The Current Plan for Hashtag Dungeon
I’ve been getting periodic tweets and messages from people asking me what is going on with Hashtag Dungeon and when we’re going to be releasing on Steam. So I thought I’d give you some important information on it now to put your minds at ease.
So as you might know I was studying a postgraduate certificate of education before the summer. It was a really heavy workload and I didn’t have much time for game development myself – turns out having to plan five lessons every day in depth leaves you with very little time for anything other than sleep. I was also going through a bunch of awful personal stuff which left me questioning if I even wanted to continue making games altogether; all of that is sorted now but it really put a halt on development for a good few months. I’m now teaching computer science at Lincoln UTC and it’s great – I feel a lot less stressed and have much more time at the weekend and nights to work on game-related stuff.
Meanwhile Kieran was working on academic stuff over at The University of Lincoln as a research assistant so he’s been super busy too. But in about a week or so he’ll be finishing preparations for a big conference and can finally work full-time on the game for a while.
This isn’t to say that the game is in the same state as it was when we released the magic update last year, because it’s definitely different now. We’ve overhauled all the UIs, added lighting into the game and implemented a bunch of new enemies, backgrounds and traps. Originally we planned to release all these different things as little updates a la Minecraft, but we thought why not pool them all together for a massive Steam-release update so that new players get an awesome experience and old players have a tonne of new things to mess around with. We didn’t want to release on Steam half-finished because that just seemed like a bad idea in general.
How it used to look:
How it looks now:
We’ve also put in a class system that lets you run through dungeons as a bunch of different characters including:
- The Exotic Blood Mage
- The Boastful Paladin
- The Ancient Robot
- The Mysterious Ninja
Each of these classes brings a different strategy to the game, and some classes will be able to tackle different dungeons easier than others. It’s going to be interesting to see which classes people prefer to play as!
So what’s the Plan?
So yeah this is the most important part of this post, the current plan for the game and what we’re looking to do:
- We are looking to release the full 1.0 Hashtag Dungeon update onto itch.io on the 30 of September, roughly three weeks from now. We will be sending a message out to all current players to let them know it’s out so they can play it.
- We will then attempt to fix all the bugs the community finds and prepare the Steam version of the game once we are happy that the game is as stable as possible.
- We release on Steam as soon as that build is ready. and then give out Steam keys to everyone who needs one.
I’m really happy with how things look and I’m really looking forward to getting player feedback. I’m sorry it’s taken so long to get the game onto Steam considering we got greenlit in December, but life is full of little distractions and road-bumps that make it hard to work on something like this full-time.