Adventure To Fate: Dungeons

By Adventure To Fate Dev, 6 September, 2025

Forum
iOS and iPadOS Gaming

**Releasing November 20th**

Hey Folks, I just wanted to share some information on the upcoming Adventure To Fate: Dungeons game. This is the next chapter in the Adventure To Fate series and will be the 7th release over the past 14+ years.

Here is a preview of the game and what sets it apart from the previous ones.

Adventure To Fate: Dungeons is a turn-based roguelike RPG built on over a decade of handcrafted systems and content, now expanded with new roguelike mechanics, dungeons, and deeper progression than ever before. Battle through multiple unique dungeons, each with its own enemies, layouts, special mode, and storyline

New Features:

Prefixes (Items & NPCs)
Dynamic prefixes now modify both gear and enemies, adding variety to battles and loot. Expect surprises like “Frozen” staves or “Vengeful” enemies. These modifiers make every run feel more dynamic and unpredictable.

New Classes & Skills
Expanded class selection with fresh archetypes and unique abilities. The Thief introduces stealthy new mechanics, including the ability to steal and instantly equip items during combat.

Dungeons & Modes
Procedurally generated floors, themed challenges, and evolving modifiers. Explore the Crypt of Fate, The Lost Sands, and the Frozen Spire. New challenge modes, such as Mystic Mode and Hellish Mode, offer roguelike depth with harsh restrictions.

New Bosses & NPC Mechanics
Unique bosses that feature modular behaviors, taunts, and battle opening effects for a fresh challenge each time.

Art, Music & Sound Effects
A strong focus on immersive audio, especially tailored for VoiceOver users. The soundtrack includes a custom progressive rock album composed by Aaron Cloutier, with layered dungeon themes and encounter music.

QoL Improvements
Better VoiceOver support across menus and combat, improved onboarding, and a new auto-equip system that helps players jump right into the action.

Quests, Achievements & Meta Progression
New systems reward players for long-term accomplishments, character milestones, and cross-run goals. Discover layered objectives, rare class challenges, and endgame quests that shape your legacy.

EDIT now premium paid. (From “free to try” to paid)

This change is purely about giving the game and players the best chance to succeed. Competing in the free charts today often means going up against shovelware and pay-to-win clones, which makes visibility nearly impossible without a big ad budget. By launching as a one-time purchase ($4.99), the game will appear on the premium charts, right alongside other high-quality indie RPGs (exactly where it belongs).

Price: $4.99 (same as the previous unlock full game price and only charged on release day Nov 20th)
New Pre-Order Link:
https://apps.apple.com/us/app/adventure-to-fate-dungeons/id6743055907

Once again if you preordered as free it was canceled and you’ll need to agree to the new price.

Thanks for reading and let me know if you have questions!

Options

Comments

By Karok on Saturday, September 6, 2025 - 16:18

is this a stand-alone game or do we have to have prior knowledge of the other 6 chapters?

By Adventure To Fate Dev on Saturday, September 6, 2025 - 21:24

This is a fully separate game from the previous 6 that lives in the same universe and draws from previous stories but tells its own story.

While it does draw on some old enemies and areas from the previous games it’s really more of a short gameplay cycle. Run a dungeon get rewards and repeat. Each time you’ll have different quests layouts enemies etc.

So it’s not a set story or layout like the previous games but more a bunch of different little stories / quests depending on the dungeon you choose.

By Leela on Wednesday, September 10, 2025 - 22:37

This sounds so exciting. I'll deffinitely grab this one.

By Adventure To Fate Dev on Friday, October 3, 2025 - 18:30

Hey folks, just wanted to share a quick update on the game and its progess.

The 3rd dungeon (the frozen spire) is near completion and in the final stages of testing. I want to say thanks to all my awesome testers on the discord (many of them are members of the site).

During this home stretch I still have a lot to do for the November 20th launch but things are getting closer every day.

To finish up I still need to finalize the meta progression boards (each class unlocks extra skills races bonuses when you play them). I also want to add in a handful of special item drops and figure out how the IAP will work (there will just be 1 to unlock the full game). I may also introduce some totally optional donation IAP too.

