Apr 292016

Steam’s having a weekend sale on Anime themed games. Of COURSE Dungeonmans has anime themes… right? What? No, it doesn’t have them at all, in any capacity.

Except for this weekend, when it TOTALLY does. Play yourself some Dungeonmans this weekend and grab Orbs of the Seven Starred Dragonz, the key to unlocking super rare and totally broken anime powers, and tell your friends to grab the game for 50% off!







Apr 252016

Ironmans Mode!

Veteran players with something to prove can now start new Academies in Ironmans Mode. What does that mean? The Academy is a ruin! Nearly all of the Academy Items are useless, and you have no access to any of the Academy NPCs. However, Proofs of Stremf are still valuable, and there may be other secret Ironmans-only boons out there to be discovered. When your Ironmans hero dies, the entire overworld is forever destroyed. There is no progression from one Ironmans hero to the next. 

Ironmans isn’t for everyone, it’s a different game without the Academy and not necessarily a better one. But people have asked for this challenge and I’m happy to provide it. Good luck!

New Legendary Gear!

8 new weapons, 8 new pieces of armor, and a shiny new ring. Each of these unique, named items has exceptional functionality and in some cases all new art. Some of these items are mid-range legendaries that will show up starting around level 5. Also there’s a hammer which is actually just a giant stone fist.

Medium Armor

Medium Armor needed a little love to increase the mobility and flexibility aspect of the style. Having high dodge is great, but it’s also nice to be able to stay out of trouble entirely.

  • Quick Dash has been adjusted to allow for one extra tile of movement for every point of Strain applied to it. For example, your first Quick Dash can move you up to two tiles away, at which point the power is Strained and costs 2x Stamina to use. If you use it again, you may move up to three tiles away, and the cost will increase to 3x, and so on up to 5x range/cost. Once Strain clears from the power, the range resets.
  • Quick Dash also grants you one round of the Arrow Time buff, allowing you to deflect ranged attacks that you dodge back to the attacker.
  • The Arrow Time power has been redesigned as Ready For Anything. It still allows you to deflect ranged attacks with the Arrow Time buff, but if you are forcibly moved during the duration of the buff, the strain on your movement powers is immediately cleared. Those include Stick and Move, Shield Rush, Storm Driver, Dashing Charge, Seize Opportunity, and the Unstable Effect debuff will be removed.


Monster Balance

Monsters level 10 and up have been rebala– they’ve been nerfed. They simply won’t hit as hard, although their health pools remain the same. In short, they damage output for late game creatures was balanced around bad data, and this resulted in a number of relatively unfair deaths for players. It’s not right to get one-shot in an Adventurous dungeon.

Volatile Liquidity

Corrected to actually take an action to cast. Mostlies created by the toxin are now Barely Mostlies, which shamble around at full speed for 5 rounds before being destroyed. It’s fun for a little while to have a big cloud of Mostlies following you, but when it quickly becomes the only way to play Necromanser, the fun wears off. Volatile Liquidity is still a powerful curse, so use it often!

Bug Fixes

  • Camps now properly appear on the Overworld again.
  • Fallen Castles will properly remove trees that get in the way of your exploration.
  • You can choose your own Academy name at creation again. Sorry about that.


A New Bee

There is a new bee.

Sep 252015

Achievements, Trading Cards, Steam-based Hooplah

Dungeonmans now contains a wide collection of Achievements to achieve, as well as a full compliment of Trading Cards to collect, Backgrounds and Badges to barter, and Emoticons to FEEL. Earn them by playing your favorite Dungeonmans themed game.

New Gear!

New variants on weapons and shields have entered the game, as well as a collection of new legendary weapons.

  • Shortbows: Bows with reduced firing range but increased damage. Probably OP.
  • Piercing Polearms: Polearms that do reduced damage to adjacent enemies but extra bonus damage to enemies farther away.
  • Defensive Staffs: Wizard Staff weapons with reduced spellpower bonuses but a flat reduction to damage taken.
  • Elemental Resist Shields: Shields with reduced block and armor but increased resistance to magic damage.
  • 7 new rings.
  • 6 new pieces of Legendary gear.
  • Souldrinking Bolster scrolls, guaranteed to drop from Crypt bosses, give powerful enchantments to your weapons at the cost of your very own Stremf!


