
Steam news
Full Steam announcements and update articles for this title.
Rampagers,
We have heard your feedback and we are finally excited to announce that.... Dungeon Rampage is going from a Revival to a Remaster!! Here’s what 1.0 will look like:
Fully Performant Dungeon Rampage (Using Starling for rendering the game with the GPU instead of the CPU like it currently does)
HD Dungeon Rampage (Heroes, Pets, Enemy Models, Props, Attacks, Projectiles Animations, UI) -HDifying the original graphics!
Achievements & Native Controller Support
Pyromancer & Dragonknight
And more…
We’ll continue releasing minor updates and fixes through the 1.0 launch. If we have a tech feature like Starling Rendering or Native Controller Support ready, we’ll try to launch those early. On the development side, you might be wondering “have things been slower lately?” Well we’ve been changing our development philosophy. Our previous monthly content cadence was difficult to maintain with our team size. We wanted Dungeon Rampage to feel like a live service game, but we didn’t have the right resources to support it, so it ended up just slowing us down. Going forward any content or feature additions will be tied to major game updates. We believe this is better for the long-term health of the game, and it’s closer to how other similar games in our genre operate. Our goal as a team is unchanged: keep Dungeon Rampage running forever, and make it the best game we can. Let us know what you think of this change, and let us know what you would want to see more of from Dungeon Rampage in our feedback form: https://forms.gle/brL3wdLFj35q97PL9
We hope you see you in the Dungeons,
The Dungeon Rampage Team
Side Note: No, this isn't an art change as some people have been worried about, this is the same work we have done previously with the main menu where it's the exact same art style, but no longer pixelated.
Hey Rampagers!
We are launching today an experimental client which you can access via going to Game Settings, Game Versions & Beta and then clicking experimental!
Experimental is a way for us to make more "risky" fixes and features which may or may not make it into the game!
This will sync with the live servers, so any progress you make on the experimental branch is also going to be on your main account! And you can even play with friends who are on the main version of the game (so this is a “client side only” patch)
Here are some changes (please let us know of any bugs on experimental!)
Changes with how 16:9 is implemented.
Please let us know if anything is positioned wrongly or scaled weirdly vs the current live version. This should resolve some of the remaining scaling issues with popups.
Misc performance optimization targeting Memory & Resource Leaks.
This should help the game’s performance on floors past the first one of the play-session. But some of these fixes can be riskier and cause crashes!
Change the game’s port to 3074, this should help those who’ve had to access the game via a VPN. If you run into errors connecting to the game let us know! If we don’t hear any issues we may make this the new default.
Basically this is defaulting to use the flag we just introduced: --use-fallback-socket-port
Hovering over your friend in the bottom bar sometimes has the buttons in the wrong spot
We're trying out a new forum for bugs on Discord! Please make sure when you report bugs that you specify that it is properly tagged with the experimental tag
Hey Rampagers, We are rolling out yet another hotfix on Performance/Bug Fixes/Minor QoL:
Performance Related to Ultimate Rampage Kill Switch Icons (this should greatly help out everyone who plays Ultimate Rampage)
Text on the Town Menu Building Banners was stuck to the bottom
Some people weren't able to access the game without a VPN, if you need a VPN to play the game, try this flag instead: --use-fallback-socket-port (how to guide: https://discord.com/channels/745682912913129573/1497337093582491779)
Font Related Issues with hold spacebar, kill switch names not being displayed
Added a Discord Button on the Exit Popup that directs you the Discord Server
Fixed bug where the XP bar of the HUD would continue to become big until forever
This was also disabled under Performance mode as disabling it helps with performance for very very very low end machines
Also, keep an eye out for some more opt-in experimental changes around performance soon ;)
Today marks our biggest update by far. Not only are we releasing the beloved Ghost Samurai, but we are also unleashing darkness with the HD Dark Mage Skin!
The Ghost Samurai wanders the earth seeking vengeance on his killer. An expert swordsman, few can withstand his phantom katana technique. Using katanas, swords and light throwing weapons, no one should underestimate him in the Dungeons.
He is the literal poster child of Dungeon Rampage, one of the most beloved heroes due to his high damage and good movement. After a lot of playtesting and bug fixes, we decided not to change anything around his kit versus the original game. He seems to be in a pretty balanced spot for now, and we will be monitoring him after release to ensure that he is at a good spot compared to the other characters.
So, we are very excited to be welcoming the Ghost Samurai back to the Dungeon Games!
People have asked how they could support the game’s development. So we have decided to experiment with cosmetic skins with our first one being the Dark Mage! The Dark Mage has been overhauled from the original skin, we have made it HD and we have added custom VFX on all of his abilities!
With this change, we are also doing a small buff on the Sorcerer! Now his Nova Staff (the ones that does the AOE ability on hold) also Shocks all nearby enemies!
If you are interested in knowing more about why we came to the decision of a paid DLC Skin, take a look at our discord announcement explaining our thought process:
https://discord.com/channels/745682912913129573/1318690759678885969/1491851970019852398
We have focused a LOT on the most requested QoL features.
