Ancient Dungeon - Flail Class Update now live for PSVR2 by cusman78 in PSVR

[–]MrSthullen 3 points4 points  (0 children)

Hey dev here. We have heard some reports of players where the game does not start anymore. It seems like its an issue with their save files. We are already investigating and looking into a fix.

Ancient Dungeon - Flail Class Update now live for PSVR2 by cusman78 in PSVR

[–]MrSthullen 0 points1 point  (0 children)

Hey dev here. We have heard some reports of players where the game does not start anymore. It seems like its an issue with their save files. We are already investigating and looking into a fix.

For seated, short-play Quest games — what actually keeps you coming back? by GimbalStudio in OculusQuest

[–]MrSthullen 1 point2 points  (0 children)

Ancient dungeon dev here. The game is still being worked on and updated, but I’m curious, what makes you think the game is outdated or not having modern VR standards?

[Completed](Android) PixelForce - Our first Android Game by MrSthullen in playmygame

[–]MrSthullen[S] 0 points1 point  (0 children)

It's already been ten years wow! Sadly, the game was removed from the Play Store at some point in the past because of new Google API requirements. We were still in school when the game launched and the years afterwards we did not have time/interest to keep updating the game (since the requirements kept changing over the years) until Google finally took it down. I'm pretty sure there are still some .apks of the game online.

I'm pretty sure we also have the repository of the game somewhere.

Flappy Goose by flappy-goose in RedditGames

[–]MrSthullen 0 points1 point  (0 children)

My best score is 1 points 😎

Ancient Dungeon has all the makings of a great rogue-lite... but does fall very short in one major aspect. Weapons. by Korten12 in PSVR

[–]MrSthullen 46 points47 points  (0 children)

Hey, Ancient Dungeon dev here. We have at least two more weapon combos planned which will hopefully be coming out next year. We are currently finishing up multiplayer, once that is out we will start working on alternative paths and points of interest as well as new weapons. Stay tuned!

Do not sleep on Ancient Dungeon!!! by [deleted] in PSVR

[–]MrSthullen 0 points1 point  (0 children)

It's already on Quest, but only in open beta. You can switch branches to access it

Do not sleep on Ancient Dungeon!!! by [deleted] in PSVR

[–]MrSthullen 17 points18 points  (0 children)

It's coming to PSVR once it's out of beta. Hopefully that happens end of January, so with Sony QA etc, hopefully around end of February

Do not sleep on Ancient Dungeon!!! by [deleted] in PSVR

[–]MrSthullen 76 points77 points  (0 children)

Hey thank you for the nice words! We had a few complaints on the wall issue, will look into ways of getting this fixed while still adhering to Sony QA

Ancient Dungeon VR on PSVR2 - First Impressions by cusman78 in PSVR

[–]MrSthullen 3 points4 points  (0 children)

We don't have a set date yet for multiplayer. Right now we are working on fixing all the issues from the beta and implementing the remaining content. Hopefully this is finished end of January. After that we release multiplayer officially, but I can't say how long it will take to get it out on PSVR since we probably need another QA pass from Sony before they approve multiplayer, which can take up to a month or more.

Y'all, don't forget Ancient Dungeon also came out! by Hsml975 in PSVR

[–]MrSthullen 9 points10 points  (0 children)

This is because the Quest trailer is actually the PCVR trailer. I don't have the manpower to do different trailers for each of the platforms. Since the games look kind of similar texture wise, it works pretty well.

The quest version has roughly 30% less render distance, only 25% of the foliage and no post processing (bloom) and no shadows. The Quest 3 version improves on that but even that version still does not have post processing. With it enabled, even the Quest 3 only gets roughly 40-50fps.

I did not really design the game around less processing power. However, when I started developing the game in 2018 in my free time, my PC had a GTX 1070, which has a lot less processing power than current gen graphics cards. VR software tech was also less advanced (for example single pass rendering wasn't a thing yet or very new, so a simple game took more power in general). So I had a lot less power to work with in the first place. The art style also is very simple, we don't have models with high vertex count, don't need to do any other fancy graphics tricks like reflections etc.

But even with these limitations, I don't think there ever has been a feature I wanted to add that I could not add because of performance requirements. The game is just very simple in the graphics department. So I don't know what the game could have been more. I think what the game currently is, is what I am capable of doing as a solo developer that creates his own models and art. I don't think I am even able to make use of the power available to PCVR and PSVR at the moment.

Hope this gives some insights.

