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!

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Comments

By Adventure To Fate Dev on Wednesday, November 12, 2025 - 19:47

This one’s a bit of a cheat, but it’s too awesome not to share!

Last weekend, Aaron Cloutier (the talented musician who’s been composing for the series for years now) gave a live performance of the previous game's music (Core Quest) at the Game Harvest conference in Louisville, KY. It was incredible to hear this soundtrack come alive on stage, and it’s a reminder of how indie collaboration can be so awesome!

For both games (Core and the new Dungeons) he has created an entire prog rock-inspired album designed specifically with audio-first players in mind. The music brings a sharp energy to the dungeons and boss fights (each track tailored to set the tone for the different dungeons).

Because accessibility and audio immersion are at the core of this game’s design, Aaron’s music isn’t just a background layer but a critical piece of the experience, and one of the main reasons battles feel so dynamic.

Check out the live performance: https://youtu.be/0sBr5FADz3U

Listen/Get to the full album here: https://aaronccloutier.bandcamp.com/album/adventure-to-fate-core-quest-soundtrack

Supporting other indie artists while building a fully audio-capable roguelike has been one of the most rewarding parts of this project. And the soundtrack is just one more piece that helps bring the world of Adventure To Fate: Dungeons to life.

By Adventure To Fate Dev on Friday, November 14, 2025 - 02:20

Spirits have been a part of the Adventure To Fate universe since Lost Island, but in Dungeons, they’ve been massively expanded and refined.

Trinkets have been expanded for new dungeons and types (stat-modifying items for spirits), allowing for more personalized builds. Over 30 new trinkets have been added.

Relics have also been expanded (over 30 equipable skills added) to include New skill types such as Escape (flee from combat) and Potion Steal (steal potions mid-battle) make spirits more versatile than ever.

These additions make spirits feel like true party members, not just passive companions.

Once you complete the final Spirit Shrine Quest, spirit selection becomes more strategic. You’ll now get to choose from 3 random spirits instead of 1 when discovering a new one. This decision adds another layer of tactics, especially when considering trinket builds, relic synergy, and dungeon-specific strategies.

A New Dungeon Mode: Spirit Focus

The Frozen Spire’s Mystic Mode is built entirely around spirits. In this mode, you choose from 3 new spirits each floor, and blessings are centered on empowering them. Enemies are tougher and spirits become the core of your power (your main hero takes a backseat).

There are currently over 35 unique spirits in the game.

Each dungeon has its own themed spirit pool, giving every run a different flavor and new companions to discover.

Spirits upgrades bring a new layer of depth to combat, exploration, and progression.

They’re a tactical system, a collectible system, and a customizable party system, all in one. They’ve evolved far beyond their original form and are now a key pillar of Adventure To Fate: Dungeons.

By Adventure To Fate Dev on Saturday, November 15, 2025 - 00:30

Today’s post offers an inside look at how dungeon rooms, floors, and events are generated in Adventure To Fate: Dungeons (a blend of handcrafted precision and procedural variety).

Unlike previous games in the series, where dungeon floors followed a static layout tied to story progression, the new game takes a semi-randomized approach. At the start of each dungeon run, a fresh layout is created, but not entirely from scratch.

Rather than relying solely on procedural generation, the game pulls from a pool of handcrafted room templates (30+ specific to the dungeon). These layouts are carefully designed to Be fully explorable and “complete”, Offer interesting pathing and decision points and Support all possible encounter types

By using these preset layouts it means no more broken layouts, boring hallways, or empty dead ends.

Once the layout is selected, dynamic elements are placed. Monsters, Shrines, Traps, and Events are added using a mix of controlled randomness (Placement rules ensure balance and pacing (e.g. boss rooms don’t spawn next to shrines))

By mixing curated design with procedural flexibility, each run feels different, but never chaotic or broken.

This hybrid approach gives you the best of both worlds: handcrafted depth and procedural replayability.

By Adventure To Fate Dev on Sunday, November 16, 2025 - 04:50

Today’s focus is on the upgrades to the crafting system and the forge a pair of features that were already popular in past titles, now taken further to better support the roguelite format of Adventure To Fate: Dungeons.

Each dungeon now features its own unique crafting materials. These materials match the theme of the dungeon they’re found in, and the items they produce reflect that identity. This means different professions will naturally have advantages in different dungeons, encouraging experimentation and exploration to uncover the best combos.

The forge system (which allows players to create their own custom item, complete with name, image, description, and stats) now includes unlockable upgrades tied to quest progress. There are also a few new stat options like Light Damage and Light Resist, giving more room for strategic builds and theme focused characters.

Around 70 new item images have been added to the forge to enhance visual variety. Additionally, VoiceOver users can now write and save their own item descriptions, improving accessibility and making each forged item feel even more personal.