You can now experimentally localize 99% of the game through JSON files which can be shared with friends, by modifying the GameMasterLocale.override.json & Locale.override.json you can see the game in your language! (Note, this isn’t full internationalisation support by any means, some characters may not be supported by our font, and some words may be too big, however for latin based languages this should help a ton.)
Additionally, we have been working on Menu Navigation! You can now navigate with your keyboard (arrow keys) to different menus of the game! We have implemented what we call the “Golden Path” which essentially means that you can get in a dungeon, play, and get out and into the next one.
We hope that we will be finishing up Menu Navigation sooner rather than later, but we wanted people to have a slice of what it will look like so that we can ensure there’s no major bugs and that the user experience about navigating menus is fun!
Of course, we didn’t forget to improve the game’s performance. By default we re-construct your hud after every floor now (used to be a feature flag) and we have fixed some more memory leaks that aren’t HUD related, especially the problem with pets making your game laggy.
Minor Update Changes:
Removing Gems from Item Boxes (still available in Daily & Weapon boxes).
We have reduced visual artefacts from our props, which should make them look slightly better.
We have tinkered around and made the characters & enemies look a bit smoother on the edges of the sprites.
We fixed a bug where the Freeze Bomb also granted enemies 2x the speed in Ultimate Rampage.
Here's where we are at on our roadmap now!
The Dungeon Rampage Team
“Now that the original 6 characters of the first DR release are live, which one is your favourite to play as?”
”There are unfortunately no bug-based heroes…YET. With that being said, Vampire Hunter feels so smooth and powerful and also reminds me of garlic which is delicious.” - The Bug King
”I love the Vampire Hunter, but the Dark Mage with a mini mushroom makes him a magic mini-gunner” - Mako
”I look forward to working alongside my evil twin” - Séan the Dev Wizard
”I got to help write code on this patch! So it’s definitely going to be the best patch. 5/5 patch of the year.” - Stumpy
”Ghost Samurai. SO FAST” - Eve
”Vampire hunter is still my fav” - bIsOrakisan
Hey Rampagers!
Today we are launching the biggest update of Dungeon Rampage to date!
Welcome back the deadly Vampire Hunter! Wielding dual crossbows, throwing daggers, and garlic bombs she’s a strong damage dealer that makes up for her lack of mobility with strong positioning and raw damage output.
Not only are we bringing back a new and improved Vampire Hunter, but a variety of changes that address feedback you all have given us throughout the game’s launch.
Firstly, let’s talk about Vampire Hunter!
We’ve made a few tweaks to the Vampire Hunter’s design to bring her up to speed with the rest of the cast. We added a new training stat called “Trap Power” that makes her cunning traps even more powerful! This replaces the original game’s “Shooting Defense” stat.
Additionally, we have made the decision to remove swords from her kit, she can only use crossbows, traps and light throwing weapons.
While Heroes like the Ranger have the speed necessary to utilize a supportive melee weapon like a sword, Vampire Hunter really struggles to make meaningful use of the tool due to lack of mobility. Our aim here is to remove “feel bad” chest openings for items that players don’t often enjoy using.
Being a significant change to her kit, we’ll be listening very actively to how the community feels in the coming months.
As a fun side note we also fixed 2 very ‘funny’ major bugs pre-launch of the hero:
Traps underwent mitosis (duplication) when hitting an enemy
You could “farm” garlic traps by spawning an infinite amount of them because they didn’t despawn (thanks Yomafil)
Ultimate Rampage now grants 25 gems per hero per map node per week!
No worries if you didn’t have enough gems for the Vampire Hunter, you will now after a few Ultimate Rampage runs!
We have also improved gold gain in the early dungeons!
Now, you get roughly 50% more gold in the first 4 leagues. We’ve felt for a long time that the early stages of Dungeon Rampage could be a bit slow; there was just too much time in between purchasing new keys and weapons. Hopefully, this should make the experience for new players feel more rewarding before getting to Ultimate Rampage!
We now have another launch option that should help with memory leak problems!
--want-hud-refresh-on-floor-transition
Like the name suggests, it refreshes your hud after every floor. We did some testing and it might help, but there wasn’t conclusive evidence that it’s the case. If you find a difference, please let us know in our discord!
To learn how to apply launch options to Dungeon Rampage, check out Steam Support’s guide here!
Chef's Buster was zooming out too much on new resolution
Change hero and skin in tavern didn't update tavern icon in town menu
- Mako, eastly, Sean THE DEV WIZARD, Bug King, and Eve
“What is your favourite thing about the Vampire Hunter?”
“Yeah sure her crossbows are rad but try the 3 Garlic Bomb build, it’s awesome.” - eastly
“Where are the vampires though? Maybe she is just that good of a hunter” - Mako
“GARLIC” - Sean
“I use garlic in all my cooking, so I am a big fan!” - Bug King
"She's Fast" - Eve
Daily reward reroll is back! Rerollers rejoice!
