Steam Workshop Mod Support Now Available

The time to create and use all new horrifying traps, dazzling spells, and weapons of diabolical ferocity is upon us: the Dungeons of Dredmor Steam Workshop is now open for business.

Check out the Steam Workshop Here!

Create and share all new monsters, items, skills, spells and dungeon rooms!  Ever wanted an acid fireball?  How about a skill that summons Diggle mages?  A staff that explodes when you throw it and turns everyone who it kills into zombies?  Easy.  A trap that can only be disarmed by feeding it 10 gallons of Slivovitz plum brandy?  A magical pear that summons a magical orange that summons a magical apple that summons the original magical pear?  That’s more like it.

The Steam Workshop is a place designed to make it easy to find, play, and share quality custom content created by other fans.  Simply head over to the Steam Workshop page, find a mod that you would like to play, and hit “Subscribe”.  The mod will be downloaded to just the right spot, and upon loading Dredmor you simply hit the “Mod” button on the launcher and pick which ones you want to load.

Or, if you want to try your hand at your own creations, head over to Dredmod.com and take a look at some tutorials on how to craft your own!  We’ve included information on how to make and upload a mod, as well as some of the code that you can use to create completely unique content.

And while you’re at it, check out the brand new DLC we launched today – it’s totally free, and full of some of our all-time favorite fan-made content!  Also, just because we’re so excited about the Workshop, Dredmor is on sale!

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Dungeons of Dredmor Free Expansion Available Now!

At long last the time has come.  You know what must be done.

You Have To Name The Expansion Pack :  now on Steam

What’s new? Here’s what:

  • Rebalancing of many original skills (now you can smith more flesh into zombys with Fleshsmithing, find more loot with Perception, fire more cannons at the same time with Piracy, and much more)
  • 29 new skills in 4 skill lines from the minds of mad Dredmor modders
  • 100+ new rooms filled with Tesla coils, lots of breakable stuff, and fine dining furniture (which is also breakable).
  • 20 new monster variations (including one new monster type)
  • 30 new crafting recipes
  • 47 new items from the Clockwork Grappling Bolt to the Rusty Caltrop Eruptor Trap
You want to know the details? Well it’s a good thing we have all kinds of details:
  • Battle Geology, a wizard-like warrior skill that involves killing people with rocks and a solid appreciation for tectonics – by Null
  • Clockwork Knight and Rogue Scientist, crafty steampunk skill lines that grow more powerful as your craft skills increase – by Ruigi
  • Warlockery, the wizard skill for wizards who would rather be warriors and want to blow stuff up with brute force application of mana as well as a massive overhaul of a large number of core skills and abilities -by Essence
  • Scads of twisty little rooms, all different, and decorated as befits the lich’s dungeon – by Bergstrom
  • And a horde of new monster variations from Poorly Cloned Heros to Diggle Rocketeers – by FaxCelestis
Go now. The expansion pack is not going to Name itself. 

(And anyway, it’s free. I did mention that, right?) 

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Dredmor Expansion: “You Have To Name The Expansion Pack” screenshots

You have to name the expansion pack tomorrow because You Have To Name The Expansion Pack is launching tomorrow! What will you name the expansion pack tomorrow, June 5th, when You Have To Name The Expansion Pack is released?*

* Admittedly, this is a rhetorical question. Feel free to share your expansion pack name in the comments though. 

To repeat: You Have To Name The Expansion Pack goes live tomorrow!

… and if you’re on Steam, so does the Dungeons of Dredmor Steam Workshop.

Neat-o!

Let us take this moment to review the features during this super-fun review! Gaslamp Games takes no responsibility for conniptions caused by experience of super-fun.

4 new skill-lines: Defend the queen with your steam-powered mechanical might as the Clockwork Knight, discover and utilize uniformly dangerous devices as the Rogue Scientist, use rocks to kill people the way nature intended as the Battle Geologist, and be a wizard that really wishes they were a warrior, with the skill that features one of the most ridiculously over-scripted spells in the game thus far, with Warlockery.

So I heard you like skills.

{ read this article }

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#BecauseWeMay Sale!

To celebrate the awesomeness of being able to do what we want with our game prices on Steam, we’re participating in a shindig put together by Ron Carmel of 2D Boy (World of Goo) and some other fantastic Indies where we’re putting our game on sale just for fun!