Lastly I plan to start making some informational videos on how voiceover works in my game and what makes the game stand above the rest that are just accessible. Anyone who has played the adventure to fate games knows there is quite a bit extra besides voiceover being able to read buttons and text. I think this will be a great way to inform other gamers and developers about how to make games not just accessible but immersive since that’s the true goal with these games.

By Adventure To Fate Dev on Wednesday, October 22, 2025 - 00:54

Hey folks, It’s officially 30 days until launch for Adventure To Fate: Dungeons, and things couldn’t be more exciting (or hectic) on my end!

For those familiar with the Adventure To Fate series, you probably know the typical format: a paid version for world exploration and questing, and a free version that drops you right into the action. This time, I’m doing things a lot differently.

Adventure To Fate: Dungeons (releasing November 20th on iOS) is a new, free roguelike RPG that takes the classic formula and injects it with tons of new mechanics, systems, content, and layers of replayability.

To celebrate the final 30 days before launch, I’ll be sharing one new feature or mechanic each day that sets Dungeons apart from past titles. (Hopefully I don’t run out!)

Thanks for supporting following the Adventure!

Free Preorder [url]https://apps.apple.com/us/app/adventure-to-fate-dungeons/id6743055907[/url]

By Adventure To Fate Dev on Wednesday, October 22, 2025 - 00:54

One of the biggest changes in Adventure To Fate: Dungeons is the overall structure of the game.

This is a true roguelite, where each run is its own self-contained adventure. You’ll pick one character and dive into a dungeon. If you beat it, great; if you die, your run ends, and you’ll start fresh with a new character.

But progression doesn’t stop when your run ends. Instead, you progress. Every run (win or lose) contributes to your overall account. You’ll unlock new dungeons, classes, races, skills, items, passive bonuses, and more as you continue playing.

The game will be free to play with unlimited runs (for the first half of the first dungeon). There will be a one-time purchase to unlock the full version, but no timers or energy systems. Just pure, replayable dungeon crawling with meaningful meta progression.

I have dabbled with the roguelike systems but never put together a complete game built around this system's replayability.

In the new Dungeons game After you select your character you'll be presented with a new screen where you select your dungeon (from 3 currently) Crypt of Fate, Lost Sands, and Frozen Spire. Then you will select your mode, which there are 4 of and will touch base on later!

By Karok on Wednesday, October 22, 2025 - 00:58

Will you be showcasing gameplay with VoiceOver for us to wet our appetite? It sounds brilliant.

By Brian on Wednesday, October 22, 2025 - 07:11

If I recall correctly, one or two of your earlier titles had Unlockable classes via a passcode. Will this current game have anything like that?

By Adventure To Fate Dev on Thursday, October 23, 2025 - 02:06

I do plan on doing some voiceover, Streaming, and YouTube videos starting this weekend. However Game Doubletap on youtube already has 100+ hours of preview videos ranging from how to play to deep end game dungeon runs.

Here is his channel. He plays and supports a lot of accessible games so if you can subscribe!

https://www.youtube.com/@Game_double_tap/videos

By Adventure To Fate Dev on Thursday, October 23, 2025 - 02:08

Right now all the classes actually come unlocked, but there are about 20 races to unlock. They are all tied into the quest system (more to come soon on that).

I may add some codes down the road or even special classes that can only be played in voiceover mode but for now they have to be unlocked.

By Adventure To Fate Dev on Thursday, October 23, 2025 - 02:09

In Adventure To Fate: Dungeons, the Quest System is one of the most rewarding meta progression tools in the game. While each dungeon run is pretty much self-contained, your long-term progress is anything but.

You’ll find over 100 quests, each with 3 tiers of objectives. Completing a tier grants a unique reward (bonus stats, race unlocks, spirits, skills, or passive boosts). Early tiers are approachable enough for casual players to earn powerful upgrades quickly, while the final tiers provide long-term goals for hardcore completionists.