Recently, we had to temporarily remove a beloved feature: the ability to reroll your daily reward for 5 gems. You see, turns out if you get refunded for having a full stack of every item in the game, you can guarantee that you always roll Legendary Keys. So we disabled daily rerolls temporarily.
BUT NO LONGER!!!
Daily Reroll returns and will now no longer refund you for rolling items that you have a max stack of in your storage. That means if you have 99 health potions, you better be using them!
Thank you for playing Dungeon Rampage and may lady luck smile upon your rerolls forever more.
From,
eastly, Mako
Dungeon Rampage is now in Widescreen!!!
Hey Rampagers!
Since we got our hands on the project, one of our many ambitious dreams was having the game in widescreen!
And, we are finally able to deliver on our promises of a more modern Dungeon Rampage.
Widescreen support now allows you to play the game natively at a 16:9 resolution in 1920x1080 size.
One of the worries that many people may have, is if 16:9 will cause the game to be less performant. And from our prolonged internal testing and optimization changes for this, we have found that the performance stays roughly the same, and in some cases improves.
However, this doesn’t fix the problem of the game’s memory leaks, which we are aware of and have built tools to further investigate.
Additionally, this doesn’t only change how the game is rendered, but the design itself.
You can now see more enemies, but also your choice of weapons will matter most.
The original game was built for a 760x600 screen, and that includes enemy AI triggers, projectile range, level design, and more.
Whilst we aren’t able (nor do we want to) change things drastically, we may be adjusting things to make the game feel more fun overall.
For example:
We may adjust how far away enemies will notice you
We may change certain weapon’s projectile speed or projectile range
For example ^ 2:
We changed several patches ago the ranger’s bows to have different ranges (Short Bow is shortest, Regular Bow is further, Long Bow is furthest)
We hope you have the utmost fun, rampaging in full screen!!
- Mako, eastly, Seán THE DEV WIZARD, The Bug King, and Eve
“How did you feel when you saw the game finally working properly in 16:9 after Christmas break?”
“I need to touch grass” - Mako
“I was just blown away, I never even considered it a possibility." - eastly
“My compound eyes couldn't believe the new crisp resolution! Buzz Buzz” - The Bug King
Hello Rampagers!
We have run into an issue and our thumbnail artist is currently asleep! Luckily I have access to MSPaint and no fear.
Due to an oversight we’ve gotten a few reports that under specific circumstances players have been able to achieve 100% damage resistance (perhaps obviously, not intended.)
Before today’s changes all damage resistances were capped at 50% We will be temporarily reinstating this 50% cap until we can solve the issue. This means that any points past 50 in the Berserker’s “Ultimate Defense” stat will not apply. This also means the invincibility from the Berserker’s Berserk Buster will not apply either ;-; Edit: This was a late night hotfix and I (Seán THE DEV WIZARD) got the maths wrong! This revert actually only changes Berserker’s Berserk Buster to be 50% damage reduction instead of 100%.
Apologies for the issues! We’re hard at work investigating and will get the Berserker back in working order as soon as we can!
(The Sorcerer is working fine and will remain unchanged!)
From,
a very tired eastly and Seán THE DEV WIZARD
Berserker and Sorcerer are receiving buffs today! Rejoice!
Hello Rampagers, and a special hello to our Berserker and Sorcerer mains today!
Max Mana Super Stat Removed
Berserker Max Mana Scaling Increased
Ultimate Defense Super Stat Added (Increase Magic, Shooting, and Melee Defense)
Ultimate Defense is a new Stat that provides Defenses against the core damage types in Dungeon Rampage (Magic, Shooting, and Melee) synergizing well with the Max Health Stat to create the ultimate front line beast. Berserkers who invest in Ultimate Defense should notice they take significantly less damage than they used to, allowing them to soak damage for their team much further into Ultimate Rampage.
Max Mana wasn’t the most rewarding stat to upgrade for the Berserker. Our data showed that it was far and away the least upgraded stat and increasing max mana didn’t feel particularly fun and didn’t really align with the character’s Identity as a front line bruiser. We believe the Berserker should already have the Mana he needs to do his job so we’ve tweaked his core stats to make the level 100 Berserker have the a bit more Max Mana than he did with a 75/75 Max Mana Super Stat ensuring all Berserker builds benefit!
As always, we’ll be keeping an eye on these changes to make sure the Stat feels as rewarding as we want it to.
Now, when the Berserker goes BERSERK, he gets COMPLETE (Edit: 50%!) damage reduction for himself from all enemies.
Beware, traps are still deadly…
Magic Defense Stat Removed
Clockwork Stat Added: Lower Cooldowns & Increase Magic Speed
The new Clockwork Stat will reduce the cooldowns of the Sorcerers items allowing him to sling more spells more often. Additionally, Clockwork reduces the charge time of the Sorcerers weapons and increases general attack speed!
