Development log

DevLog

Every patch, balance pass and milestone that shaped Dungeon Delvers — from the first dungeon prototype to the current 3D release.

Dungeon Delvers party lineup
Read the journey

From flat tiles to a 3D dungeon crawler.

The DevLog documents every gameplay decision in plain language. Use it to understand why a class feels the way it does, why the shop costs what it does, and how the 3D version came together.

Latest patch

v3.5 — Quality of Life & New Models

A polish-focused update that improves frame pacing on lower-end hardware, expands the 3D model set and irons out a long list of small player friction points.

  • Performance optimization: reduced per-frame work on the render loop, especially on rooms with crowded enemy waves.
  • New 3D models added: additional environment and enemy meshes refresh the look of mid and late floors.
  • Quality-of-life: menu interactions, shop confirmations and death-flow transitions feel snappier and more consistent across 2D and 3D modes.
v3.4

Balance update

The first major balance pass after the 3D release. Mage rain skills were too easy to spam in crowded rooms, and enchantments were eating gold faster than the run economy could justify.

  • Enchantment table: price increased from 100 gold to 200 gold per level.
  • Mage skills: cooldown on Fire Rain and Frost Rain increased — same impact, less spam.
  • Result: shop decisions matter more and Mage runs feel closer to their high-risk identity.
Why we changed it

Letting the dungeon breathe.

Before v3.4, players who reached the enchantment table could max out before floor 15 if they played carefully, and Mage was clearing rooms faster than other classes could position. Doubling enchantment cost and slowing Mage skills brought decision pressure back into the run.

The numbers are deliberately blunt. A future patch may revisit them with subclass-specific tuning instead of flat changes.

v3.3

UI & performance

A combined patch focused entirely on technical health.

  • UI optimization: redrew HUD elements, cooldown indicators and shop panels to reduce overdraw on mobile browsers.
  • Performance optimization: trimmed object allocations during room transitions to eliminate mid-fight hitches.
Patch notes
v3.2

3D Optimization

3D mode received its first dedicated optimization pass after the v3.0 launch. Draw call batching, texture reuse and fog-volume cleanup reduced GPU pressure on integrated graphics and older mobile chipsets.

Patch notes
v3.1

Custom 3D models

Each class received its own dedicated 3D model. Before v3.1, classes shared a base mesh with different textures. The custom models give Warrior, Archer and Mage immediately recognizable silhouettes in the 3D dungeon.

Patch notes
v3.0

3D version released

The biggest milestone in the project. Dungeon Delvers became a hybrid: a 2D top-down dungeon crawler and a 3D experience that share the same core loop, classes, enemies, leaderboard and progression. Players choose at the render gate before each session.

Patch notes
v2.1

Enchantment table

Introduced the enchantment system. For 100 gold per level (later raised to 200 in v3.4), players could enchant their current weapon up to level 8, with each level granting a different bonus and visual effect. Enchantments carry over when the weapon family changes mid-run.

Patch notes
v2.0

Classes & subclasses

Replaced the single starting weapon with the full class system: Warrior (Sword & Shield / Longsword), Archer (Bow / Longbow) and Mage (Fire / Frost). Each subclass introduces different stats and a unique active skill.

Patch notes
v1.2

Larger maps

Room size increased by approximately 10%. The extra space gave ranged enemies room to position and kept melee fights from collapsing into a single corner of the screen.

Patch notes
v1.1

Fog of war & models

Reworked the fog of war so that explored regions read more clearly and unexplored corridors stay genuinely dark. Character and enemy models were refreshed to match the dungeon's atmosphere.

Patch notes
Where it started

v1.0 — Initial release

The first public build of Dungeon Delvers. A single class, a top-down dungeon, enemy waves, gold drops and a death screen. Everything that came after — the classes, the enchantment table, the 3D mode, the leaderboard — was built on top of this small loop.

Looking back, v1.0 was less a finished game and more a playable test of one question: "does pushing one room deeper feel good enough on its own?" The answer was yes, but only after enemy variety and the shop were added in later patches.

Where to read next

The DevLog explains the why behind each change. For the current rules, classes, enemy roles and shop costs, the Codex is the better reference.

Share feedback

Patches respond to real player feedback. If a change feels too strong, too weak or just confusing, the Discord and email contact are the two best places to flag it.