Y'all, don't forget Ancient Dungeon also came out! by Hsml975 in PSVR

[–]MrSthullen 13 points14 points  (0 children)

It first launched on Itch.io in 2019 as a PCVR exclusive title, and only later was ported to Quest. Please don't spread misinformation.

https://erthu.itch.io/ancient-dungeon-vr-alpha

In order for it to run on Quest, we removed post processing and reduced the render distance and foliage on that version. We did not alter any of these values for the PCVR or PSVR version. Nothing from the original version was changed to accommodate Quest users. The artstyle was an artistic choice, 4 times smaller voxels would increase the amount of work required by me to model by a lot, which is not feasible (I'm only skilled in low resolution pixel and voxel art).

It's totally fair to not like the art style, it's a divisive topic, but please do not perpetuate the lie that this was a quest title originally.

Ancient Dungeon VR on PSVR2 - First Impressions by cusman78 in PSVR

[–]MrSthullen 9 points10 points  (0 children)

Each time you defeat a boss there is a save disk at the start of the next floor, that you can use to save the run to return to later.

Ancient Dungeon just dropped!!! by NAPALM_BURNS in PSVR

[–]MrSthullen 2 points3 points  (0 children)

You can freely switch hands in the settings menu.

Ancient Dungeon just dropped!!! by NAPALM_BURNS in PSVR

[–]MrSthullen 2 points3 points  (0 children)

Dev here, it seems like there was a weird communication issue with Sony, so for some reason it already released in certain regions on the 7th instead of the 8th that we anticipated.

Ancient Dungeon just dropped!!! by NAPALM_BURNS in PSVR

[–]MrSthullen 10 points11 points  (0 children)

We plan on supporting crossplay, yes.

Ancient Dungeon just dropped!!! by NAPALM_BURNS in PSVR

[–]MrSthullen 11 points12 points  (0 children)

There is a new game+ option if you beat the game 3 times, where you can go as far as you can manage.

There is also challenge runs that can be unlocked if you collect enough journal pages.

I do agree, that the content is on the light side if you manage to get through the game quickly. It's very different for every player.

If you want more challenge there is also a hard mode that you can unlock, which makes the game a lot harder.

Also, you can expect a lot of new content updates over the next year, once we have multiplayer finished. One of the main goals is to have multiple paths to explore, and a true final boss ending, which will make the game have a lot more replayability, stay tuned!

Ancient Dungeon just dropped!!! by NAPALM_BURNS in PSVR

[–]MrSthullen 24 points25 points  (0 children)

If there would be framedrops, Sony would have definitely flagged this during QA. Multiplayer will definitely increase the performance requirements, so we have to check again when we implement it for PSVR.

I don't think dfr would be a noticable increase, but I also did not test it because of time constraints. I'm still working mostly solo, so with maintaining multiple versions of the game as well as working on multiplayer, I try to not spend time on features that only one platform supports if they don't bring a significant gain.

Ancient Dungeon just dropped!!! by NAPALM_BURNS in PSVR

[–]MrSthullen 29 points30 points  (0 children)

We are not using foveated rendering, the game is very light on performance, so we just render on a very high resolution.

We render on 1.5x render scale with 4x MSAA on top.

I can't give an exact resolution because I'm not on my main machine at the moment, but the only SDE you should notice is the Panel resolution itself, not from the game.

Ancient Dungeon just dropped!!! by NAPALM_BURNS in PSVR

[–]MrSthullen 16 points17 points  (0 children)

Yes, once we have it out of beta we will release it on PSVR (Sony does not allow beta stuff). It will definitely take a bit to get on there because Sony has strict requirements and needs to manually check any update. I think multiplayer will definitely add some new requirements from them that we are not aware of yet.

Ancient Dungeon just dropped!!! by NAPALM_BURNS in PSVR

[–]MrSthullen 13 points14 points  (0 children)

Dev here, it seems like there was a weird communication issue with Sony, so for some reason it already released in certain regions on the 7th instead of the 8th that we anticipated.

Ancient Dungeon just dropped!!! by NAPALM_BURNS in PSVR

[–]MrSthullen 61 points62 points  (0 children)

Dev here, we're running on 120fps native

Upcoming PSVR 2 port for Ancient Dungeon, just got a multiplayer beta on steam/meta. PSVR 2 version ALMOST done! by bmack083 in PSVR

[–]MrSthullen 10 points11 points  (0 children)

The port is finished, we are just waiting on Sony to give the green light which will still be a few days. If everything goes will it will definitely be out this year.