New Dungeon Type: Fallen Castles

Lost in distant forests, one might find once mighty castles that have crumbled and been reclaimed by both nature, and villains of the world desperate to find shelter. These outdoor ruins are excellent sources of Purloined Inventory and Blueprints, as well as densely packed with the monsters you love to crush.

Updates and Fixes

  • Pools are interesting finally! Newer, longer-lasting enchantments, more variety, and the occasional monster filled surprise.
  • The Academy Armorer now lets you melt down unlocked gear that can’t be Psychotossed.
  • Brigand Cryoduchesses do less bleed damage with Outlaw Shank and also fire the Shank slightly less often.
  • Mid level bosses no longer have health in the 18k range, but they remain tough and damage output has not been nerfed.
  • Weapon and Armor racks now toss loot around like treasure chests do.
  • UI Fixes including dialog boxes not working properly with the mouse.
  • Fallen Dungeonmens Pyres are appearing again for heroes level 10 and higher.
  • Fixed a crash with Necromanser poisons and level transitions.
  • Invisible monsters shouldn’t draw on the map any longer.
Jun 122015

Introducing the Psychomanser!

Once but a distant stretch goal during the Kickstarter, the Psychomanser is finally here! A powerful martial artist combined with potent psychic powers, Psychomansy allows for all new interactions with the game world. The Psychomanser is a brand new Dungeonmans class, built around the idea of the Martial Mentalist, a warrior who uses mind and body to become the perfect weapon. Three truly unique Mastery lines blend together to create a powerful finesse class, but like all Dungeonmans masteries you can mix and match them as you please.

  • The Diamond Self is a mobility line that combines strong offense with quick escapes, but requires careful positioning. It also contains a passive that lets you shake off Debuffs as you fight.
  • Telekinesis allows you to use normal-tier items in your inventory as resources, hurling around weapons and armor with the power of your mind. Battlefield control is the key element, the powers help clear enemies more rapidly as well as create meaningful obstacles for foes to overcome.
  • Hymns of the Old Century is a punching-based line of martial arts stances. With your empty hands you can pick up and throw enemies, punch down walls, and launch lightning-quick blows that leave your enemies Already Dead. These powers are fueled by a new resource called Verve which is generated by punching foes.
  • Every point spent in Psychomansy increases your overall Psychomansy Rank, which in turn increases the damage of your bare fists as well as the maximum amount of Verve you can store.

Defense Adjustmenerfs

At mid to high tier play, Heavy Armor and Shields were simply preventing too much incoming damage. That build is designed to wade into combat and take lots of hits, but it got to the point where there were no meaningful threats remaining unless a monster did a tremendous amount of bleed or starlight damage.

Block and Parry have been modified to no longer prevent 100% of incoming damage! Small Shields now block 30% of incoming damage, Large Shields block 60% of incoming damage and can also block magical damage. Parrying blocks 20% of incoming damage. Enemies with the ability to block attacks now block 50% of the incoming damage.

Armor Damage Reduction is capped at 60%. Run the numbers, and a fully armored warrior with a large shield takes 40% damage on the average hit, and 16% damage on blocked attacks. Combined with the stamina based armor powers that reduce incoming damage, heavy armor builds are still super rough and tumble tanky Dungeonmens.


Across the board, stamina regen powers have been reduced in effectiveness, and cost scaling with level has gotten steeper. The average player with 40+ stremf at high levels will still be ahead of the curve, however the goal is to avoid situations where players end up with 85% of their stamina remaining after using six powers in a row to fight a room of 20 monsters.

Sword and Board Improvements

Shield Rush now has a targeting ray to make it exceptionally clear where you’ll end up when rushing. The damage and addle effect have been improved.

Hammer and Anvil now executes an AOE attack against all adjacent enemies at the end of the move. If there are any enemies within two tiles after using Hammer and Anvil, the power does not trigger Strain and does more damage if used again the next round.

Necromanser Improvements

Redistribution of Health now drains an unlimited number of enemies within a radius based on the number of Deadpulses the caster has. Enemies who are hit by this power now also suffer a bleed effect.

Volatile Liquidity now consumes 1 Deadpulse + mana, has a range of 5, increases duration based on science and scales damage based on science and weapon.

Messenger of Oblivion is an all new ranged curse that Addles a foe and strips them of all buffs while cursing them to take additional Dread Purple damage when hit by any source.

Blood Futures is in the trash, where it belongs.

