Dungeons & Treasure VR
About
Feel free to tweet, stream, upload videos and share the game. Please also link to the project and mention that this is an early version. Have fun!
Dungeons & Treasure is a roguelike dungeon crawler created with voxel art for Virtual Reality (VR).
The game will be released for HTC Vive and Oculus Rift. A playable demo is available. We listen to community feedback and use it to
improve the game. A big thanks to everyone for their input!
You will be able to play through different environment. The environments are procedural generated and will get harder the longer you play. Each environment contains a boss that, upon defeating, will lead to next area. Areas contain handcrafted rooms that create a beautiful atmosphere. You will be able to unlock new items, weapons and companions. Drop-in Multiplayer allows you to quickly join a random game with up to 4 players. Or create a private lobby and invite as many friends as you want!
Dungeons & Treasure is a roguelike dungeon crawler created with voxel art for Virtual Reality (VR).
The game will be released for HTC Vive and Oculus Rift. A playable demo is available. We listen to community feedback and use it to
improve the game. A big thanks to everyone for their input!
You will be able to play through different environment. The environments are procedural generated and will get harder the longer you play. Each environment contains a boss that, upon defeating, will lead to next area. Areas contain handcrafted rooms that create a beautiful atmosphere. You will be able to unlock new items, weapons and companions. Drop-in Multiplayer allows you to quickly join a random game with up to 4 players. Or create a private lobby and invite as many friends as you want!
- Drop-in-Multiplayer [in demo] (Join a random lobby create private lobbies. Up to 4 player games or countless in private lobbies.)
- Random generated dungeons [first level in demo] (every play through is different. A dungeon is completed if the boss is defeated.
The next dungeon will have a completely new theme and enemies) - Waypoints [in demo] (dungeons are pretty large, so you will be able to teleport to different locations to avoid massive backtracking)
- Weapons and shields [1 shield, 1 sword, 1 crossbow in demo] (you will be able to carry weapons and shields, which you can mix as you wish
(e.g. 2 weapons, 1 weapon + 1 shield, 2 shields). Shields will have a defensive skill, either active or passive) - Active item (you will be able to carry an item, which will have an active use skill)
- Upgrades [1 damage upgrade in demo] (upgrades for you and your weapons)
- Different enemies [2 types of simple enemies in demo] (enemies will drop currency which you can use to buy items from a shopkeeper.
You lose all currency when you die.) - Shops [in demo] (shopkeepers can be found in a playthrough. They will sell you a random assortment of items)
- Obstacles [in demo] (in every dungeon there will be obstacles e.g. spike traps, falling boulders, etc.)
- Companions (you will find companions, which will follow you and assist you in battle.
There will be multiple companions and will act on their own) - Bosses [in demo] (there will be a unique boss at the end of each dungeon)
- Secret rooms [in demo] (secret rooms can be found. Secret rooms will be rewarding)
- Currency [fleeting currency in demo] (there will be two types of currency: fleeting currency, which is dropped by all
enemies and can be used to buy items from the shopkeepers for your current playthrough and a persistent currency,
which is used to unlock weapons, items, shields, etc. These unlocked items can then be dropped or found in your next playthrough) - Locomotion [in demo] (there are currently three types of locomotion: trackpad/analog movement and choose a destination,
you will move to that destination while you are still able to act. The classical normal teleportation)
System requirements for PC
Minimum:
- OS: Windows 7 SP1, Windows 8.1, or Windows 10
- Processor: Intel® i5-4590 / AMD FX 8350 equivalent or greater
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290 equivalent or greater
- Storage: 1 GB available space
Dungeons & Treasure VR reviews and comments
Translated by
Microsoft from Russian
Microsoft from Russian
Roguelike with nice graphics, so far with four different data. At the beginning to play difficult, no weapons, no bonuses, farm for a long time and a little annoying. But earning a certain amount of coins and opening new items begins the fun. Weapons and items are quite a lot, when you go into the room to open items, please note that there is also a lift, for example, in the room with weapons, too, three floors. In Multiplayer Game Unfortunately, I have never been caught by other players, do not know why. Sometimes fall under the texture before the most bosom, a couple of times the game was stolen, from the abundance of mobs in the room can start wildly lagging, especially on the side. There is a choice of management, but at Lokomusheni there is a nasty slip. Having Passed the game on 2 laps, 8 dungeons strongly pumped the game loses its meaning, just the same in a circle, there is no plot at all, before the replay of ISAAC is far away. The Main problem is the Unity engine and disgusting optimization, 4 level with 10 fps, and the boss in general in Stimvr throws. P.S. with the merchant can be negotiated differently:D Game Gameplay: https://youtu.be/wkGRb2PSbtE
Translated by
Microsoft from Russian
Microsoft from Russian
Bought a game on sale (50%) was very pleased.
But There is a lot of "but" 1) Game on top of the complex... Until I had a good time (about 2nd level). Then you can purchase in the "Store of items" and buy absolutely any item that will be out of the opponents. -From this moment starts the Legkonya, and all 4 levels are passed on cheers.
2) A Little content (I passed the game for the first time in 4-5 hours of play) and as if after the first passage all starts on the new but a little bit amplified opponents.
3) Not optimized: When you shoot 20 arrows with penetration through enemies: clean peep music/shots/noises. The Game starts to slow down wildly, although I play on 7700 To/GTX 1080/32 GB RAM 4) Probably The most important point: The game has no concept of "base damage": * Let's Say we have a starting damage of "100" * We raise the item which increases our damage by 10% by the total we get "110" damage. Seems like everything is logical, but there is a "BUT" * as soon as we raise another item which increases our damage by 10% We do not get "120" damage and the whole "121".
That is, each item increases/decreases the total value of the damage.
Let me Explain: At the beginning of the damage will be 10 and as a special difference in 10% damage does not feel.
BUT there is one item in the game that gives 50% damage.
And Imagine we got it 10 times.
The Game instead of the correct count: 10 + (50% * 10) = 60 Considers It like this: (((((((((((((((((((((((((((((Damage to get in this game is not easy-it's elementary. Also Elemental All Damage Lose if you raise the "Debakers" by the type of "broken quiver" which reduces damage by 30%. Overall The game is good. A Good idea, and by passing it a couple of times is definitely worth it.
Until you regret the damage in 100 to, there is no longer a point to play.
April to 100 + damage (watch from 2:34:02): https://youtu.be/_tcol6U47lw?t=9242