Even without that near perfection, I still log a couple of hours every other day or so.It’s true that all three of those are EA products, but it’s a dangerous sign that some of the titles most likely to get a boost from user-generated content are highly unlikely to use this new, user-friendly service. If the skills were more balanced and there were around 500 more crafting recipes, I'd say this was about the perfect roguelike. It's really doing the same thing over and over, but the RNG plays enough of a role that I still feel like each playthrough is unique. Looking for ways to make it more of a challenge, I'd head to forums to see if anyone was talking about challenges or whatnot and see pages and pages of threads of people asking how to cheat their characters to godhood.įor myself, though, Dredmor has a weird and addictive fascination. There have been tons of times I've heard scuttlebutt that a game is hard (strategically hard, not arcade hard) and tried it and threw down my keyboard in disgust at how easy it was. ![]() That said, the impression I get is that most of today's players want games they can Leroy Jenkins their way through. if you halfway know how to play games and pay attention, you'll almost surely win once you know what the enemies can do. As roguelikes go, Dredmor's pretty easy - i.e. I tend to agree with Pyrotanis per the game's general appeal. TL DR: THAT WHICH IS NOT DEAD MAY ETERNAL LIE I would say that at 1300 hours played, we're providing good value for $7.99 or whatever we're charging now Dead or dying implies that people have stopped playing it, or people have stopped buying it neither of these things is true. in what way is it dead or dying? People still buy it, people still play it, people keep racking up insane playtimes and people keep talking about it online. There's still a small list of TODOs I would like to revisit at some point, but I doubt very much they'll be happening until after CE is fully out of Early Access.īut. drama for drama's sake in many ways) since the last post-Conquest of the Wizardlands patch in 2013. ![]() It's sort of an interesting question: we're making a second game, and that's definitely taking our attention, but Dredmor has been pretty stable and very finely polished (well, as polished as it can get without literally tearing large pieces of it out and completely redoing them, which is just. I would hate to work on a half-finished mod that only I would get to play. If anyone feels any thoughts about DoD's fate, whether it be about the outdated wikis, whether this game is still lively or whether it's time to move on, please tell any thoughts, concerns or opinions on this. Perhaps I should say goodbye to Dungeons of Dredmor, after 1250-1300 hours of play? There's no point modding if you're the only one who uses said mod. I'm considering scrapping the mod, leaving only Android Origins on Steam intact, but only if I'm certain that no one's interested in Dredmor anymore. But I'm just wondering since my Android Rogue Mod is only 1/3 finished, and wouldn't be worth continuing if no one bothers to use it. Now on to my point: Does anyone still play Dungeons of Dredmor often anymore? I know that Clockwork Empires came out a few months ago, and most of the attention is towards that. ![]() I could always scrounge through the XMLs on my computer, but it'd be nice to have a User-Friendly Reference for the stuff in this game. One wiki is dead, another only has skills, and J-Factor is outdated(and doesn't show what is affected by Difficulty Selection). I just tried to look up how store prices are affected by Game Difficulty online, and none of the wikis online have it.
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