Author Archives: Daniel

The Roadmap

Here’s a transcription of what Nick posted on the forums earlier today (just to get people to maybe check out our shiny new toy), we’ll endeavor to keep the blog the de-facto “news” source.

I’ve been directed to post some interesting stuff on the forums about what we’re doing next, in order to get as many new people using them as we can. So that said, here’s the plan going forwards, courtesy of today’s company meeting. (Which did, in fact, involve swords.)

– 1.0.6: Linux support and a handful of the more interesting things that need to be fixed. I’d like to get this to the beta testers by Monday. I’d like to do it earlier, but the first part of the week is consumed by rubbish Real Life Stuff. So we’ll see what happens.

– 1.0.7: More fixes, and the introduction of a Super Secret Thing that we’ve… well, I may have talked about it before, and I wanted it to get in for the original game, but I didn’t. So I think we’ll put it in for 1.0.7. Again, I’d like a turnaround of about a week, a week and a half.

– 1.0.8: If necessary, more fixes. This patch may not exist, depending on where we set our cutoffs for 1.0.6 and 1.0.7. Hopefully, we get the female character in by this point.

– 1.1.0: Mod support, including bumping all the strings out of the EXE and into an XML file for the usage of various translation teams. (We have a *really* cool translation announcement coming up later this week, by the way.)

and then various support patches for 1.1.0 moving forward.

There is also the little matter of an expansion pack. Gaslamp as a company – and myself, personally – are universally opposed to charging you for things that should be in the core game. We’re committed to fixing every single one of the one hundred and forty-nine issues in the bugtracker for Dredmor, and we will keep adding more Stuff to the core game every time we send out a patch, so that you always get a little something extra.

We don’t want to try to sell you 99 cent horse armour, either. That’s just… lame.

That said, people have actually *asked* us for an expansion pack, so we have to make one. We think we have a concept for an expansion pack that does justify being spun off to a paid expansion, as opposed to being Horse Armour or Eyebrow Wigs or whatever, and we will be moving on this front as soon as we are happy with the state of the core game. (That is to say, Not Yet. Not For A Long Time Yet.) In typical Gaslamp fashion, said expansion pack will probably be about the price of a package of potato chips. Crawl players will like it. It also won’t be anything you couldn’t put in yourself with the mod support, so in effect we will be putting up an Officially Sanctioned Mod and inviting you to buy it from us. I think this is a reasonable policy. I have no idea when this will be done, either. If I had to pull an estimate out of my posterior, I would guess six months or so. It’ll mainly be frontloading on the art side and less on the code side, and will be something that the company will collectively move on after 1.1.0.

There should also be an announcement about Merch in a few weeks. Buy Merch. BUY MERCH.

So that’s the roadmap going forwards. Questions? Comments? Let us know! That’s what we’re here for.

Posted in Dungeons of Dredmor, Modding | Tagged , , , ,
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Art from our wonderful fans, in water color and play dough.

These pics hit our inbox this afternoon, courtesy of one of our younger fans.  We absolutely love fan art, and if you have any that you’d like to share with us, please email it to us at our contact address!

Posted in Dungeons of Dredmor | Tagged , ,
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For those of you with technical issues

EDIT: Stairs crash and the shopkeeper disappearing issue after load/save are now resolved. Patch will be sent to Steam on Monday. In the mean time, avoid saving and loading in shops, and be careful when using summoned monsters. (Let your old monster die off before going up or down stairs.) — Nicholas

Hi Guys,

A select few of you are still having some issues with some rather annoying bugs in the game.  Most of you are fine, and if you haven’t had any issues don’t worry!  However, if you *have* had issues, know that we want to make playing Dungeons of Dredmor enjoyable for everyone; believe me when I say that getting these issues dealt with is at the top of our list right now.  So, if you’re having some issues, click through here for your definitive guide for getting us the information as efficiently as possible so that we can get this sorted out for you.

(Linux guys: those of you who have emailed us have hopefully received a note from me.  We are still very committed to getting you a Linux version of Dredmor, please be patient, we have not forgotten about you!)

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Posted in Dungeons of Dredmor | 38 Comments

Dungeons of Dredmor: Available NOW on Steam!

It’s finally here!  Grab your Golemancy hats and your Lutefisk cubes!  Bring glory to Krong!

http://store.steampowered.com/app/98800

Posted in Dungeons of Dredmor, Front Page, Gaslamp | 58 Comments

Dungeons of Dredmor to be released through Steam on July 13, 2011

Gaslamp Games is proud to announce that we have partnered with Valve to release Dungeons of Dredmor on the Steam platform for the exceptional price of $4.99 on Wednesday, July 13th. Gaslamp Games is dedicated to providing classic dungeon crawling adventure in the spirit of classic roguelikes to both seasoned and casual players alike.

“Our business acumen department has been hard at work within our underground lava-fortress for the last several weeks devising a distribution system for our product, pushing tiny models of software packages and legendary beasts around a map of the middle planes with wooden dowels,” said Gaslamp’s Daniel Jacobsen. “However, after the tragic death of the Last Gryphon at the hands of the overzealous Gnomish Flying Couriers, we decided that we needed a more proven content delivery system.”

Dungeons of Dredmor will be available through the Steam distribution network in both Windows and OS X flavors.

Posted in Dungeons of Dredmor | Tagged , , , , ,
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The Lutefisk Knows No Boundaries

It has been a long and productive day deep in the Gaslamp Diggleworks, but we are now unfortunately fairly certain that the Big Announcement we have been promising must be postponed due to forces beyond our control.  We hope to make it up to you by working tirelessly this weekend adding some really exciting features that we were worried we wouldn’t have time for.  We’ll fill you in on them very soon.

In the mean time, the folks over at RPGCodex, The Indie Shelter (Italy), and Gamin.ru (Russia) have put together some great articles describing their harrowing experiences with the Lutefisk God, crafting systems and the beta.  (You might want to filter them through Google Translate)

-Citizen Daniel

Posted in Dungeons of Dredmor, Gaslamp | 17 Comments

Auditions for the role of Director

We are fairly well-convinced that this is the way to go: the game is actually a lot more engaging now, the only problem is our current director thinks that rooms *literally* full of traps are a good idea without so much as a “hey, this might be a trap room” sign, so we’re working out kinks.

Also, I would currently analogize our relationship to our bug tracker with a guy with a shotgun and a horde of shambling zombies.  Thankfully there’s lots of ammo and it’s a big shotgun, and he’s smoking a cigar.

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Study shows beta testers hate game less, company starts thinking about shipping dates

It’s true, we’ve begun a new round of beta testing, meticulously recording aggravated murmurings and strange glee-filled squeals in an attempt to distill a shipping date.  The theory is that when the one outweighs the other, we’ll be able to ask for money for this thing without feeling like highwaymen

Version 0.8 will be rolling out here today, an indication that we are rampantly crushing bugs underfoot.  Our biggest problems at this point seem to be at least partially to do with our constant desire to improve our user interface…

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Posted in Dungeons of Dredmor | 2 Comments