need to know
What is it? A roguelike, tactical RPG, tower defense hybrid.
Reviewed on: AMD Quad Core 3.3GHz, 16GB Ram, GeForce GTX 660 Ti PC
Copy protection: Steam
Price: $13/£10
Release date: Out now
Publisher: Amplitude Studios
Developer: Amplitude Studios
Multiplayer: Two-player cooperative
Link: Official site
Reviewed on: AMD Quad Core 3.3GHz, 16GB Ram, GeForce GTX 660 Ti PC
Copy protection: Steam
Price: $13/£10
Release date: Out now
Publisher: Amplitude Studios
Developer: Amplitude Studios
Multiplayer: Two-player cooperative
Link: Official site
It's the eighth floor of Dungeon of the Endless, and with a full squad of four, well-equipped, level 6-7 characters, I have everything under control. I set up turrets next to the unpowered rooms where aliens could spawn whenever I open another door, securing a path between the crystal I need to protect and the elevator to the next floor. I send Sara Numas, a katana-wielding bounty hunter and the fastest character in the group, to open doors, then run back to the crystal room to fight off whatever I've unleashed with the rest of the group. By the time the aliens get past the defenses, they're weak, and we take them out easily.
Then, of course, it all goes to hell. In my defense, I had no idea that if I spent enough time on a floor, the aliens will eventually bust through closed doors all by themselves and stream out in great numbers, but Dungeon of the Endless teaches all of its important lessons this way. Mass effect 3 alliance armor mod. It's a cruel, but entertaining learning experience.
Its pause-at-any-time combat, desperate race to the finish, and strategies that forced me to cut off a limb to save the body reminded me of FTL, while its character upgrades, inventory, and squad management reminded of XCOM. And then there's the tower defense element, where each room has a set number of nodes where I could place turrets, healing units, and other useful gadgets.
Dungeon of the Endless pulls from many popular games and genres from the last couple of years, but what's wonderful about it is that all these elements come together to create something entirely new.
Hellevator
I start each run in an escape pod that crash lands on an alien planet. The only way out is up through 12 floors of an alien infested dungeon, and I have to bring the crystal with me to power my escape.
Each stage has two phases. First I have to find the elevator to the next floor, opening one door at a time. Each time I open a door there's a chance I'll find aliens that will immediately attack my squad, defenses, or the crystal. If my entire squad or the crystal goes down, it’s game over. If I survive whatever happens after opening a door, I have infinite time to plan my next move.
Dust, a resource that makes the crystal more powerful, lets me provide power to rooms, which ensures aliens don't spawn there, and activates the room's major and minor module slots. Major modules are mostly for gathering resources: Industry, which I need to build anything, Science for researching upgrades, and Food to heal and level up heroes. Minor modules house different kinds of turrets.
I've seen all these turret types before in other tower defense games, but having a squad on the ground meaningfully recontextualizes that familiar gameplay. There are many different hero and module combinations to experiment with, and I'm much more invested in the characters I'm tower-defending because I customized them myself.
For example, I gave Elise Ness, a freelance demolitionist in a giant space suit, a big machine gun that deals a lot of damage. With a healing module and another that boosts her attacks, she can protect a room by herself from most threats.
I can heal heroes and activate up to two of their special abilities, but that's the full extent of direct combat controls. The trick is knowing what room to put the heroes in, and how to prepare those rooms in their favor. Once they're in there, they'll take care of the rest automatically.
The only way to get Dust is by finding it in new rooms, but there's always less Dust than there are rooms, ensuring that a wave of aliens can spawn whenever I open a door. After finding the elevator, it's time for the second phase. I need to bring the crystal and the heroes to the elevator, but picking the crystal up will cause large waves of aliens to spawn in every unpowered room, and unlike waves in the first phase, they won't stop coming until we’re out of there, or dead. The most interesting choice at that point is what rooms to power up.