Magic Defense was an extremely niche stat that provided very little value. The major threats to a Sorcerer are usually melee enemies trying to get in close or ranged enemies with non-magical attacks. Magical Defense didn’t meaningfully alter how the Sorcerer played leaving it his least upgraded Stat.
Clockwork at its core is meant to be a versatile Super Stat that can synergize with almost any build path. For damage dealers it gives you more attack speed, for people who like to stun enemies or provide healing, the cooldown reduction can make a noticeable difference.
Generally, the new training points are there to further solidify the identity of these 2 heroes.
The undying rage of the Berserker can be seen with his newfound tankyness, and the spellslinger Sorcerer now has noticeable magic agility.
As always, thank you for your support. If you want to share your feedback and make a difference share your thoughts in the ideas channel in our Discord.
- Mako, eastly, Seán THE DEV WIZARD, The Bug King, Eve
To people who are not chronically online on our Discord (which you should be), let’s hear some quotes from the developers about how they feel about the upcoming Widescreen support (16:9):
I can see myself skill issuing in FULL SCREEN! - Mako
“Truly, I don’t know how we got this working and at this point I’m too scared to ask” - eastly
“♫ It’s a whole new world ♫” - Seán THE DEV WIZARD
“Disgruntled bug noises” - The Bug King
“I don’t know, I have nothing in my mind right now” - Eve
We forgot about Stumpy
Hello Rampagers!
We know that there’s an issue with post dungeon rewards not being awarded including receiving legendary chests. For some insane reason, we cannot for the life of us get this issue to show up in our testing at ALL.
We’re working hard to address these issues so please keep the bug reports coming in! Anytime we receive your game logs and a video to go with it, it’s a huge help diagnosing the issue! (We suspect Lord Dinglepus may be behind the stolen loot…)
We have some fixes today on the backend and client that should reduce the number of times that this issue occurs but may not fix it completely. We’re also rolling out two other fixes today:
A fix for seeing the wrong number of floors to achieve a trophy the first time you unlock Ultimate Rampage
A fix for an issue where updating your name wouldn’t update your name on the Ultimate Rampage leaderboard.
Thank you all for taking on THE ULTIMATE RAMPAGE despite missing the occasional loot, we’ll get to the bottom of this ASAP.
See you in the Dungeons,
~Seán the Dev Wizard, The Bug King, Mako, eastly, Eve
Some quotes from the authors:
"This bug haunts my nightmares, I have been tackling it for 6 months. WHY CAN'T I REPRODUCE THE BUG! Reading the end game screen code triggers horrible flashbacks." - Last known message from Seán the DEV WIZARD
"(Chittering, clicking, and other bug noises.)" - The Bug King
"Sorry, I was already working on the next feature." - Mako
"Oh it doesn't actually award the legendary chest? Yikes." - eastly
"Hi" - Eve
ULTIMATE RAMPAGE IS PLAYABLE NOW! EARN LEGENDARY CHESTS IN DUNGEONS THAT UPDATE EVERY WEEK! HOW FAR WILL YOU MAKE IT?
(Can you tell we’re excited?)
For those of you who don’t remember or never reached it back in the day, Ultimate Rampage is the most difficult challenge in all of Dungeon Rampage. A set of dungeons that ramp up in difficulty over time! Earn rewards for reaching higher floors, including Legendary Chests! But be warned, each dungeon has 4 Kill Switches, modifiers that make the dungeon even more challenging. You haven’t seen danger until you’ve seen enemies dropping bombs when they die.
Compete with your friends to get to the highest floor on our leaderboard!
Even better, the dungeons change! We give you one week to try your hand at the dungeon before bringing in new layouts, new Kill Switches, and resetting rewards for all the dungeons!
With Ultimate Rampage we want this to be a challenging mode for our end game Heroes. That being said, we also want Ultimate Rampage to offer some quality of life improvements.
Ultimate Rampage is the most interesting mode to replay, therefore we would also like it to be one of the best ways to grind gold in the late game. To make this accessible to both new Ultimate Rampage players and our veterans, we’ve increased the amount of gold dropped with an emphasis on the earlier floors of the dungeon.
By the time a player reaches Ultimate Rampage, we don’t want them to feel that they have to return to previous levels with their Hero in order to grind the necessary experience just to play Ultimate Rampage. To compensate for this, we’ve increased the amount of XP that drops, with the goal of making grinding those early floors feel more rewarding.
These numbers (and goals!) certainly aren’t final and we expect to be tweaking them in response to the needs of the community, so keep an eye out!
When re-visiting the design values of Ultimate Rampage to balance the gamemode for 2026 standards, we saw that the problem wasn’t the gamemode, but the Heroes.
We feel that Ranger is in a healthy spot for her identity, with some small changes needed to be made. However, we saw that the Berserker, Sorcerer and Battle Chef aren’t necessarily performing. Not only because Ultimate Rampage is difficult (it is), but these Heroes already had some weak points in their kits that only get worse in Ultimate Rampage.
