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Dungeons of Daggerhelm is a top-down RPG-roguelike based on games such as Realm of the Mad God and Diablo, with many differences that sets itself apart from the rest. The game is currently being developed by Rendered World Games.

The player begins the game as the spirit of a long-lost hero trapped between the real world and the ethereal world.

You have been summoned by the heroes of Broken-Shield Castle, one of the last remaining bastions of hope in Daggerhelm, to defend the land from the dark Necromancer. The Necromancer has learned the forbidden magic of conjuring portals and is using these portals to summon demons and grotesque creatures to the peaceful land of Daggerhelm.

By defeating the waves of demons and monsters, you will help clear the tarnished lands of the Necromancer's evil and secure peace once again.

Players can fight with several unique classes that can be found in Broken-Shield Castle:

  • Paladin
  • Battle-Mage
  • Ranger
  • Sorcerer

Players can level up by slaying enemies and completing tasks, and they will also be rewarded with powerful pieces of armor and weapons. Are you lucky enough to find a Godlike item?

Please check in from time to time to see how we're doing!

Dungeons of Daggerhelm v0.0.9

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Hello everyone,

The last couple of months have been a whirlwind for me. I got and left several jobs and have been looking for full-time employment.

I enjoyed my time working on Dungeons of Daggerhelm as it was my first real game. Getting used to GML syntax, applying what I've learned in a variety of areas, and exploring what I could do with the software at my disposal.

Unfortunately, being my first game, DoD has major issues, one being that it is coded rather horribly. Irreversibly, in fact. Everything is so crudely constructed that the slightest change in the way things are done would send the entire system sprawling. Most of the code is written in such a way that it slows down the game for most people who have older computers, laptops, or other smaller devices. That's not what I wanted; I wanted a game that anyone could play, no matter what computer they had. Dungeons of Daggerhelm shaped up to be the reverse of that, and this has troubled me.

Multiplayer was something that I wanted to implement at some point, too. Co-op was a focal point of the initial design. However, due to the point above, this is going to be nearly impossible. I constructed the game in a single-player perspective only for prototyping purposes, and neglected to take into account the necessary steps to ensure a smooth transition to a multiplayer, online, lobby-based function.

As it stands, due to the major problems listed above, I have decided, hesitantly so, to shelve Dungeons of Daggerhelm indefinitely. I may come back to it when I have a fuller grasp of GML, perhaps even start over from scratch. But not right now. It makes me sad, because I had been working on the game since June of 2014.

However, what's done is done.

So, what's next for me? What's next for Rendered World? To be honest, I don't know yet.

I am hopeful though. I have been slowly building a rough prototype of a game called Quantum Frontier, a true top-down space exploration, sandbox, spaceship combat game. Since it is a true top-down game, it is far easier to manage its parts, however made slightly more complicated due to it being a sandbox game, and made even more difficult due to it being a space game.

But the initial thought I had prior to even starting work on this project is still there: consolidation.

DoD was a mess simply because I did not consolidate or organize its parts thoroughly. GML's inheritance was not even implemented until about half way down the road, which caused major game infrastructure inconsistencies.

However, Quantum Frontier is already shaping up to be far more manageable than DoD ever was. Adding new content is so easy, because it involves copy-pasting, maybe, 3 lines of code, instead of hundreds.

I will probably expand on this idea. But the gist of this post, either way, is that Dungeons of Daggerhelm development is on indefinite hiatus.

Thank you,

Jacob Giambalvo

Dungeons of Daggerhelm - The Drunk

Dungeons of Daggerhelm - The Drunk

News

I have never been more proud of myself than this precise moment. When I created this.

Dungeons of Daggerhelm v0.0.9 Now Available

Dungeons of Daggerhelm v0.0.9 Now Available

News

The most up-to-date pre-alpha release of Dungeons of Daggerhelm, v0.0.9, is now available for you to download!

Dungeons of Daggerhelm - AI and Balance Changes

Dungeons of Daggerhelm - AI and Balance Changes

News

We've made some interesting AI changes to enemies as well as making some well-needed balance changes.

Dungeons of Daggerhelm Story Mode 2

Dungeons of Daggerhelm Story Mode 2

News

Dungeons of Daggerhelm is closing a chapter a beginning a new one.

RSS Files
Dungeons of Daggerhelm v0.0.9

Dungeons of Daggerhelm v0.0.9

Demo

The most up-to-date version of Dungeons of Daggerhelm Pre-Alpha version 0.0.9 (version number change), up from v0.08. Many, many, many game changes, almost...

Dungeons of Daggerhelm v0.08

Dungeons of Daggerhelm v0.08

Demo

This update includes a working inventory system, over 20 unique items that you can equip to your character, random loot drops based on RNG, guidance arrows...

Dungeons of Daggerhelm v0.07

Dungeons of Daggerhelm v0.07

Demo

Welcome to the newest demo of Dungeons of Daggerhelm, featuring the latest zone for you to play and try out: the Death Foundry. This is a work-in-progress...

Dungeons of Daggerhelm v0.06 (Optimization Update)

Dungeons of Daggerhelm v0.06 (Optimization Update)

Demo 2 comments

A whole slew of important things fixed, changed, and optimized for Windows computers. Please download and compare to previous versions!

Dungeons of Daggerhelm v0.05

Dungeons of Daggerhelm v0.05

Demo

Update v0.05 for Dungeons of Daggerhelm, including many UI changes; player combat updates, additions, and rehauls; new enemies located within the Undercore...

Dungeons of Daggerhelm v0.04

Dungeons of Daggerhelm v0.04

Demo

Dungeons of Daggerhelm v0.04, introducing several new concepts: overhaul of melee combat, redesign of random generation structure, loading screens to...

Post comment Comments
TheScriptan
TheScriptan

Damn, I remember I was always getting updates from your games, but after few months you went quiet, only now I found out what really happened, thanks for developing a game, I played it and enjoyed no matter the backend! I hope you will continue to develop games and finish one! ^^

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metalizer101
metalizer101

Just started playing.
This game seems great so far.
I really like them music and pixel art, only wish dungeons of daggerhelm was co op.

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klewyllljinks
klewyllljinks

Awesome pixel art! I could never draw something like that; Maybe I'm just too lazy

I think it'll look a lot cooler if you did some pixel art in the UI. Idk if its a pixel-graphics concept, but it does look a little bit dull next to the game view.

Hope it turns out to be a fun game~

Reply Good karma Bad karma+3 votes
RenderedWorld Creator
RenderedWorld

Thank you for your kind comments!

We do recognize what you've just pointed out. Our priorities are currently on finishing the engine first, but the UI appearance is under our radar. What you see now is just a place holder graphic so that players can get the look and feel of where it will be placed. :)

Reply Good karma+2 votes
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