My favorite method was to explore a floor until I had enough Dust to power a path between the crystal and next elevator, build as many turrets as I could along the way, and hope they slowed the aliens enough so I could get to the elevator before they caught up with me.
Maximum capacity
It took me a couple of runs to realize that I couldn't just sprint through floors. Dungeon of the Endless' universe, which mixes space marines with walking skeletons and wooden chests, conveys a lot of dread with its dimly-lit but colorful, pixelated artstyle, and there are some really menacing aliens in the upper floors.
Opening a door doesn't only give me a chance to find the loot I need to deal with them, but counts as a turn which collects resources from whatever major modules I've built. Do I make a run for the elevator now, when I know I have a fair shot of getting there, or do I take a chance and open another door? There's a lot of equipment, research, and upgrades to choose from in Dungeon of the Endless, but the game hinges on the decision to open a door, or not, and it was loaded with tension every single time for the eight hours I played it. There's no loading a previous save. It's a commitment.
Dungeon Of The Endless Mods
The other big question that kept me interested was if could make it to the top. It was challenging, and so far I've only been able to do it on the 'too easy' mode, but once I did, I was pretty much done.
Floor layouts are randomly generated, and I was always curious to discover all the little visual details in each new room. There are also new heroes to earn, and different escape pods, which tweak some of the basic rules and starting conditions of a run (like ships in FTL). Still, once I've survived one alien-infested, sci-fi/fantasy hybrid space dungeon, I've kind of survived them all. The aliens have a lot of nasty surprises, but they didn't force me to change up my strategy once I found one that works.
It took me at least six tense hours to find that strategy, and for $13/£10, I can definitely recommend taking a ride on that elevator.
Dungeon of the Endless | |
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Developer(s) | Amplitude Studios |
Engine | Unity[1] |
Platform(s) | Microsoft Windows, OS X, iOS, Xbox One |
Release | Windows, OS X iOS
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Genre(s) | Roguelike, tower defense |
Mode(s) | Single player, multiplayer |
Dungeon of the Endless is a roguelike, tower defense game developed by Amplitude Studios and released in October 2014 for Microsoft Windows and Mac OS X systems, August 2015 for iOS devices, and for Xbox One in March 2016. It is the third game of their loosely connected Endless series, which includes Endless Space and Endless Legend.
In the game, the player takes the role of the survivors of a prison spaceship, its escape pod having crashed to the surface of a strange planet. To escape, they must take an energy crystal through several floors, each floor filled with a number of dangerous creatures. To help, the player can have their survivors explore the randomly generated levels to collect resources as to enable power to various rooms and construct turrets to fend off the enemies when they move the crystal from its starting point to the elevator to the next floor.
Gameplay[edit]
Dungeon of the Endless is a roguelike game, featuring procedurally generated levels and the notion of permadeath, so that each runthrough of the game is different. The game is based on directing the survivors of a prison spacecraft (crew, prisoners, and civilians alike), having crash-landed on a strange alien planet, through several levels as to achieve escape from the planet. At the start of each game, the player selects two characters with each character having different statistics such as health, attack, defense power, and movement speed, as well as a number of abilities. The player is able to control each character separately or in tandem by directing them to move to the various rooms on the current level or open doors on that level, as well as to initiate any special ability or to heal them. Otherwise, the characters will act autonomously such as fending off any enemies that enter the room to the best of their ability. On the first level of the game, the characters will start in the crashed escape pod with the power crystal, while on subsequent levels, they will start on the elevator that they took from the previous level.
The game plays out in primarily a turn-based manner, each turn marked when a new door on the level is opened. At the start of each turn, the player gains fixed amounts of three resources: Industry, Science, and Food. Industry is used primarily in the construction of turrets and resource generators; Science is used to research new types of turrets and generators, and Food is used to heal the characters, or increase their experience level which improves their statistics, and gives them new abilities. Certain rooms may have objects that can be scavenged for more of these resources. Furthermore, rooms will have Dust, which powers the crystal. As the crystal gains more power, the player can 'activate' a limited number of continuous sets of rooms, allowing them to build resource generators and turrets on rooms which have been activated. Players can also deactivate a room at any time to reroute the power to a different room, disabling the turrets and generators in that room. Other rooms may feature item chests, shopkeepers, and research stations, or they may contain survivors that players can recruit to their party (up to 4 characters total).
