce early-game dependence on the Dexterity talent in PvEIII. Other Changes
- The casting range of Ice Storm has been increased to 12 meters, and the maximum travel distance has been increased to 25 meters to improve the skill's initiation capability and adapt to the Will passive changes
- Thunderclap Flask: The slow effect has been reduced from 75% to 50%, and the duration has been increased from 4 seconds to 6 seconds to weaken the synergy between Thunderclap Flask and Lightning Staff
- Potential Upcoming Change: we plan to adjust the stacking logic of slow effects to multiplicative and add a minimum movement speed to prevent players from being immobilized by multiple slow effectsRogue
- New E Skill: "Shadow Veil": After a 3-second preparation, nearby allies (except Panthers) enter "Stealth" for 15 seconds. We hope this new skill brings a wave of new teamfight strategies to Dungeonborne
- E skill "Vanish" changed to: Invisibility lasts for 30 seconds, and breaking invisibility triggers a 10-second cooldownSwordmaster
- Fixed a critical issue where the E Skill "Whirling Blade" could only be blocked by shields, resulting in higher-than-expected effective damage in PvP and making it difficult to counter in close combat. Now, the skill can be correctly blocked by all weapons, properly affected by Blocked Damage Reduction, and correctly triggers block-related effects such as dual dagger's self-knockback and longsword's perfect parry
- Added a visual effect to indicate damage reduction when the Stamina passive "Deflection" is activeMithril Shadow
E skill "Stealth" changed to: Invisibility lasts for 30 seconds, and breaking invisibility triggers a 10-second cooldown
Death Knight
Reduced the casting time for Q skill "Soul Shroud"
- Increased the slow effect of Soul Shroud and Dexterity passive "Decay" from 15% to 25%
- Fixed an issue causing stuttering when using two-handed swords or mace and shield while Q skill is activeDruid
The E Skill "Shadow Assault" in Panther Form can now interrupt certain enemy actions, such as bandaging, similar to other attacks
Priest
Dev Comment: Buffing the Priest is our highest priority at the moment, but we believe that further numeric buffs cannot fundamentally solve the core issues and could be very risky. We have been working on this for a while now, including some major changes and new skill options, some of which are already in testing. We hope to share them with you soon, stay tuned!
Gameplay Balance
- Increased the number of static escape portals in Classic mode Clouseau Castle. There can now be two fixed escape portals
- The cooldown of the Resurrection Shrine has been adjusted to 10 minutes
- Adjusted the Vengeful Monarch's AI. He will now alternate skills between players instead of continuously targeting one playerEquipment Balance
- Gloves and boots now have Defense/Attack Levels and can be counted towards the participation requirements for Classic maps
- Optimized the attack range indicator for the Lightning Staff, which can now be displayed correctly on some complex terrains
- Optimized the activation logic of set bonus [Tiny Torment]: It no longer affects teammates
- Set bonus [Force of Trinity] can now properly apply the vulnerability effect with Tier 3 activated
- Set bonus [FAery of the Lake]: Re-equipping items no longer refreshes the internal cooldown
- Fixed an issue where set bonus [Pity of Death] malfunctioned in the Vengeful Monarch encounterOthers
- Added a display showing the total market value of all items in your Stash
- Opening the TAB during a game will display the player's shield value below their health
- Adjusted the attack angle when defending with mace and shield, and optimized the animation for one-handed mace's basic attack combos
- Optimized the combat area of the Cyclops in Classic mode, giving players more space to fight
- Adjusted the AI logic of some monsters. Ranged monsters will detect players at a greater distance, while reducing the tracking range of some monsters, making it easier for players to escape pursuit
- Optimized monster placements near spawn points to prevent immediate engagement upon entering the game
- Improved the spectator view's refresh rate for teammate icons after switching perspectives
- Optimized some UI displays and interactions in the Trading/Shop
- Optimized the interaction and display rules of the custom appearance interface
- Optimized the visual dynamic of cloaks
- Optimized the escape portal effects
- Upgraded our security measures, which now has better ability to identify and combat harassment messages and certain cheatsBug Fixes
- Fixed an issue that caused the Druid's model and silhouette to appear abnormal after logging out and reconnecting
- Fixed an issue where the Rogue's hand-held item position was misaligned under certain conditions
- Fixed an issue in competitive mode where the "Cryotherapy" passive's stack count was incorrect under certain conditions
- Fixed an issue where throwing equipment from a height would cause the equipment to disappear
- Fixed an issue where small objects like necklaces falling into carpet or other terrain models in some areas could not be picked up
- Fixed an inconsistency between the backpack item icon and the tooltip item icon for Uncommon and higher-quality Orbs
- Fixed an issue in windowed mode where switching to the background and dragging the window would cause the in-game countdown to behave abnormally
- Fixed an issue that could cause players to not see their teammates' icons after disconnecting and reconnecting in a party
- Fixed a known issue in Clouseau Castle and Sinner's End Level 2 maps where players could get stuck, fall out of the map, or be unable to move
- Fixed an issue where the game could automatically switch to windowed mode if it lost focus while in fullscreen mode
- Fixed an issue where setting the mouse wheel to map and backpack keybinds caused malfunctions
- Fixed an issue where some prompt information was repeated in the tutorial dungeon
- Fixed an issue where distant doors wouldn't display properly in-game
- Fixed several known issues that caused stuttering
- Fixed several known localization issues
The player classes of Dungeonborne expand outside of genre traditions, too. Aside from traditional class tropes such as rogues, priests and fighters, additional specialized classes that will be available include:
- Cryomancer, a mage versed in ice magic that can conjure snowstorms to slow enemies, or encase themselves in a protective ice barrier if danger draws near.
- Swordmaster, a master of warfare that can rain psionic blades on their opponent, dealing massive damage.
- Pyromancer, a wizard well versed in the art of fiery destruction, capable of casting pyroblasts and burning everything in their vicinity to a crisp.
- Death Knight, an undead warrior brought to life by necromancy capable of gripping foes with spectral chains and pulling them towards their doom.
On top of class-specific spells and attacks, Dungeonborne’s crafting and trading systems further advance the dungeon crawler combat by adding extra layers. Once players emerge from the dungeon, they can set about selling their haul off at the in-game auction house and filling their coffers, re-equipping it for their next adventure or enhancing it altogether. Every piece of loot has its value, whether it can be broken down to crafting resources and used on other pieces of equipment or further enchanted.
Key Features:
- The ‘extraction’ mechanic, giving players the option to finish their adventure and safely secure their loot, or venture further to seek more at the cost of losing it all should they perish. This is further enhanced by the addition of a safezone that shrinks with time, adding a layer of battle royale pressure and influencing decision making as adventurers attempt to escape with their haul.
- An array of player classes that are highly specialised, from household fantasy classes such as Rogue and Priest that embody traditional genre tropes to more specialized options such as the Pyromancer and Cryomancer that rain destruction and freeze enemies in place, or the Death Knight class built around imprisoning enemies and manipulating the battlefield..
- Environmental combat, from utilizing high ground, shadows and traps to gain advantage, to transforming into a mimic chest and ambushing greedy opponents. Combat is further enhanced by a flask and potion system that allows players to utilize alchemic concoctions to either heal themselves or deal damage to their foes.
- Extensive crafting & enhancement systems that further improve loot that players acquire, deepening and expanding buildcrafting.
- An in-game auction house that allows players to sell items they’ve acquired on their latest adventure, or buy other players’ weapons and armor before venturing out again
Dungeonborne is in development for PC (Steam).
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