In the time shortly following this release we expect to be making changes to the cast of Heroes, fixing some weird quirks and making sure they’re ready for the challenge of both the core dungeons and Ultimate Rampage. Most importantly taking great care to keep the identity of the characters you know and love.
We are not planning big overhauls, just planning to give some attention and care that these Heroes have been needing for 9 years (BERSERKER & SORCERER MAINS REJOICE!!!) It's been a long time coming.
We already have some ideas for changes we want to make, but we would love to hear your thoughts, so make sure to make your voice heard on our ideas channel on Discord!
Kill Switches
Challenging modifiers that are applied at different floors to keep the challenge ramping up.
New Kill Switches are applied on the following floors: 4, 8, 12, and 16
Rewards
Once per week, per Dungeon, per Hero, you can get chests as a reward for delving deep in Ultimate Rampage: On defeating Floor 3 you get a Small Item Box. On defeating Floor 7 you get a Royal Item Box, on defeating Floor 11 you get a Rare Chest, and if you manage to make it through Floor 15 you get a Legendary Chest!
Want to show off your rampaging skills? Make it to floor 25 with a character and you get a new Trophy! Though the fun doesn’t end there. See how far you can make it and show off to your friends in the leaderboard.
Hey thanks for asking, glad you’re curious!
We were not expecting, nor were we prepared for Rampagers to show up in force on launch day. We were blown away by the outpouring of support and love! We were then quickly blown away by the tens of thousands of messages and support tickets coming in on our Discord. Our dev team and incredible volunteer support team were firing on all cylinders for weeks to make sure major bugs were patched and individual players were having a smooth experience with the game.
Now that the initial tidal wave has subsided, we have our feet back under us and we’re ready to start tackling features, and Ultimate Rampage is where we started!
We’re still a small team, and getting Ultimate Rampage up and running was a huge undertaking but we’re hard at work and planning some really exciting things for the near future.
We couldn’t do it without you, we’re honored to be building this game alongside the people who love it most.
- eastly, Mako, Sean THE DEV WIZARD, The Bug King, Eve
Rampagers, we have a date.
Ultimate Rampage, the skill-testing end-game mode you’ve been asking for launches January 26th!
When we launched Early Access, we promised this was just the start of a community-driven era to rebuild this cherished game. Your feedback has been our blueprint. For every veteran who mastered the core dungeon and asked, “What’s next?” Here’s your answer.
Ultimate Rampage is built for max-level rampagers seeking the ultimate challenge. Face a fearsome gauntlet of foes, loot Legendary Chests, and prove your might in the most demanding content Dungeon Rampage has to offer.
Your passion brought this game back. Now, your skill will define its peak. Whether you’re a seasoned veteran or have been waiting for the perfect moment to dive in, January 26th marks the next major chapter.
So what are you waiting for? The greatest rampage is yet to come!
- The Gamebreaking Team
Hello Rampagers!
We wish you a very good 2026, and we are here to deliver it!
The team is coming back from our holiday break, and we are excited for what comes out next.
This hotfix is rather small, but very meaningful for a lot of our users.
We found a fix for the problem with Windows 11 where the game window would bug out when not maximized because of Microsoft’s “Full Screen Optimizations”. This was a fun bug to figure out because it ONLY started happening after we launched on Steam. It looks like Microsoft added us to some sort of database of games to apply their “optimizations” to. Please let us know in our Discord if you run into any new issues with it!
We also fixed some security issues on the backend. Thanks to the community for helping find them!
We want to remind you that we are still working on Ultimate Rampage as our first major update of Early Access. There is no confirmed date for when it will come out, we want to ensure that it is fun and rewarding for everyone regardless of level in the game, or time they are able to play.
Additionally, to help you report cheaters in game, you can press "0" to open the console and if you navigate to "PlayerInfo" you can get people's account ID! (Reminder here is the link to the form to report people for bad behaviour, cheating, etc)
~ Mako, Eastly, and Sean the DEV WIZARD!
A little over a year ago, the current team got the ability to revive this legendary game, and since then we have been working tirelessly to bring your favourite game back. However, the team has to take a break and thus we will be celebrating the revival of Dungeon Rampage during our small holiday break. Next year, we will bring more rampaging, with Ultimate Rampage returning from the grave as our first major update including some minor balance changes! Take a sneak peek of Ultimate Rampage on our Facebook! https://www.facebook.com/reel/1200221962293304 ~ Mako, Eastly, and Sean the DEV WIZARD!
Another patch for Dungeon Rampage inbound! Prepare for mayhem with better balancing, improved performance mode, and some quality of life updates! Hello Rampagers! We have been hearing a ton of feedback around the game, and what you wish to see fixed.