Altogether, these upgrades further deepen a core system while weaving it more tightly into the roguelite structure of the game.

By Adventure To Fate Dev on Monday, November 17, 2025 - 02:59

One of my favorite new features in Adventure To Fate: Dungeons is the Tomb of Souls (the game’s unique take on an obituary system).

Whenever a player dies in a run, their final moments are recorded in this tome. It displays the last 10 player deaths, showing who died, what enemy dealt the fatal blow, the dungeon they were exploring, and the floor it happened on. This turns every death into a shared legacy that other players can browse.

There’s no login required. Instead, the game uses Apple Game Center leaderboards to store these obituaries. All relevant info is packed into a single encoded integer, which is then decoded client-side to show a detailed visual entry with complete with player class image, enemy image, dungeon name, and death floor.

The book is readable in multiple ways:
• Immediately after dying, as part of the death recap screen.
• From the main title screen, so you can quick open and check deaths.
• From the character stats page, as a historical log.

VoiceOver support is fully integrated. All death info is read aloud in a clean alert format, with your own death emphasized for context and clarity.

It’s a small feature, but one that adds weight and atmosphere to the roguelite cycle. Your defeat becomes part of the game, where other players can read your story.

By Adventure To Fate Dev on Tuesday, November 18, 2025 - 00:50

Day 28 of New Dungeons Features - Daily Quests

While I’ve already touched on quests and achievements earlier, today I want to highlight the daily quest system specifically (as it plays a big role in both engagement and progression).

Daily quests in Adventure To Fate: Dungeons are shared across all players each day, rotating through a set of about 25 different tasks (As development continues, that number is expected to grow). These quests are tied to the calendar day, meaning every player gets the same quest on the same day of the month. This design choice was intentional (to encourage community discussion, strategy sharing, and a sense of shared challenge).

The quests themselves range from defeating dragons to heal X amount of damage in a round.

Each daily quest comes in three tiers of difficulty. The first tier is meant to be quick and can usually be completed within a floor or two. The second tier typically requires a full run, and the third tier may take multiple attempts or longer sessions to complete.

The rewards for completing daily quests are mainly soul types, making them a great way to earn progression currency for classes you don’t normally play. Some quests even include special unlocks (for example, completing the Dragon Slayer daily quest can unlock a dragon-type race as a reward).

Daily quests bring a steady rhythm of new challenges and rewards, adding both mechanical depth and narrative flavor to the roguelite formula. They’re another meaningful system that helps round out the game and give players a reason to keep diving back in.

By Adventure To Fate Dev on Wednesday, November 19, 2025 - 01:13

With only two days left until launch, it’s the perfect time to share the official trailer for Adventure To Fate: Dungeons! This post wouldn’t be complete without it (what better way to wrap up 30 days of features than with a full preview of the game?)

The trailer brings together the three App Store preview videos, adds smooth transitions (as slick as a 2D turn-based mobile RPG can be!), and layers it with some of Aaron Cloutier’s incredible music. The result is a short but powerful overview of the game’s dungeon selection, combat, and systems.

I’ve also included subtitles in the trailer for accessibility. While they should work well for most viewers, if you're using a screen reader and find the subtitles intrusive, you should be able to turn them off directly on YouTube.

Thanks again for all the support throughout this lead-up. Just one more day to go of previews, then Thursday (Nov 20th) is launch day!

https://youtu.be/b_e1E-IdfT4

By Adventure To Fate Dev on Thursday, November 20, 2025 - 00:33

We made it! 30 days of new features and release day is tomorrow (or already live for some of you outside the U.S.). Thanks for following along!

Today’s feature is one of my favorites: the Tome of Legends. This special leaderboard tracks players who’ve completed a dungeon and proudly displays their victory.

It works similarly to the Obituaries system, using Game Center to record each win. When you beat the game, your run is logged with a packed integer that encodes your dungeon, mode, and class. The Tome then displays it visually (your class icon, the dungeon image, and text color-coded by dungeon mode). For VoiceOver players, it presents the info in an accessible, scrollable alert list.

You can view it from the title screen or your character’s stats page. It’s a great way to celebrate wins, and just like this post series, it’s a fitting way to wrap up the journey.

Thanks again for the support. I hope you enjoy the Adventure!

By Adventure To Fate Dev on Friday, November 21, 2025 - 00:11

First off thanks for supporting my work and getting the game. Sorry about the trouble so far.

As for the spirits when you get a new spirit it puts it in your spirit book in the menu. you then need to select which spirit you have active. I believe you found a Spirit Guard but have not set it as active. (maybe I need to update the tutorial message too)

As for the combat do you mind telling me what device you are using? iPad? iPhone? What model. For some devices the field is shrunk and doesn't act properly. I likely need to redo the system itself if these issues are still popping up sorry about that!

