On this day, 10 years ago, I released Shattered Pixel Dungeon v0.1.0. This tiny initial release was my first serious attempt at gamedev and was distributed to maybe 50 people on the Pixel Dungeon subreddit.

Fast forward 10 years and Shattered is my full-time job, with roughly 5 million combined downloads and roughly 150 thousand combined sales over several platforms. Even after all these years, more new people are discovering Shattered now than ever before, and the updates I make are getting bigger and better.

Join me for a quick walk down memory lane, and for a preview of something very exciting that’s yet to come…

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My two cents:

  • new dagger ressemble too much new sword. Same with fishing spear and middle spear
  • (personal taste) hammerhead is too big.
  • big shield red I find a bit too dim.

  • golden and Cristal mirmics have centered locks!
  • artefacts timer and eye could be viewed 1 pixel more from the front to reduce size of sides.
  • I’m in love with the bland fruit

  • Top of walls seem slightly too bright
  • great sewers (and loved the last update on level gen)

  • mirmic, succubus and also robot have too many details

  • goo has a mouth, not my style

  • robot seems out of theme. Too harsh and steely. Maybe use a bit of bronze ?

  • New yog is top!

  • older necromancer could find a place as ghost invocation necromancer.

  • new character hero blend too much on background - also bad for people with sight issues.

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1 point

yesss new heroes defs blend too much

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