From now until June 1st Dungeons of Dredmor, Realm of the Diggle Gods, and the Complete pack are all on sale for 50% off on Steam!

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Realm of the Diggle Gods Now Available for Desura

Yes, finally, Realm of the Diggle Gods is now available on Desura. Linux users, bask in the powerful new Desura Expansion Technology! (Many thanks to Tim Jung at Desura for patiently poking things with sharp pointy sticks.)

Buy it here: http://www.desura.com/games/realm-of-the-diggle-gods

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Free DLC & Steam Workshop support: June 5, 2012

It’s not quite as soon as we originally expected, but you can’t rush these sorts of things. A free DLC pack is like a relationship – it’s, um … this analogy is going nowhere. But if you really can’t wait, feel free to join in on the ongoing patch and DLC beta through our IRC channel.

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Free DLC for Dungeons of Dredmor: You Have To Name The Expansion Pack

Gaslamp Games is quite pleased to announce a free downloadable content pack for Dungeons of Dredmor that we’ve put together with the cooperation of a handful of the Dredmor community’s top modders. To wit:

As with everything we do, we're completely serious about the name.

Expanded Features

  • Steam Workshop; mod integration with Steam! We’re turning it on! It’s Steamy!
  • Battle Geology, a wizard-like warrior skill with earth-shattering consequences by the terribly mysterious Null (how mysterious? terribly.)
  • Clockwork Knight and Rogue Scientist, a pair of crafty steampunk skill lines by the too-clever-by-half Ruigi
  • Warlockery, the wizard skill for wizards who would rather by warriors, by the utterly mad Essence — he wrote over 500 lines of xml for one spell.
  • A mess of twisty little rooms, all different, created by the deranged architect our mortal speech renders “Bergstrom“; The geometry is all wrong.
  • And to inhabit the renovated Dungeons of Dredmor we’ve summoned a pack of new monster variations dug up by one FaxCelestis, from the existentially troubling Poorly Cloned Hero to the lofty Diggle Rocketeer.
  • Naturally there are some new items and other such nonsense happening which you’ll have to discover on your own.

You Have To Name The Expansion Pack for Dungeons of Dredmor will be released very soon — We just need to do a couple rounds of testing and hook up all the Steam Workshop internet-pipes. If you would like to participate in the beta have a wander through our IRC channel.

{ read this article }

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The April Madness

Turns out when you’re writing a renderer for a game, and the renderer isn’t finished, it’s hard to come up with really awesome stuff to show people about the game you’re making. This is essentially what we’re waiting on before we blow the lid off of everything on Project Odin. We want to be in a position where we can show you what we’re working on, get your feedback, ask you about things you’d like to see in the game, and answer any questions you might have.

Mr. Triolo is currently contemplating how one might animate a chicken

There is a lot of concept art floating around on our repos that we’re trying to use to give you guys an idea of the fact that a lot of work is being done right now, not just in art but in the code as well.  We’re having to do a lot of “architecture” programming before we can start putting the game together on top of it; the main reason for this is that Odin is multiplayer, and multiplayer games just work differently.  We are taking the opportunity to do some optimization to ensure that the game takes advantage of all these newfangled “cores” we hear about in the computer stores these days as well.  Again, if you have your toes in the programming world, you know that this can be tricky.  (If you don’t but you are curious, check out this educational wikipedia article on race conditions!  If you don’t like circuit theory, feel free to skip that.)

We are also taking some time to actually get organized.  The game is going to take more than a year to get done (not six like the last one!  maybe two though) and one of the biggest issues with making a thing that takes as long as games do is that it’s difficult to keep all the important stuff in your head when you haven’t thought about it in a while.  We were guilty of a lot of this on our first (failed) project, and we were guilty of more of it on Dredmor.  I’m sure it will happen for Odin as well, but my job over the last two weeks has been getting us set up with a way of managing our project stuff so that we can be as organized as possible with as little effort as possible.  (For those of you who are interested, we’re using Atlassian, and it seems pretty awesome so far.)  I’m also starting to understand why so many indies make all their games, start to finish, in a month.

Coming soon: some Dredmor news pertaining to toys, the Steam Workshop, and some new content!

A potential terrain style that we have since scrapped for technical reasons (orange didn't test well)

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