Quest objectives are highly varied, ranging from slaying specific enemy types, using special shrine types, or performing rare actions like stealing a potion mid-battle. Some quests are straightforward, while others require experimentation or luck to uncover. You’ll also find daily quests with rotating goals and hidden bonus rewards, adding even more variety and replay value to each to run.

To help track it all, a unique pop-up alert system was designed to notify you of quest progress, completions, and new unlocks. Designed to be fully accessible and VoiceOver friendly, with detailed info for each step.

By Karok on Thursday, October 23, 2025 - 02:30

Hello,

From listening to the videos you mentioned, the "potion drinking" sound is used when equiping equipping items; is that normal?

Will

By Adventure To Fate Dev on Friday, October 24, 2025 - 03:32

So yes when you equip a potion it should make a potion sound but if you equip other items it makes the normal equip sound. Auto Equipping happens in this game so when you get a lot of loot both sounds should play but potion sound may take priority.

By Adventure To Fate Dev on Friday, October 24, 2025 - 03:33

Adventure To Fate: Dungeons already features over 900 handcrafted items, each with carefully tuned stats and design intent. But what happens when you add 50+ unique item prefixes on top of that?

You get a loot system with tens of thousands of item variations, ensuring no two runs feel the same.

Item prefixes are powerful modifiers that enhance all types of equipment. They can provide stat boosts, new spells/skills, and even summoning abilities. Prefixes are found everywhere in the game, from enemies, shops, and crafting (there are even quest rewards that improve your chances of finding rare ones).

Prefixes drastically alter builds, letting you experiment and adapt each run. Whether it's a healing sword or a spellcasting helmet, prefixes make every piece of gear (and every run) feel fresh and dynamic.

By Zoe Victoria on Friday, October 24, 2025 - 23:17

I visited the appstore page and I see that this game is not, in fact, free to download. It costs $4.99. While I'm willing to pay this price, that's not a very good detail to get wrong in a post.

By Adventure To Fate Dev on Saturday, October 25, 2025 - 01:27

Yes sorry about the confusion. I changed the model of the game earlier today.

Everyone that preordered as FREE has had their preorder canceled.

Any paid orders have to agree to the terms.

Unfortunately atleast on mobile I am not able to change the main post but I will check desktop or contact mods if not. Sorry about that.

By Adventure To Fate Dev on Saturday, October 25, 2025 - 01:29

Hey folks! You may have noticed that your free pre-orders were canceled this morning. I made a last-minute decision to switch Adventure To Fate: Dungeons to a paid premium release instead of a free-to-start model.

This change is purely about giving the game and players the best chance to succeed. Competing in the free charts today often means going up against shovelware and pay-to-win clones, which makes visibility nearly impossible without a big ad budget. By launching as a one-time purchase ($4.99), the game will appear on the premium charts, right alongside other high-quality indie RPGs (exactly where it belongs).

Price: $4.99 (same as the previous unlock full game price and only charged on release day Nov 20th)
New Pre-Order Link:
https://apps.apple.com/us/app/adventure-to-fate-dungeons/id6743055907

Once again if you preordered as free it will be canceled and you would need to preorder again and agree to the price.

Again sorry about the trouble and thanks for understanding!

By Adventure To Fate Dev on Saturday, October 25, 2025 - 05:07

This one belongs in the “should’ve done it earlier” pile but its finally here: Auto-Equip is now fully implemented across the game. It even that includes auto-equipping potions after battle.

This feature significantly improves the game flow by cutting down on inventory micromanagement. After you craft, shop, search or win a battle, you’re right back in the action without needing to manually equip every item.

I’ve made sure that accessibility is preserved (which is the original reason why I had held off this for so long). Equipped items are clearly read and sent to a log, and it’s easy to tell what goes to your inventory vs what’s actively equipped. This should make navigating gear management much smoother and more efficient for everyone.

