

#Pixel dungeon glyphs update
I talked about this update in two previous blog posts: There are 30 pages of story text to find, a new ring, various reworks, a new tutorial, and over a hundred smaller tweaks and fixes! V1.4.0 is focused on new in-game lore and loads of other miscellaneous improvements. You can watch a recording of that talk on Youtube: It was a longer talk titled "Community-Driven Roguelike Development", and talked about Shattered's growth alongside its community.

I also gave a presentation at last year's Roguelike Celebration. These adjustments can make the game experience feel much more consistent and fair without perceptibly affecting the things we like about RNG.Īs part of Roguelike Celebration's sale event, Shattered is also 20% off on Steam for the next week! I've made a bunch of improvements for desktop and controller users since Shattered's initial Steam release, so now is a great time to try Shattered out on a full desktop display! In this talk I'll go over some techniques I've used to 'smooth off' some of the more extreme and frustrating results randomness can provide. We love this randomness because of the excitement and variety it brings to the Roguelike genre, but it can also bring unfairness and frustration.

Roguelike games involve a huge number of random calculations, from item and level generation to damage values in combat.