Bare Handed Combat

Your empty hands can be used as weapons. Fists deal minimal damage, but the damage increases with every point in Psychomansy. High-tier Psychomansers have incredibly powerful punches. Eventually the game will include fist-wrapping type items to allow you to enchant your two glowing hands.

Heroskins now have an additional property, “skintone”, which will determine what color the fists should be. 0 represents a caucasian skin tone, 1 a more olive/yellowish color, and 2 dark brown.

Random Name List

The next time you load the game, you’ll find a file called random_hero_names.txt in your save folder. Follow the instructions inside if you want to create a prepackaged list of random hero names for your adventures.

Bosses, Ancient Kings and Warlords

  • HP increased from 300% to 1800% depending on monster level.
  • Warlords now drop special weapons and items based on their Warlord class. These items are Tier 4+, and scale based on the level of the Warlord.


Balance Changes

  • Block and Parry are now calculated before Dodge, which will raise the likelihood of counterattacks from powers such as Tempo and High Guard.
  • Dodge is capped at 90%– every enemy has at least a 10% chance to hit you.
  • New Armor enchants have been added for Tier 2 and 3 Bolster scrolls. No longer will you be stuck with Deft, Fluid and Sturdy.
  • Searing Bloodragers now do 40% less damage.
  • Battle Fervor no longer replenishes Stamina on kills.
  • Purpleated Trigers now have a level scaling range of 12 to 15, instead of 15 to 15. Whoops.
  • Enemies with multiattack powers can now be blocked, parried and dodged.


UI / Art Improvements

  • Right Click / Right Thumbstick Press now provides a context sensitive drop down menu of movement or inventory options.
  • Right Click also includes Click To Move, if you like that sort of thing.
  • Lots of cleanup in the stats screen, including finally pinning down the minor variance in average damage. I think.
  • “Extra Action!” is displayed in the buff/debuff list over the stat block when you have 200 or more AP to spend.
  • Bleed Resist is now displayed in the UI.
  • Brand new art for Tower dungeons, and improved tilesets for Gray Dungeons, Crypts and Towns.


Partial List of Bug Fixes

  • I Am Death Incinerator!, Rocks Fall, and Punk Molotov crashes fixed.
  • Rare Banner crash fixed.
  • Rare World Gen hang fixed.
  • Tightened up restrictions on invalid character names to prevent crashes.
  • Armor Passives are now disabled if not wearing the correct armor.
  • Global resist penalties / bonuses no longer apply twice. Specifically, Pneumatized now has the correct 15% penalty and not 30% to all damage taken.
  • Bleed resist powers (such as Bloodglue Brew) now give 9001% Bleed Resistance instead of 100%.
  • Bolster Scrolls are now only usable on the appropriate item types.
  • One Stood Against Many buff now correctly modifies outgoing and incoming damage.
  • Anavrin now correctly misses every time.
  • Saving and loading during a Traplord battle no longer causes the Traplord to enter an unbeatable state.
  • Upgraded Libraries now correctly spawn books for new Dungeonmens at the Academy.
  • Refreshments Are Served is no longer named Rapier Wit.



Apr 232015

Dungeonmans is 25% off on Steam for the weekend of 23-27 April!


In the five months since launch, Dungeonmans has added lots of new features and improved existing ones. If you haven’t seen the game in a while, check out these updates!

  •  A new post-game adventure! The Amaranth Pandemonium offers an endless (?!) descent through a unique dungeon with ever-increasing difficulty and the new Glorious item system
  •  Over 50 new items, including a totally new tier of armor and weapons!
  •  Hero retirement! High-level Dungeonmens can retire to teach at the Academy, open a tavern in the countryside, or just pass the mantle of heroism on to a new graduate and wander the world as a freelance adventurer.
  •  New shops and town improvements! Spend your hard-earned coin at Foomingdale’s, Aim Low, Ranger Danger, and other specialty shops.
  •  Redesigned and enhanced skills, such as Dungeon Dervish and Dual Wielding – use the new Tempo system to chain attacks into an ever-intensifying whirling dance of destruction!
  •  Full Gamepad support and new Steam Cloud saves!
  •  Numerous balance changes, bug fixes, and UI improvements!
  •  The King of Thieves gives your stolen items back when you kill him. Honest!

Check out these patch notes describing Amaranth Pandemonium, the post game adventure:


Interested in seeing more? Dungeonmans development continues and is broadcast live, twice a week, via Twitch. 11:30-2p PST on Wednesdays and Fridays.


