A showcase of a whole mess of things we’ve been working on for the dungeon in the coming update. The dungeon has doubled in size, and best of all, the dungeon level-tree is now non-linear (an improvement I’m hoping to eventually have on most chapters of the game).
There are a wealth of graphical improvements; the back-wall in the dungeon now has actual edges, and windows, so we can crumble it away and reveal background art. Background art was also something we were lacking before; we now have two different parallax backgrounds where we previously had none. The whole dungeon has also been quietly switched to a perspective matching the rest of the game (a subtle change we began around 1.2 which we feel looks much better – the only holdout remaining is the seaside interiors which I’ll redo later).
Last but not least, we also have a bunch of different palettes in the dungeon which help set the mood in different areas.




