this post was submitted on 02 Jun 2025
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Pixel Dungeon

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Hey Dungeoneers, Shattered Pixel Dungeon v3.1.0 has been released!

v3.1 includes a mini Warrior Rework, new terrain/rooms, a new trinket, and a bunch of other smaller changes and additions!

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[–] GeometryEnjoyer@lemmy.world 2 points 1 month ago (1 children)

The update was exciting. I'm looking forward to the city quest revamp too. I wonder if the game will be considered "complete" at that point? Or are there other aspects of the game that are planned on being revamped?

[–] 00_Evan@lemmy.world 3 points 1 month ago (1 children)

Shattered will at some point be considered 'complete' by me, but it'll probably be a while after a new city quest. I do certainly think we're getting closer though.

[–] PlumBrake@lemmy.world 1 points 1 month ago

Thanks for the update, I hope the game can continue to be updated even after it's complete! This update's okay so far but I think the warrior now looks a bit too chubby and uncanny, the previous splash feels more like an intimidating viking (though he was too thin!)

[–] Monkixote@lemmy.world 1 points 4 weeks ago (1 children)

Hello Evan! I'm a long-time appreciator of your work. I'm commenting to ask if there are any plans to rework the mechanics of jumping down a chasm to the next floor? Specifically, as it pertains to Weak Floor rooms. If we could have each tile of the weak floor room map perfectly to the pit room below it'd enable the tactic of falling directly onto a thrown Mageroyal plant to avoid that first tick of bleed entirely.

I'd also like to suggest adding new functionality to the Stone of Flock: summoning a fluffy herd of sheep to soften your landing (perhaps halving the fall damage and removing bleed entirely?).

[–] 00_Evan@lemmy.world 1 points 4 weeks ago

Unfortunately tieing the rooms together like this would require a lot more work than it might seem. The actual room contents are generated independently of one-another, and so tieing their size together would effectively require fully generating the next floor before the prior one is generated. I also don't think that landing onto a mageroyal is going to break your fall in the way you imagine, it could just as easily apply the refreshing effect and then the damage from the fall.

I'm also not too keen on giving players more ways to mitigate fall damage, as the elixir of feather fall already exists for this purpose.

[–] elitoocold@lemmy.world -1 points 1 month ago (1 children)
[–] 00_Evan@lemmy.world 2 points 1 month ago (1 children)

Please read the blog post:

[–] sirxdaemon@lemmy.ca 0 points 1 month ago (1 children)

Either I didn't read that or forgot about it. Thrown weapons seem fine to me so I'm curious how they'll change. And this isn't like a tweak but a more comprehensive overhaul.

[–] 00_Evan@lemmy.world 2 points 1 month ago

It's a relatively small change if you're not upgrading them, but the way they upgrade is changing quite a lot.