One of the problems we’ve been hearing about is difficulty scaling, aka. how much stronger enemies get in response to more Heroes joining the dungeon, games do this because 2 swords deal more damage than 1! So you have to balance out the playing field by making the enemies more powerful. We were suspicious that enemies were a bit too tanky, and you have confirmed those suspicions. We’re kicking things off by slightly reducing the health scaling of enemies for two, three, and four players. This likely won’t be a final change as we want to make frequent and small changes. This is to both respect the 40% of our audience that feel the difficulty isn’t too hard, and make sure that Dungeon Rampage is a consistent experience for all of our players. We don’t want things feeling unpredictable by making big changes all at once! That being said, if our designer had to wager some Gems on it, this will not be the last balance change you’ll see.
We have identified a problem with the camera that led to performance issues. If you are in performance mode, you should now have even better performance! The change involves the camera rotating/shaking, which tanked the frame rate on certain machines. As always, you can change to performance mode on the settings menu (do it before you go into a Dungeon!)
We have one bug we’ve spent weeks on and still can’t get to the bottom of: Something very occasionally goes wrong on the end-game Dungeon Summary screen. To help us figure it out, we have added a new screen that asks you to report your logs. If you encounter it, please send logs on our bug report form! https://forms.gle/rRzJfjze3eyuworN9 Now, for people who got flagged for breaking the game rules and now are restricted, you will know that by getting a clear popup that points to the game rules. There are multiple reasons your account can be restricted so you should look at https://steamcommunity.com/app/3053950/discussions/0/792200576013303398/ to find out more! And, for a much requested feature by the community, you can now remove the Lord Dinglepus popup in the revive menu so you can chat with your allies (or you might just hate dinglepus, I don’t judge, I hate him too). We want your feedback!!! We appreciate the feedback you give us and that you are actively looking to make Dungeon Rampage a better game. We don’t reply to every single suggestion and bit of feedback, but be assured that we are reading it! We’re a real small team and have pretty limited time to tackle issues alongside preparing new content. Your feedback has been critical to letting us know what parts of the game need the most attention ♥️! In fact, today’s changes were influenced by a poll from our polls & ideas channels in our Discord. Thank you rampagers for making the Dungeons a much better place to bash enemies on! ~ Mako, Eastly, and Sean the DEV WIZARD!
Only 16 hours left to get Dungeon Rampage on Sale! The battle cries have been heard once more! Over 38,000 rampagers rampaged their way through the dungeons in the first week of Early Access. What are you waiting for? Join the throng!
New Patch for Dungeon Rampage inbound! Economy changes and common issue fixes oh my!
Hello Rampagers!
We’ve been overwhelmed by the outpouring of love and appreciation for the game, we’re as excited about the launch as you all are! We love all the kind words and feedback we’re getting from you all, both mean the world to us.
As you might imagine our hands are extremely full just after the launch, fixing small issues, keeping our servers running, and preparing future updates 👀. However, we’ve carved out the time for a quick quality of life update, mostly in regards to the economy. Let's dive in!
But First! Common Issues and how to fix them!
Players can’t see damage floaters -> Switch from “Performance” mode to “Quality” mode in settings
Issues playing Dungeon Rampage in windowed mode when on the newest Windows 11 -> “Disable Fullscreen Optimization”
Issues loading the game or connecting to servers -> Try a VPN, make sure to launch through Steam
Want more details on these fixes? Or have other issues? Check out the guides channel in our Discord.
Gold Economy
Legendary Key Price Reduced | 125,000 > 100,000 Gold.
All current Players will be granted two 30-minute Double Gold Boosters as a thank you note to our hard working heroes grinding out coins.
Yes we’ve seen your comments, feedback, and even banger memes about how difficult it is to grind Gold and we agree. For both the Gold and Gem economy we want you to feel like you’ve worked hard for your rewards, but not grinded away for boring hours on end just to get the one item you want. While the economy from the original release was slow so you would spend money for gems, we want this release to feel satisfying and well paced, always working towards your next loot.
While we have plans in the pipeline to address this issue in the long term, we’re starting with reducing the price of the Legendary Key and giving each player a Gold Booster as a little thank you note. Going forward we’ll continue to keep an eye on the grind to make sure things aren’t too difficult.
Pet and Cosmetics Price Reduction
Bravescar Skin Price | 500 > 350 Gems.
Lil’ Red Skin Price | 1000>750 Gems.
Biker Skin Price | 2000 > 1500 Gems.
Night Wolf Pet | 1000 > 750 Gems.
Rhino Pet | 1400 > 1250 Gems.
Flame Dragon Pet | 2000 > 1750 Gems.
Once again we hear you, and we agree, Gem prices are pretty steep at the moment. Once again there are plans coming soon to address this in the long term. Regardless, we’re going to dial back the price on cosmetics and pets to a more reasonable level.
Weapon Shop Balancing
In the Weapon Shop, we heard a lot of complaints about the level pricing of legendary weapons, making them an unfavourable choice compared to opening legendary chests.
We increased the legendary weapon count to 2 per day, and increased the level range from 70>80 to 80>90. Which isn’t quite as good as a level 100 legendary item, but it’s still a good choice for those looking to get a complete legendary set of weapons for every character.
Regarding Reporting
We have already flagged people who have been disrupting the game, thank you for reporting them!