Follow @Dungeonmans on twitter for super fast updates on game information as well as great news about other roguelikes.




Dec 182014

Major Bug Fixes

  • Monsters that steal items or stats (like Stremf) will now correctly return those objects when killed, even if you left the area.
  • Stat-bearing rings now grant their stats.
  • Fixed certain Bleed, Melee and Ranged damage resistances not working.
  • Players should no longer get stuck in Wooden Barricades.
  • Items festooned in enchantments by greedy Dungeonmens will no longer cause the inventory to crash.
  • Monsters with missing Monster Knowledge values have been updated, allowing them to populate the Museum.

Cosmic Enchanted Items

Be advised that items are now limited to one Cosmic enchant.

Trying to spoil as little as possible here: having 4 or 5 of those stacked on every piece of gear made the game completely trivial. To adjust for this, the power of the Cosmic enchant has been increased. Attempting to enchant an item more than once with Cosmic power will instead increase the magic modifier of the item by one.

Bandits, Brigands, and Towers

  • Added three new enemy types: Duke of Distractions, Baron of Bones, and Marchioness Astromanser.
  • Tower difficulty now ranges from levels 8 to 13.
  • Bandit Kings are now level 13, and no longer appear earlier on as regular enemies.
  • Brigand Strongmens should be appearing more regularly, and Champions have the power to disarm you!

Towers have been well received for their unique style of play, big rewards, and cool Warlord encounters. However, they didn’t quite scale well, to the point where Towers at level 11 or so became too easy, even when marked as “Legendary” depending on the location. This has been adjusted.

The new Bandit types will also appear in high level regular dungeons as well.

Balance Issues

  • Decoymens can only be summoned one at a time now, and once a Decoymans is killed, all monsters who saw that event get wise to your tricks and might not be fooled again.
  • Shield Rush no longer stuns Champions, Bosses or Ancient Kings, but instead throws them Off Balance for a round, weakening their attack damage.
  • Bannermans has an extra mastery point in Cartography, Southern Gentlemans loses one in Bows, bringing both classes to 5 points at start.


Other Bug Fixes

  • Mountain Scrobolds now bring rocks down on your head much faster.
  • Fixed Door Spikes occasionally having no health.
  • Fixed UI issue for Stellar Anvil.
  • Fixed issues where enemy Blinks would result in them being in two different places.
  • Fixed Tireless not always working for some stamina powers.
  • Crash on loading/saving a Temple Map under certain circumstances.
  • Fixed extra space between damage numbers and damage type in the combat log.
  • Fix for Blinged Reaper save crash.
  • Fixed occasional Detonate Deadpulse crash.
  • Fixed the look of some broken doors in the Mountain Fortress.
Nov 202014


With less than three weeks until the official ship date (gulp), I’m changing the official Every Two Weeks build update process to this new one: Builds Whenever.

There will be far more builds, published when I feel like it, in order to get quicker feedback on final polish, balance, and the upcoming Challenge Dungeons. Yeah!

Anyway, new build out. Tons of bug fixes, new sounds, and…

Challenge Dungeons?

Not available in game just yet, but shortly. Sorry to tease! They are small, hand-crafted dungeons focused on a single monster type. Unlock them by leveling up their Monster Knowledge, clear them for special bonuses and permanent upgrade to monster difficulty — with commensurate rewards!

King of Battle and Disintegral Calculus

They’re in and unlockable. How can you access them? Spoilers below!



Spooooilllerssszz ok here we go:

  • Disintegral Calculus is unlocked by mastering the three core Wizardmans paths: Foominology, Cryoscience, and Tricksonometry.
  • King of Battle is unlocked by mastering Shieldcraft, Real Armor, and Polearms.





Nov 122014

Dungeonmans, everyone’s favorite fast-paced monster crushing adventure roguelike, will launch the first release version on December 9th 2014!

Can’t wait? Grab it right now via Early Access on Steam http://store.steampowered.com/app/288120

  • Turn based, old school Roguelike adventure glistening with modern polish!
  • 60+ combat abilities to mix and match with free form class building!
  • Over 100 nasty monsters weighed down with coin and glorious loot!
  • Multiple dungeon types scattered across an expansive overworld!
  • The Dungeonmans Academy! Metagame progress for your heroes between adventures!

