
Zed - The team's heavy weapons specialist that also fancies round-shaped shoulder armor.Shroom - Wears a medieval doctor mask, and potion strapped to their side, suggesting a more supportive role.

Bunker - One-eyed robot capable of deploying a defensive shield.At the moment, the following three were revealed:

Endless dungeon gameplay Pc#
The title doesn't even have a broad release window yet, its Steam page listing it as "Coming soon." Our guess is that we'll see it at some point next year or in 2022.Įndless Dungeon is headed to PC (through Steam), Xbox Series X/S, Xbox One, PS5, PS4, and Nintendo Switch.Įndless Dungeon will feature characters from across Amplitude Studio's rich Endless universe. They just run and pew pew pew.Although we got our first look at Endless Dungeon, publisher Sega and developer Amplitude Studios have yet to reveal its release date. On Endless Dungeon you just run around mindlessly in Diablo ARPG / Looter shooter style, you are more focused on where you are than on the entire map and overall strategy by design, you barely use your brain, waves come over and over without logic even if you don't open doors and I saw streamers just playing 1 character while parking the other 2 in just 1 defense place at the start of the level and never using them for the entire level. In DotE you mostly spent your time creating strategies, and making hard decisions, and using your brain, using all your characters and using the map while doing stuff You really nailed it with this suggestion turn-based "Classic Mode" in Endless Dungeon that gameplay-wise works exactly like DOTE" is the missing piece to transform this game back into a strategic masterpiece community feedback and discussed an example, where would feedback requesting a turn-based "Classic Mode" in Endless Dungeon that gameplay-wise works exactly like DOTE fall on this "not extreme/too extreme" scale? (Trying to plug my idea early.) So since you brought up the topic of game vision vs.


It is true that depending on the problem could be more difficult to implement (like change completely a system of the game) and also it is important to find a balance between our vision for the game and the community feedback, which could affect the core of the game (a extreme example: "I prefer Endless Dungeon to be a pixel game as DOTE") so i was playing tinas wonderland yes totally different game but very poorly updated in the terms of how the games been patched and updated with skills/gun nerfs they should of increased damage of others which in turn would of opened the game up and given me more high damage options that i would of had more fun swapping my guns in and out but instead just resulted in that i no longer want to play it. sorry off topic but i just wanted to say if done correctly and you can take notes and go with the flow based off other peoples feed back it could help a lot. If the answer is yes to those questions they i would be happy to pay in advance Just wondering if you would be willing to release endless dungeon on early access, as i would be willing to pay based on the original game - i most play on Nintendo switch but i would be happy to play on my laptop/gaming pcġ) listen to gamers feed back and be willing to change your idea based of feed back of what the players thought of your ideaĢ) do you take criticism well and are you willing to have your ideas poo poo'ed putting them to the test of a forum of gamers willing to rip into your game and tear it apart piece by pieceģ) would you make balance changes based off how we pushed your game to its limits with builds and game play styles you didn't consider or think of
