Devlog Update: Week 5–7 – Subway Quests, Goblin Bugs & Testing Chaos!
Hey everyone!
Here's a quick update on what we've been working on from Week 5 to Week 7 in Shadow Dungeons: The Hunter’s Path:
🔨 Week 5–6 Highlights:
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Built out our first major quest: enter the subway, clear goblins, return for a reward
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Added more props, wreckage, and NPCs to bring the destroyed city to life
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Rogue class now has dual swords, and enemies have proper spawn points
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Introduced the subway dungeon, our first real test of combat flow
🧪 Week 7 Testing Feedback:
Thanks to early testers on Discord, we’ve caught a bunch of key issues:
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Goblins in the city make it hard to interact with NPCs
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Quest resets if you go into the subway mid-quest — and you can’t finish it after
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Mage equips swords instead of spell gear (fix coming!)
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Lighting near the subway turns randomly green
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Missing subway boss, and goblins are floating slightly above the ground
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Portal brings you to respawn, not back to the entrance — will adjust
🎯 Next Steps:
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Fix quest reset logic
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Class-based loot drops
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Return portal placement
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Boss reappearance and polish
Want to test the game and help shape it?
👉 Join https://discord.gg/WspZNHzpw5
Thanks for being part of the journey!
Konstantinos
Balonaki Games
Shadow Dungeons: The Hunter’s Path
Hunt through shifting dungeons to face what waits below.
Status | In development |
Author | BalonakiGames |
Genre | Action |
Tags | Action RPG, Dungeon Crawler, dungeons, Dungeons & Dragons, Fantasy, Indie, Narrative, shadow-dungeon, Shadows, Story Rich |
More posts
- Devlog #417 days ago
- Devlog #3 - Our first Goblins24 days ago
- Devlog #2 – Sci-fi city & Character Creation32 days ago
- Devlog #1 – From Chef to Game Dev: Week 2 Progress40 days ago
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