Thanks again for supporting the game and bringing these to my attention

By Adventure To Fate Dev on Friday, November 21, 2025 - 00:13

Adventure To Fate: Dungeons has officially launched!

Download:
https://apps.apple.com/us/app/adventure-to-fate-dungeons/id6743055907

I want to thank all the testers (many are from AppleVis) who helped me create this game! It wouldnt be what it is without them! I want to thank @AaronCCloutier for the awesome soundtrack dedication toward the project! @Game Double Tap for streaming (voiceOver), testing, and just being an awesome guy throughout the whole process.

Thanks to the community here for supporting accessible and indie gaming!

As always, anyone who wants a copy of the game but cannot afford it or isn't in a place to buy it who still wants a copy please PM me and I will buy you one. I want everyone to experience the game.

Thanks again please let me know of any questions or suggestions you might have!

By Brian on Friday, November 21, 2025 - 01:34

I will eventually get this game, but right now I am still enjoying your previous game. 🤓

By Mark P on Friday, November 21, 2025 - 11:12

Thanks for all the effort it must have taken to get this great game out there. Its so much, much more than Core Quest and I've just dipped me toes in the Crypt of Fait for the first time, Playing as a halfling witch. Most impressed with all the new content and sounds. Love the crafting now, with the missing materials message. this saves constantly tapping on what's desired only to find its not available. Very nice touch, also, when rejoining the game, you get voice over reminding you where, how and what my witch is doing! Great touch. I'm hoping to gift the game to friends if it's possible.

By Jonathan Candler on Friday, November 21, 2025 - 18:57

Always been a fan of your work and this game is no exception to the cause. However I do have a couple of questions. First off, when viewing the battle log sure it shows up in multiple lines but then you'd have to switch the VO rotor to lines and scroll that way which is something I'd quite not would like to do if I'm switching through headings because then, it's less manageable. Are you not splitting the lines up into separate UI elements because I would think that that's what would need to happen in order for this to work correctly. Also certain actions are not spoken but are viewable from the logs. Is this a design choice? Unless each action is being interrupted when the next utterance is being spoken via the accessibility notification and if that's the case, I do recall there being a way where you can code to where you can have things set to queue. I'd have to see if I can' find the docs for this and I do recall discussing this at one time. Most notably, when VO says the room has been refreshed, it'll interrupt itself and go on to the next notification. At that point, what's the use of having that notification there if we can't really read it? There's a few notifications like this and I'd have to go through and see what they are. Also, another thing. and I still quite do not understand why this is still the case, if you can't use a skill the game will pop up a dialog but then would disappear after a few seconds, leaving to what voiceover was reading in that dialog to be interrupted when said dialog is closed. Either have this be read in an accessibility notification and don't pop up another view or pop up that view but have us dismiss it. Really at that point I would love to know the reason of why I cannot use said skill weather it's resource or what have you, and I'm sure that popup explains it but you can't really get to it. The game is great don't get me wrong but these are just little things that would make it that much more polished. Again, keep up the great work.

By Adventure To Fate Dev on Saturday, November 22, 2025 - 01:33

Glad you appreciate all the odds and ends I added for QoL improvements. I really think it brings the experience together.

Thanks for spreading the word too!

By Adventure To Fate Dev on Saturday, November 22, 2025 - 01:39

Thanks for the in depth explanation of the issues and possible fixes.

The battle and combat log are main priorities they seem to work for some broken for others. I need to rewrite the system. I have plans for a double tap that brings up all rounds in an easier to read format too.

As for the voiceover talking over itself I know there are a few places and currently using timing methods or other pointers is a pain. I need to address this to so I’ll check the queue system. I was never able to get that to work reliably but maybe it could atleast work in some places.

Also that why you can’t use it message I can investigate too.

I’m just copying your whole post into notes and will dissect it and fix what I can. May contact you too. Thanks!!

By Zoe Victoria on Saturday, November 22, 2025 - 03:11

Hi. I've been playing the game a lot more. The spirit thing wasn't a bug, it turns out, it was just me not understanding that I already started with a spirit. I do have one more suggestion.
It would be nice for after things like vaults and shrines that weren't initially visible are revealed, voiceover would say where they are on the square. Right now I think it only reads the square they're on as the same as the others, and during battle and stuff it can be easy to lose track of where they are. I don't think that's an issue with most because some of them make you have to choose something before moving on, but for discoverables like vaults that can be interacted with pretty much whenever until you leave the floor, a marker of where they are would be nice. .

By Adventure To Fate Dev on Sunday, November 23, 2025 - 05:37

Glad the spirit thing it good.

and you are saying a marker for vaults and shops and stuff? I figured they showed but I’ll check why not. Nice detailed catch. I’ll add to list. Thanks.