Opening a new door may also cause monsters to appear, appearing at random rooms across the map in any room that is not activated or lacking its own power source. The monsters will attack both the party and the crystal; killing the creatures has a chance of creating more Dust to run the crystal. The characters will lose health with attacks and will die if it drops to zero, though once all newly spawned monsters are defeated, their health is fully restored. If the crystal is attacked, it will permanently lose Dust, and if this drops to zero, the crystal is destroyed and the game is over. During monster attacks, the player can freely move the characters around between open rooms to obtain the best tactical placement, such as fighting monsters alongside numerous turrets. Once any spawned monsters are defeated, the player can move characters about and build defenses freely until they opt to open the next door.
Once the exit point on the level has been found, the player then must have one character collect the crystal and carry it slowly from the start to the exit point, while other characters protect the carrier from hordes of monsters that appear at this point. If the crystal carrier dies, the game is over, but if all surviving players make it to the room with the exit point, the player advances to the next level. The goal of the game is to complete 12 of these levels, each with more difficult monsters that appear, with at least one character carrying the crystal to the final exit point.
A meta-game exists in that the player can unlock additional characters for starting the game by recruiting new characters they find on levels and either completing the game or three levels with that character alive. Additionally, by achieving certain goals, the player can unlock different gameplay modes, such as one where the characters will start off much stronger than the enemies but will not regain health once a monster wave is defeated, forcing them to rely on food, healing turrets or items to heal.
The game supports online play with up to four players. Each player controls one character, and each gains separate resources on the opening of new doors. New characters can be recruited by one player if there is space in the party, which are then controlled by that player.
Development[edit]
Dungeon of the Endless was developed by Amplitude Studios alongside the development of their expected-flagship title Endless Legend; the team for Dungeon was kept small to about four to five people, and used a simple pixel-based art style to keep the project simple. Amplitude's co-founder Romain de Waubert de Genlis stated that while they were developing a deep, high-quality 4X-based game in Endless Legend, the concept of Dungeon came from 'some crazy drinking evening', and instead of trying to approach the smaller title with crowdfunding, sought additional funding to support the title.[2]
Dungeon of the Endless was first released as an Early access title on the Steam software store on December 11, 2013,[3] and the full version was released on October 27, 2014. An iOS version was also developed and released on August 20, 2015.[4][5] The title was released for the Xbox One on March 16, 2016.[6][7]
A free Team Fortress 2 based expansion was added in June 2015 for personal computers, adding in characters and items based on Team Fortress 2.[8] An expansion called 'Organic Matters' was also released on November 24, 2015, which included new playable characters, monsters, additional modules that can be built, a new endgame sequence, and support for controllers, and a separate content pack called 'The Rescue Team' featuring three new playable-characters.[9]
Reception[edit]
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Dungeon of the Endless has received generally positive reviews, comparing the title to other hybrid roguelike such as FTL: Faster Than Light.[14] Some have criticized the game for having low replay value, in that once you have succeeded to complete a runthrough of the game, you will likely have experienced all the hazards that the game presents, and while one can repeat the game with different characters to start, the experience will be mostly the same.[13][14]
The title was named as an honorable mention in the Excellence in Design category for the 2015 Independent Games Festival awards.[15] It was also nominated for Strategy/Simulation Game of the Year and Outstanding Achievement in Game Design for the 18th Annual D.I.C.E. Awards by the Academy of Interactive Arts & Sciences.[16]
References[edit]
- ^'Unity - Dungeon of the Endless'. Unity Technologies. Retrieved 14 January 2015.
- ^Alexander, Leigh (January 16, 2015). 'Beyond strategy: Catching up with Amplitude Studios and Endless Legend'. Gamasutra. Retrieved January 16, 2015.
