Quest of Dungeons is now available

I’m pleased to announce that Quest of Dungeons is finally out. I didn’t get to make a post on day one, and it’s been nearly two weeks since launch but these past 2 weeks have been one crazy roller coaster. It was released on March 25th, for PC, Mac and iOS. You can get it on Steam, iOS App Store or directly from the site via Humble Store. I released all platforms on the same day, which was something I always wanted to try, and I have to say that it didn’t went as bad as I thought. As some of you know I have a day job so I had to take 2 vacation days to simple answer emails and do quick fixes, especially to the PC/Mac version. With each new software is natural to have problems at launch and Quest of Dungeons was no exception, and right now I’m still working on a daily basis in fixing some stuff and attending to some popular requests/changes from players to the game. ...

April 6, 2014 · 2 min · 309 words · David Amador

Quest of Dungeons approved on Steam

A lot of stuff happened since my last post. I launched a GreenLight campaign for Quest of Dungeons on Jan 16 and it got greenlit on Jan 21, votes were coming in like crazy, I did not see that coming. Some sites posted about the game, like TouchArcade and PocketGamer, which was also very cool. So right now I’m working like crazy to implement everything from steam onto the game (Mac/PC) but I still don’t have an exact launch date, although the iOS version is 90% certain to come out this February. I’m certain that testing only takes me so far and that most of the bugs will only get found after launch but I’m still trying to iron out as much as possible, I’ll try to update this more often, meanwhile here’s a video of the new trailer: ...

February 4, 2014 · 1 min · 155 words · David Amador

Quest of Dungeons development update

I’ve been working on Quest of Dungeons and I’m nearing Gold. I’m attempting to release every version on the same day, which I never managed to do before but would like to do this time. I have both the iOS, Mac and Windows version very stable, the Mac and iOS apps were already accepted by the App Store, for Windows I’m still trying to wrap up the process of getting it on a digital store too. I’m just polishing the game and finishing some bugs, but I’m close, I can feel it =) Right now I’m targeting for a late January release, but I’ll have a more precise date in the next few weeks. ...

December 11, 2013 · 1 min · 121 words · David Amador

A new game project and new job

Hey everyone! So a lot of things have happened since my last post. New project I’ve been talking about this via twitter for the past few weeks but this is the first official post talking about it. In last 7 Days Rogue-like I had this desire to make another one, a faster, less feature oriented RL, just explore and kill. I didn’t made much of the prototype at that time, but in the past month I returned to it, worked a bit more intensively and decided to launch it to iOS. The game is nearly finished and I’m just tweaking difficulty and other bugs. ...

October 4, 2013 · 2 min · 370 words · David Amador