By Adventure To Fate Dev on Sunday, October 26, 2025 - 02:12

One of the more subtle but powerful systems in Adventure To Fate: Dungeons is the Fog of War mechanic (especially in late-game dungeons, where 1 wrong turn means the end of your run)

How it works: Each dungeon floor starts mostly hidden. As you explore tile by tile, the map gradually reveals itself. This system forces you to slow down, plan ahead, and evaluate your status before committing to a path. Do you risk opening that treasure chest that may be trapped on low health, or forge ahead to the next boss?

The Fog of War adds tension, environmental mystery, and meaningful decision-making to every floor.

It’s also fully accessible. VoiceOver players also must explore to read what's around them.

But there’s a twist...
Some blessings and skills can reveal rooms or portions of the map early, offering strategic advantages if you’re lucky enough to find them.

By Zoe Victoria on Sunday, October 26, 2025 - 22:56

Revealing the map as I go sounds less overwhelming then having it all there at once and trying to navigate it.

By Adventure To Fate Dev on Monday, October 27, 2025 - 02:24

One of the more combat altering additions to Adventure To Fate: Dungeons is the Defend skill. It’s a new skill mechanic to the series.

Defend ends your current turn (uses all stamina in case you want to counter negative effects like confuse), but in exchange, it places your hero into a defensive stance. While defending, you gain powerful bonuses:
• Double your Armor Count
• Double your Block Chance
• Double your Wisdom

This creates a new layer of turn-based strategy, especially when paired with buffs or potions. Since those buffs are active during the Defend state, you can stack incredibly high defenses for a single turn and buy yourself the breathing room to survive another round.

Standard Defend is a default skill for all classes (except Thief) and focuses on survivability through Armor, Block, and Wisdom.

Vanish (Thief’s Version): Instead of armor, this evasive version doubles Ability, Wisdom, and Resistances, and gives +1 Stamina on return. Perfect for setting up big rounds.

Invisibility (Late-game Witch Skill): An advanced form of defense that triples Agility and Wisdom while active.

Some passive skills and blessings enhance these further, like regaining HP or SP or gaining a next hit critical bonus when exiting the stance.

This new skill type adds a bit decision-making to combat and opens up more viable strategies across the board. Whether you’re a tank building up defense, a trickster vanishing into shadows, or a witch phasing out of harm’s way. Defend brings more control, more synergy, and more depth to every fight.

By Adventure To Fate Dev on Tuesday, October 28, 2025 - 02:14

In previous Adventure To Fate games, players could create and manage multiple characters, all shown in a long list tucked away on a separate screen. While that made sense in a traditional RPG format, it doesn't quite fit the roguelite structure of Dungeons.

With Adventure To Fate: Dungeons, the focus is on one character and one run. In Dungeons, the character system has been reimagined to reflect that (we will get into more reasons later in the list)

A New Character Flow

Now, instead of juggling a roster of heroes, you select one active character at a time. Each run becomes a focused adventure, and your next hero benefits from the progress of the previous. While it may feel like a step back in terms of flexibility, it’s a major step forward for immersion and roguelite progression.

Smarter Character/Dungeon Entrance Page

This page dynamically updates based on your progress:

No Character Yet?
You'll be greeted with an enticing message encouraging you to create your first adventurer.

Just Created a Character?
You'll see a summary of your chosen class, race, and dungeon.

In Progress?
The page transforms into a snapshot of your run, including:
-Current dungeon floor
-Your overall condition
-Your dominant stat
-Daily quest assignment

The character list has been replaced with this interactive run overview, keeping the focus on the current journey rather than a menu of options.

You can still create a new character from this page at any point. Whether you’ve completed a run or want to try a different build.

This page also links directly to your Dungeon Runs Log, a full history of your attempts, progress, and stats (more on that in a future dev log!)

By Adventure To Fate Dev on Tuesday, October 28, 2025 - 23:48

Adventure To Fate: Dungeons features a variety of event and shrine rooms that go far beyond battles. These rooms add strategy, decisions, and a sense of continuity to your runs.

One of my personal favorites is the Death Shrine.