Dungeonmans is an epic roguelike adventure inspired by classic RPGs and dungeon crawlers. Create a unique champion and enjoy dozens of hours of tactical combat, deep character customization, and exploration of a world that is randomly-generated each time you play.

As a fresh graduate of the Dungeonmans Academy, your custom avatar will venture forth into the world, delving into dungeons, crypts, graveyards, swamps, temples, towers, and beyond. Destroy hordes of monsters, collect loot, and build your character with a selection of over 60 skills and hundreds of items. A flexible classless skill system gives you total freedom and countless ways to play. And while each hero has but one life, you will discover and collect relics, items, and knowledge that can be passed on to future characters through the Academy system.

DUNGEONMANS on Steam: http://store.steampowered.com/app/288…
DUNGEONMANS Twitter: http://twitter.com/Dungeonmans
DUNGEONMANS Facebook: http://facebook.com/Dungeonmans
DUNGEONMANS Kickstarter (2013): https://www.kickstarter.com/projects/…

Music by Andrew Aversa (zircon)



Oct 282014

Build numbers are for boring people! Check out the patch notes for today’s new build.

New Dread Spire Under Construction

The Dread Spire has changed from a single huge map to a hub and spoke system with smaller maps and handcrafted themed boss floors. The majority of the dungeon is unfinished, though you can encounter many of the new and upgraded enemy types:

  • New: Ascended Cavalier
  • New: Ironbound Foomcrawler
  • Evolved: Cultist Theurge, Cultist Annihlator, Cultist Titan

The final boss encounter is CLOSED and unavailable for the time being, but if you’re a high level Dungeonmans and want to help me out, kick the tires in the new final dungeon and let me know what you think.

Please note that the numbers for these high end monsters have not yet been tuned, but the Cavalier and Foomcrawler can do upwards of 500 damage (before armor) on special attacks, so step lively.

If you are loading a save from a previous build, you’ll need to visit the Headmaster and reshuffle your Overworld to have the Dread Spire work correctly.

Character Sheet Overhaul and Stat Changes

Pressing SPACE will open a full detail character sheet with all gameplay stats as well as a description of each of their effects. If there’s anything there that is unclear, please let me know!

Ranged, Melee and Spell Hit have been merged into a single Hit value.

Elemental Resists have changed to use ratings rather than raw percentages on gear. You can still use scrolls of resistance that give you a flat temporary bonus while in tight spots.


Add your own images to the game’s collection of selectable hero sprites! For instructions and examples, head to your Steam install folder and look for “\Steam\steamapps\common\Dungeonmans\how to use heroskins\”

Deadpulses and Special Enemies

The Manabones skill in The Terrible Basics of Necromansy will occasionally cause Champion, Boss and Ancient King monsters to spawn Deadpulses when hit, even if they don’t die from the attack.

Bug Fixes

  • King of Thieves now drops stolen gear on death.
  • Blueprints work again!
  • Temple Traplords are now working correctly.
  • Teleport traps no longer spawn on stairwells.
  • Take Them With You! Now works correctly.
Sep 302014

Thank you for your patience over the last two weeks. I’m ready to pick things back up and get to work. Proof of such is below: today’s new build!

New Town Layouts

  • Towns now have randomized layouts and additional shops. A few new variant shop layouts were added, and in general most shops should be physically smaller and easier to navigate.
  • The Inn has returned! While not fully functional yet, you can now get a night of rest at an Inn and be granted an XP bonus that should last until your next dungeon or so. Probably too long!

Spiral Dungeon Floors

  • Rarely, and in more difficult dungeons, you may encounter a floor that is a concentric maze, with twisting narrow hallways, multiple side doors, and a great deal of treasure.
  • The floors are large, perhaps too large. If you encounter one please send in feedback after (if?) you make it to the center stairwell.
  • In future builds, there will likely be an Ancient King stationed at the center.

Two New Hero Sprites

Introducing Cham and The Duelist, two new Lady Dungeonmens ready to dive into adventure and get slaughtered like everyone else.

Engine Work: Item Save Data

I’m testing out a new method of loading and saving item data that should allow for any item version to be loaded, even ones from saves before Early Access started! If this proves effective I’ll be using this same concept

Engine Work: Post-Game Dungeon

There is nothing player-accessible yet, but more work has been done on creating  a post game experience that will scale far past the level cap and provide super crunchy monster crushing for the dedicated dungeon delver.