- ^McGee, Maxwell (January 11, 2014). 'Dungeon of the Endless Early Access Review'. GameSpot. Retrieved January 2, 2015.
- ^Dodson, Carter (July 28, 2015). 'Roguelike and Dungeon Defense Hybrid 'Dungeon of the Endless' is Coming to iPad'. Touch Arcade. Retrieved July 28, 2015.
- ^'THE ENDLESS UNIVERSE EXPANDS ONTO IPAD® TODAY WITH DUNGEON OF THE ENDLESS, AVAILABLE NOW' (Press release). Gamasutra. August 21, 2015. Retrieved August 24, 2015.
- ^Bertz, Matt (August 12, 2014). 'Dungeon Of The Endless Coming To Xbox One'. Game Informer. Retrieved January 2, 2015.
- ^Nunneley, Stephany (March 2, 2016). 'Rogue-like Dungeon of the Endless arrives on Xbox One in March'. VG247. Retrieved March 2, 2016.
- ^Huempfner, Tad (June 8, 2015). 'Team Fortress 2 update enters the Dungeon of the Endless'. Shacknews. Retrieved June 8, 2015.
- ^Webber, Jordan Erica (November 16, 2015). 'Endless Legend and Dungeon of the Endless updates incoming'. PC Gamer. Retrieved November 16, 2015.
- ^[1]
- ^[2]
- ^[3]
- ^ ab[4]
- ^ abc[5]
- ^'2015 Independent Games Festival announces Main Competition finalists'. Gamasutra. January 7, 2015. Retrieved January 7, 2015.
- ^'18th Annual D.I.C.E. Awards Finalists'(PDF). Academy of Interactive Arts & Sciences. January 14, 2015. Retrieved January 14, 2015.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Dungeon_of_the_Endless&oldid=885927632'
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Version 1.2a
- Balance changes:
- Base speed reduced from 9/9/10/10/11 to 7/7/8/8/9.
- Soul Harvest damage modifier changed from -10/-5/0/5/10% to 0/5/10/15/20%.
- Soul Harvest no longer debuffs maximum health.
- Soul Harvest now depletes all enemy initiative.
- Scattering Dread now also buffs speed by 2/3/4/5/6.
- Balance changes:
Version 1.1c
Dungeon of the Endless CD-Key | FREE Activation Code KEYGEN
A few hundred condemned criminals were being shipped to the Auriga system on board the prison hulk “Success”. While this was presented as a chance to earn back their place in society by working hard for the common good, they understood that in fact they would be slave labour, sent to colonize an unexplored planet. All they knew about Auriga Prime was what the probes told them: it had water, temperate zones, plant life, and plenty of metals in the crust.
In fact, the planet Auriga once hosted a major settlement of the galaxy-travelling ancestors known as the Endless. In addition, the planet was still orbited by a functioning (and well cloaked) defensive system, which sprang eagerly to life upon the arrival of the Success. Within a few minutes, the ship was nothing but a few large chunks of metal falling toward the planet.
This tool was coded on Visual C++ and before you download the software you need to have installed the following software:
- .Net Framework 4
How to use the Dungeon of the Endless CD-Key Generator:
- DownloadDungeon of the Endless CD-Key Generator and open it.
- Be sure that the Proxy feature is ON.
- Press “Generate Key” button.
- That’s it! The process should take about one minute.
- After the process is finished, use the key to redeem the game/software. If the code is incorrect, just press again the “Generate Key”button and you’ll get a new code, repeat this process until the code is valid. Enjoy!
Dungeon of the Endless CD-Key Undetected Download
Dungeon of the Endless CD-Key Undetected Download
Hint: Do not share your CD Key with anyone
Dungeon of the Endless CD-Key Generator Download Link:
Guide to download Dungeon of the Endless CD-Key using your Windows, Mac, iOS or Android device:
- Dungeon Builder
Dungeons 3 Mrantifun
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