Here’s how it works:
When you die in a dungeon, your gear and inventory are recorded and saved. Then, on a future run, if you reach the same dungeon floor, there’s a chance you’ll encounter a Death Shrine (can be upgraded to always).

This shrine lets you choose one item from a selection of your past equipment (initially 1 of 3, or 1 of 5 if you’ve upgraded it). I feel like it's a really cool way to reconnect with a powerful item that you thought you might have lost forever.

By Adventure To Fate Dev on Thursday, October 30, 2025 - 02:33

This update is especially helpful for VoiceOver users, but it improves the experience for everyone.

Previously, the Action Log was mostly hidden because VoiceOver would try to read it behind other views, leading to confusion and a poor experience. Because of that, I tried to limit how often I used it.

In dungeons I implemented a workaround that allows the Action Log to function properly with VoiceOver, so I’ve fully integrated it back into the game. And it’s doing a lot more:

It now tracks all item auto-equips, letting VoiceOver users easily review what was equipped after battle, craft, forge, and shops. You know what's getting equipped and what's going to inventory.

Logs quest progress updates (there are a lot of quests and a lot of updates), so players can revisit any messages they missed during pop-ups.

Improves clarity for fast-paced gameplay, ensuring nothing gets lost or skipped. (movement, new rooms, traps, etc)

This may seem like a small update, but for accessibility and quality-of-life, it makes a big difference by reducing confusion and making key information easy to reference at any time.

By Zoe Victoria on Thursday, October 30, 2025 - 17:21

I'd like some clarification on the action log with voiceover. Last games it wasn't very helpful because the log would be read by VoiceOver as one huge chunk of text that would have to be repeated every single time just to read the latest thing. So I learned not to rely on it too much. Will the action log be able to be read line by line with voiceover in this game?

By Adventure To Fate Dev on Friday, October 31, 2025 - 02:41

Yes the action log is now saved in chunks so you should be able to scroll through much easier now! There are still a few situations that give me a little trouble because of the work around but most say it’s much better and I’ll continue to improve it!

By Adventure To Fate Dev on Friday, October 31, 2025 - 02:43

Another subtle but impactful feature added to Adventure To Fate: Dungeons is the Vibration Feedback System.

Haptic feedback now enhances both immersion and accessibility. Some examples of unique vibration patterns indicate key moments like:
• A battle being triggered
• An enemy being defeated
• An enemy respawning or summoning allies

These vibrations help all players feel more connected to what’s happening (but they’re especially useful for VoiceOver users as real-time tactile cues).

Don’t like the haptics? No problem, there’s a toggle to disable vibration in the settings.

Just one more way I’m making sure the game plays great for everyone.

By Adventure To Fate Dev on Saturday, November 1, 2025 - 06:58

One of the most powerful additions to Adventure To Fate: Dungeons is its new original soundtrack by Aaron Cloutier. An evolving score built to elevate atmosphere and immersion, especially for VoiceOver players who rely on audio more than anything else.

The music brings life to each dungeon, changing with the environment (for boss floors or changes in the dungeon itself). it’s really the emotional pulse of each run.

Behind the Music
Aaron doesn’t just create these songs he documents his creative process. Here’s a behind-the-scenes audio log where he breaks down the direction and inspiration for a track-in-progress.

https://youtu.be/93xHFVs2tmQ

This is the frozen forest theme (the opening floor to the frozen spire the 3rd dungeon) just one of many handcrafted audio layers helping make Adventure To Fate: Dungeons a truly accessible and immersive RPG experience.

By Adventure To Fate Dev on Sunday, November 2, 2025 - 02:16

Okay, this one’s a bit of a cheat, but after spending the last few days deep in editing mode, it’s only fair to share the results here too!

This video highlights the character creation and more so, dungeon selection, which is new to the game and UI.

https://youtube.com/shorts/RNH_f-TOf6A?feature=share

For the character creator, I try to keep the same layout as previous games for navigation sake but also because everything just fits well and looks visually appealing.

The Dungeon Selector is also setup with a top down approach.

Dungeon Title on the top

Selectors on the right and left that loop through the 3 dungeons.

