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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

Steam Sale results???

I know you guys like ✨charts✨ and ✨data✨ so here is my very meager (but very exciting to me!) contribution from the 2025 Fall Sale on Steam.

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I am what you call “a very small solo dev without visibility,” so numbers are pretty slow in general for ProtoDungeon Episodes 1 and 2. In the prior month I sold two games (which is still neat for me). The first episode is substantially more successful, as well.

The Fall Sale ended up going very nicely, relatively speaking, with that context in mind! I wound up selling an average of one game per day, a +1450% increase over the prior month lol. Numbers are obviously skewed here (though in which direction I’m not sure) by me being so low on the totem pole, so keep that in mind in your devious marketing calculations.

The fall sale is over for now, but keep an eye out for the winter sale! You can wishlist the games here in anticipation:

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PD2 Steam update progress!

As usual, I’ve been quiet for a while, so here’s the progress on the PD2 update on Steam! The current version on Steam works, so almost all of these fixes are a result of updating to the latest “Waking Engine” framework. (Waking Engine is what I’m calling the mechanics/code/assets for The Waking Cloak, ProtoDungeon, and anything else down the pipes that winds up using this!)

Updates

  • Implemented CRT filters
  • Implemented new menus, etc.
  • Updated title screen card from white to black
  • Updated water to latest version (so if you jump off the bridge you’ll drown, instead of just not being able to fall off at all)
  • Changed save functionality to no longer save as soon as you get an item; we don’t need this anymore as we are no longer sending the player back to the start of the room if they fall in a pit

Bugfixes

  • Fix: starlight ring use crashes the game :)
  • Fix: bridges (all of them)
  • Fix: cliffside colliders (you can drown now so let’s be careful)
  • Fix: various objects positioning after sprite origin changes
  • Fix: intro cutscene broken
  • Fix: title screen broken
  • Fix: missing region borders
  • Fix: if you quit and reload you can get the ring item over and over
  • Fix: ring block disappears immediately upon creation
  • Fix: arrow generator positions
  • Fix: UI missing starlight ring
  • Fix: stairs
  • Fix: invisible key
  • Fix: upside down key (??)
  • Fix: “FATHER” headstone moves when you push the mausoleum button, whoops
  • Fix: mausoleum exterior not displaying, covered by mask
  • Fix: basement block not saving position
  • Fix: moon plant and sun headstone not disappearing at day and night respectively

In Progress

  • Finalizing z-tilt on various objects/decoration
  • Finalizing perspective change from 2D Zelda-like interior perspective to full orthographic cutaway perspective
  • Fixing various small “wiring bugs” (fences not hooked up to buttons, etc.)
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Progressing on the PD2 update is going well! Life was interfering for a few weeks, but today I managed to squeeze in some time.

The PD1 update taught me it’s probably better to just switch to the new perspective and depth system, rather than halfway switching and retrofitting a ton of stuff in a questionable way. There are still some quirks of the design (such as in the image here), but overall it’s been a smoother process.


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Most other walls have been converted here, but I’ll need to work out how to represent north-facing walls without messing with the footprint of things (since that does actually affect the puzzles). Thankfully there are only like two locations that do this.

Less exciting for y'all, but I also converted all The Waking Cloak projects into one repository, with WakingEngine as the core project. I then export this as a versioned package to the PD1/PD2/PD3/TWC/etc projects, and just set a few macros at the roots. This way all code and improvements are much easier to share between all games, and I don’t have to keep copy/pasting entire project directories whenever I want to pull new features since that is pretty… time consuming and error prone.

So there it is–not much left on the PD2 update and then we’ll be back on PD3 🙌

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Trying this again?

It was fun (for me) when I used to do little changelog updates so I hope you like little changelog updates!

I’ve been working hard on the PD1&2 patches. PD1 is nearly done! Since last time:

  • HUD sprites not tiny anymore and have been put in their proper places
  • Mirrors are no longer flat on the ground or on the wrong tiles
  • The places you can “jump down” from one level to another now have “slides”, which aren’t necessary in PD3 but these first two eps still have funky Zelda dungeon perspectives
  • Music triggers! It plays!
  • Everything that has disappeared into the void has had their colors restored
  • Reverted pushable blocks to the old art rather than the PD3 art
  • Made it so you can’t get an item, quit, reload, and get it again, rinse and repeat forever
  • Weird button pushing no longer weird?
  • The swap spell now actually moves and swaps again instead of thinking it’s outside the room and immediately yeeting out
  • Stopped all the gates in the game from opening and closing on EVERY ROOM CHANGE AHHHHHH (I can still hear the sound effect in my nightmares)
  • Owl gate is not missing anymore
  • The inventory shouldn’t crash the game anymore
  • Getting all the chapel seals shouldn’t crash the game anymore
  • Having no location history should no longer crash the game anymore
  • Shader now supports opacity (z-tilt hijacks the alpha channel), so now I can actually make things invisible or transparent
  • Falling down holes now puts you in the correct places (e.g. not in the walls)
  • Invented ladders
  • Fixed the newly invented ladders
  • Put the dining hall mirrors all back facing the correct direction
  • Fixed various things not saving their positions
  • Re-added mirror flip dust effect
  • Made it so you can no longer get stuck in the kitchen door
  • Fixed the ladders again
  • Made it so you can get the orb and, y'know, actually beat the game
  • Owlery bridge rebuilt
  • Items don’t get cutoff when you’re holding them above your head like Link
  • Arrows fire again, and have been tuned to be a bit faster (player speed is slightly faster than originally, so you could just walk through them without solving the puzzle lol)
  • Added flicker on hurt again
  • Door to the prison is actually open again so you can… go in there
  • Secret door is a secret again

Whoo that’s a lot more than I remembered!

So up next we’ve got a few things:

  • Better graphics for slide-down locations (these are very confusing in PD1 and 2, I get comments about them all the time)
  • Fix the menu episode (it just shows “Episode III” right now because we’re running on the new framework babyyyyy)
  • Fine-tune respawning from pitfalls
  • Stop the throne from misbehaving and pushing you out of the room (rude)
  • Pushing jars is really way too fast (I already fixed this one but then it got un-fixed?)
  • You can skip some puzzles by falling into bottomless pits now, so that’s fun
  • LET THEM DROWN
  • Fix the sparse grass in remaining locations
  • Photosensitivity (flickering swapped out for just regular opacity, sorry purists, I don’t want to give people headaches and seizures)
  • 🏆🏆🏆STEAM ACHIEVEMENTS🏆🏆🏆
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