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A classic single player dungeon crawl Computer RPG in the vein of Eye of the Beholder and the Legend of Grimrock. Features: First person dungeon crawl gives the visceral experience of putting you in the dungeon! Hack and Slash combat with pulse-timed grid style movement. Unique fantasy races  Create a party of up to four characters to play and choose from races such as the Tortuga, Canem, Roedar as well as classics like Dwarves, Elves and Humans. Strong class system with classic core classes like Warrior, Mage, Healer, and Rogue. A strong plot with Quests, merchants, and NPCs of competing factions where you will have to make choices about whose side you are on that effect the game. Deadly Dungeon design: classic challenging environment puzzles, secret doors, pits, traps, projectile traps, and more! Procedural loot system creates interesting unique loot and increased re-playability.

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Description

As you may have heard (probably not because no one reads this anyways) my Kickstarter failed!

I had a particular roadmap planned out to reach video production gameplay goals for the Kickstarter campaign but now that the campaign has failed I have had to re-evaluate what features I need and in what particular order.

Had I been able to fund my project I would have proceeding in particular direction and had considerably more resources available to me.

Now that those resources are off the table the question at hand is given this is a single player RPG can I go to early access?

I feel that going to early access with part of my single player campaign is a fairly bad move - players will grind through that rather quickly and then be crying out for more content that is going to take a considerable amount of time for me to produce by myself.

Doing that would hypothetically result in an initial good release but would be followed by a lot of negative feedback/reviews from customers who might not be happy with my pace of updates.

User created content can far outstrip my personal ability to produce content ; but without a level editor there will be no user created content! Given this I felt the best way to proceed forward would be to pivot my focus towards the level editor.

The first step of doing this was to tackle a task I had been putting off which is to "refactor" the level editor into a much more manageable architecture.

I had designed it on a 'as I need' basis and literally thrown functionality in anywhere I could to get things moving for the Kickstarter.

But now I need the Editor code to be solid and easy to work with in the sense of extending it and adding new features, but also in the sense of troubleshooting/debugging any issues that come up.

So I spent approximately the first 30 days after the Kickstarter refactoring all the core level editing functionality to point at the Level Loader class.

The Level Loader of course .. was meant to load saved levels in