A major issue we have found is people afk in the dungeons to get rewards without rampaging (Which, by the way, you don’t get rewards if you are AFK). So, we decreased the AFK Kick time to a more appropriate amount. If people are still intentionally going AFK, you can report them for Bad Behaviour!
Thank you!
Seriously! With such amazing and active people like yourself (who read all the way to the bottom of the patch notes) we’re able to bring back this game and keep improving it for you! Thank you from the bottom of my heart, truly. If you’re looking to support the hard working and very tired Dungeon Rampage team, leave us a review on Steam.
I’ll see you soon, maybe in patchnotes or maybe even in the dungeons 👀
- eastly
P.S. We’ve released two other Hotfixes this week! Check them out here and here!
Hey Rampagers! We've been blown away by your support at launch, It really means a lot to us here at Gamebreaking Studios! It's been a lot of fun seeing everyone re-exploring the game and figuring out the meta with the new gem economy. This hotfix has two components to it: 1. Some fixes to the server. We've been noticing that occasionally individual game servers have been crashing, leading to the game freezing for <5% of active players. So far we've scaled up the number of servers so that it affects fewer players each time it crashes. We've been spending our time since launch trying to track it down and have a few theories. This hotfix rolls out a fix for one of our main theories. These server crashes are extra fun to debug because we hadn't seen them ever before launch, neither on the demo nor with our private playtests. If you have any ideas on what triggers it or have noticed any correlation please report it on our Discord! 2. We're defaulting the game to "Performance" quality mode, so that the game runs smoother for those having issues. This mode means you lose things like damage floaters, zoom in on some of your attacks, and a few other pretty effects. You can change it with the Options menu available in game to the "Quality" setting to restore these features. With "Performance" mode some players observed FPS going from 8 to 30, and from 30 to 60 fps! These graphics mode settings are new since the private playtests, and we hope that they help a lot of you! It's definitely a challenge tackling performance on a Flash game from 2011 that's scaled from 600 pixels tall to 1080p (or more!). Still having a lot of issues? Try running the game windowed at its original resolution, it runs super smooth then.
To get this update you'll have to restart your game and make sure it recognizes the update! You'll see a bl: in the top left corner when you are up to date (And then the next update will have a gr:, we are adding a blue-green deployment system so updates are hopefully less disruptive. If you are out of date you're games will start getting empty, and then after ~4 hours the old servers will shutdown)
Hey Rampagers,
We saw a lot of people having a problem opening chests in the Dungeon Summary menu, where it would infinite loop until they shut down the game.
We were able to quickly patch this, and the next time you login on Dungeon Rampage and update it, you won't encounter the problem again.
Remember! If you encounter a bug, report it to this form: https://forms.gle/rRzJfjze3eyuworN9
WE DID IT.
Dungeon Rampage is officially LIVE in Early Access!
When the original servers went dark in 2017, we thought that was it. But this community, with your passion and unwavering belief, refused to let this game die. You are the reason this rampage is back on. Thank you, from the bottom of our chaotic, loot-filled hearts.
Early Access is Just the Beginning
This is the start of a new, community-driven era. By jumping in now, you’re not just playing; you’re partnering with us to rebuild and expand the game we all know and love. Your feedback, your reports, and your ideas will directly shape what Dungeon Rampage becomes next.
Join the Party!
The adventure isn’t relegated to the dungeons. Hop into our Discord to team up, trade tips, and help us build this thing.
Ready to Rampage?
Download Dungeon Rampage now and we’ll see you in the dungeons. Let’s break this thing.
Heroes, unsheath your swords and summon your battle cows! Here’s a sneak peek at what’s coming after launch!
💥We know you’ve been waiting for it… and we’re working hard to make it a reality: we’re planning on bringing back Ultimate Rampage as the first major update!
⚔️ As for which heroes are joining the fight next… stick around and find out. 👀 Is your heart drumming for war? Is your sword itching to get out of its scabbard? Then you’re in the right place, because we feel it too. Jump in on December 5th and join the fray… the rampage is just getting started. 🔥
The gates are rumbling, Rampagers… Early Access starts Dec 5th!
The gates to the dungeons are reopening so much sooner than anyone expected…
Hello Rampagers!
Here's another look into what's going on behind the scenes in the Dungeon Rampage playtest!
Playtests are an opportunity for passionate players like you to work right alongside us developers as we experiment and try new things to really push the limits of our game, without the worry of disrupting the play experience of an unprepared audience. To celebrate our time together as playtesters we wanted to both go completely crazy with it, and provide a challenge for you all that our future players won’t have access to.
Gem costs have increased to across the board by an insane amount:
Ranger: 150>500
Sorcerer: 350>750
Chef: 750>1000
Bravescar Berserker: 250>500
Lil’ Red: 500>750
Biker Chef: 750>1000
Pet Wolf: 250>500
Pet Rhino: 500>750
Pet Dragon: 750>1000
The spirit of Dungeon Rampage has and always will be the grind for epic new loot, heroes, pets, and weapons! And we’ve been wondering for a while if we’ve been a little too easy on everyone with our Gem prices. We don’t want to lose that Dungeon Rampage magic that made new Heroes feel so special!