Then 4 dungeon modes at the bottom with prompts to confirm your selection.

Here is the script for the video.

Choose Your Hero From 6 Unique Classes

Paladin

Witch

Thief

Naturalist

Shadow Ranger

Assassin

Each With Their Own Progression Board

With Over 900?! Unique Skills and Spells!

And Over 25?! Races to Unlock and Master!

4 Professions with Unique Crafting Sets for EACH Dungeon!

The DUNGEONS?...

Choose From 3 Loot Filled Dungeons!

With Over 900?! Items * Prefixes!

And 4 Dungeon Modes For Endless Replays!

By Adventure To Fate Dev on Monday, November 3, 2025 - 01:07

A staple of classic dungeon crawlers, Escape is now part of Adventure To Fate: Dungeons. (Designed for the roguelite format)

How it works:
Escape is a skill that can be found during your run (and some spirits come equipped with it). It lets you flee a battle (ideal if you walk into a fight unprepared or just want to regroup)

Guaranteed success if used before you take an action
Decrease in chance of success each round (by Round 5, it’s rarely reliable)

This offers strategic flexibility and a nice quality-of-life option: forgot potions? Wrong spirit? Escape and reset without penalty.

A short video below shows how to acquire Escape and how it’s presented in-game.

How It works!

You find escape from a skill shrine where you pick from 3 skills that can be reroll or a skill that increases potion effectiveness.

Then when you have the skill the escape button will appear at the top of battle just under the room title.

When you click that button you’ll get a prompt telling you your chance of success and then you can confirm or cancel. Then if you succeed you’ll be placed out of battle. Then you can go back in when you are ready.

If you fail you lose resources and cannot escape that round.

By Brian on Monday, November 3, 2025 - 08:48

Will the 'Escape' be a one time use, or is it a once you have it, you have it, item/skill?

By Adventure To Fate Dev on Monday, November 3, 2025 - 21:10

Escape will be a skill.

So you can use escape once per round. If you fail you cannot use it again until next round.

You can choose to escape at any time during your turn or your spirits turn.

Before you choose to try you’ll know your chance of success.

By Brian on Monday, November 3, 2025 - 21:23

I see. Thank you for the clarification.

By Adventure To Fate Dev on Tuesday, November 4, 2025 - 03:50

Like past Adventure To Fate games, Dungeons features a wide variety of unlockable races, each acting as a class modifier with their own unique passive (and sometimes active) skills that add strategic twists to your runs.

Some of the fan favorite races are making a return but there are also tons of new races making an appearance so I wanted to show off a few.

These two new races are unlocked in the third dungeon, Frozen Spire:

Siren
Echo of Spirit - Gain 2 SP whenever an enemy is killed. (Effect lasts for the duration of the battle.)

Frostborn
Frozen Will - Gain 1% stun chance each time you kill an enemy. (Also lasts for the duration of the battle.)

These types of passive effects reward smart planning in some situations, it’s better to clear out weaker enemies first, just to ramp up your bonuses.

Unlockable races like these highlight just how much hidden power and variety can be found as you progress.

By Adventure To Fate Dev on Wednesday, November 5, 2025 - 01:35

Blessings and Curses are powerful shrine based passive skills that impact gameplay both in and out of battle. Like skill shrines, each shrine gives you three randomized options where you must choose 1.
• You can only hold one Blessing and one Curse at a time
• Acquiring a new one will replace the old
• These effects go beyond combat:
• A curse might drain HP or SP every step
• A blessing might boost enchanted item drop rates
• Some even affect your Spirit directly

These shrines appear randomly as you explore, adding another layer of strategy and replayability. Do you chance interacting with a shrine if it’s a curse?

And in Mystic Mode, they take center stage! you’ll get a new Blessing and Curse each floor, constantly shifting your build and tactics.

These have been one of the most fun systems to design (and players are loving the chaos and creativity they bring)!

By Adventure To Fate Dev on Thursday, November 6, 2025 - 03:45

One of the biggest changes in Adventure To Fate: Dungeons are, well, the Dungeons. The dungeons have different Themes, Designs/Layouts NPCs, Items, Skills, and even Crafts. Within those Dungeons are Play modes. The new Mystic Mode is a dungeon-specific challenge that completely changes how each dungeon is played.

To recap, at launch, there will be three dungeons, each featuring four play modes:

Casual Mode - You have three lives, and each time you fall, you can choose a bonus to help you continue your journey.

Champion Mode - The classic roguelike setup. One life, no second chances.

Mystic Mode - A special challenge unique to each dungeon. The dungeon itself shapes the rules, powers, and strategies.

Hellish Mode - One life, no gold drops, no potions outside of battle, and much tougher monsters.

Now, let’s focus on what makes Mystic Mode stand out.

Each dungeon has its own version of Mystic Mode, meaning every run feels distinct and unpredictable:

The Crypt of Fate – Each floor presents you with a new Blessing or Curse, forcing you to adapt your build and strategy as you descend. Some effects strengthen you, while others challenge your endurance, making every choice matter.

The Lost Sands – Enemies in the desert have a much higher chance of spawning with Prefixes, powerful modifiers that enhance their abilities. These prefixes are twice as effective as normal, but so are their rewards, with an increased chance to find rare and powerful, prefixed loot.

The Frozen Spire – Every floor grants a new Spirit companion, shifting your focus from your main character to your ever-changing ally. Blessings and Curses in this mode directly affect your Spirit, while enemies are much stronger, creating a constantly evolving challenge.

Each Mystic Mode is built to shake up your expectations and keep you thinking every step of the way. These modes add variety, difficulty, and a strong layer of replayability (making every run feel different and unexpected).

By Mark P on Thursday, November 6, 2025 - 14:26

I'm a big fan of Core Quest and have learned to loved playing the mystic classes.
I won't be rushing straight in at the harder levels in Dungeons as you have added so many new features. I'm going to take my time an enjoy all the new content, thanks to you and the testers. Fantastic stuff!

By Adventure To Fate Dev on Friday, November 7, 2025 - 02:34

Hey thanks for supporting my other games and I’m glad you are excited for this upcoming one.

Yea so many play modes and options! Start where you want and progress how you want!

You are right though some of the harder dungeons even destroy me so lots of stuff to master.

By Adventure To Fate Dev on Friday, November 7, 2025 - 02:34

What’s a roguelike without steal? One of my favorite additions to Adventure To Fate: Dungeons is the new Steal mechanic.

How Steal Works:
-Steal is a battle action that allows you to attempt to steal gold, potions or loot from enemies mid-fight.
- It’s a signature move for Thieves, who start with the skill by default.
-Other classes like Shadow Rangers and a few rare Spirits can also gain versions of steal.
- The chance to succeed is based on a formula using Agility, Intelligence, Luck, and a bit of randomness (rolled against the enemy’s stats).

Once a steal is successful, another roll determines the reward:
• Gold (most common)
• Potions
• Equipment (most rare)
The better your roll, the better the steal

One of the coolest things? If you steal a piece of equipment and you have an empty slot, it auto-equips instantly (even in the middle of battle to give you an edge).

Example: Steal a belt mid-fight now you have an extra slot on your bet. steal a potion and it’s added to that slot and instantly usable.

Building Around Steal:
There are 4–5 passive skills that enhance or interact with Steal.

For example one adds a chance to confuse the enemy on a successful steal.

Others let you steal only potions, only gold, or only items, for more tactical builds.

All in all, Steal brings a ton of flavor to the Thief class (and others that dabble in the shadows).

By Brian on Friday, November 7, 2025 - 20:16

Hi,

Would you consider adding a toggle for navigating the map, so that we could disable looping from one side to the other? What I mean is, say you are on cell #4, and you swipe once to the right, you will end up on cell #5, but that is at the beginning of the next row. I'm asking for a toggle to disable this. A toggle, because I am sure some people actually prefer this method.

Thank you for your consideration, and for your great games.