By pushing them to the limit we’re setting the goal posts, giving us a chance to understand how much is too much of a grind and where too easy really lies.
As mentioned in the last patch notes, Legendary Chests have been available in the grindhouse temporarily for testing. Today we’re phasing this feature out and adding one Legendary Weapon to the shop per day to compensate.
On the quest to remove the pay to win elements from Dungeon Rampage to create a more traditional progression, a few features have been left behind and don’t have a great home anymore. We’re removing a handful of these features:
Royal & Small Item Chests can no longer be opened with Gems
Coin & XP Boosters are no longer attainable
Keys can now only be purchased with Coins
We expect these changes to have an impact on the game’s economy and playtime so we will be keeping a close eye on things and compensating for these changes in other areas of the game if necessary.
For all in-game buffs and debuffs a small timer will be available at the bottom of the screen near chat informing you of how much longer you have before you’re back to normal!
A much requested feature finally here! No more toggling, we have actual real life working volume sliders for Music and Sound, happy listening!
If you’ve encountered a cheater or someone just truly mean, there are now buttons to Block and Report these jerks.
On the Daily Reward popup, you can see your currency!
You no longer loop when you encounter the popup that your friend’s Dungeon is full!
Here's another preview of what we've been working on for our closed playtest!
Hey Rampagers, Despite The Producer telling us we have more important and boring work to do, we’ve managed to sneak in a handful of fun gameplay changes for you all!
Last patch we made some changes to the Ranger and her weapons, notably, reducing her health scaling and increasing the mana cost of her bow’s hold abilities. We received a lot of great and constructive feedback from you all (thank you!) but we also noticed a few players who were concerned about changes to their favorite Hero. It’s clear to us that we left you all in the dark a little bit as to our thought process behind these changes so we wanted to pull the curtain back a little bit for you all today (and be more clear in the future) to put any worries to rest and answer a few questions.
Very good question, we nerfed her extremely hard on purpose. We hate nerfing characters, it’s generally not healthy, it’s not fun for devs or for players, it’s a bad feeling all around. The reason we felt it was necessary is because the Ranger was dealing on average 800,000 M O R E D A M A G E than our other Heroes (that’s 6 times as much!) To buff our other Heroes to match the Ranger’s strength would require essentially full redesigns of each Hero, and then in turn each Enemy and Dungeons. Unfortunately we simply don’t have the time for this, but more importantly we believe it would lead to DR feeling like a fundamentally different game from the one you know and love.
It’s only up from here, we never intended to leave the Ranger in her current state. By nerfing her aggressively at first, we don’t risk needing to nerf her multiple times causing a slow painful descent into mediocrity for Ranger mains to dread week to week. Going forward we can work on buffing her back into a healthy place, that’s not so out of control. Starting with… 🥁🎺🥁
Everybody’s least favorite weapon has received some loving care and attention this patch, and a promotion to boot!
To give one of our most neglected weapons a new home, the Magic Snare Scroll will now grant the user 5 mana upon hitting an enemy. Additionally, the projectile can now pierce up to 5 enemies without any mods! Our hope here is to help make up for the new larger mana costs of the Ranger, bringing back some of that Shortbow sauce.
Ranger players will have to make a meaningful choice between additional healing, speed, mana, or a sword (lol).
While the scroll no longer roots by default, we do care about the world’s only Magic Snare Scroll fan. No need to fear, Magic Snare Scroll can drop with a Root modifier, as well as some other fun new enemy debuffs 👀
We hope that all you Rangers and Sorcerers enjoy the changes, let us know!
Oh boy I’m so glad you asked…
We have also been working on bringing back a very important feature into the game. THE WEAPON SHOP!
The Weapon Shop will provide a daily rotation of Weapons for you to buy directly with Coins, no Chest or Keys required! Weapons listings are unique to each of your Heroes but not to players, if you see a cool weapon in the shop let your friends know!
And as a little bonus, we made sure that the Magic Snare Scroll will be dropping frequently over the next week for everyone to try 💖
No changes this week but we wanted to let you all know ahead of time that we plan on reducing the drop rate of Legendary Chests in the near future. In the original run of Dungeon Rampage, Legendary Chests were extremely difficult to obtain and grind for only showing up once a week in Ultimate Rampage. For playtest reasons we’ve temporarily allowed them to drop in the Grindhouse which previously wasn’t possible. We plan on reverting this change soon. (Legendary Chests will still drop from the Ice Dragon Boss.)
We have this in mind, after this change goes live, Legendary Weapons will become available in the new Weapon Shop.
We’ve been hard at work hunting for additional performance improvements. Players with specifically weaker hardware should see improved performance inside dungeons!
Removed enemy hit console log (that was placeholder, sorry.)
We’ve added credits! You’ll find a new building in town to view them.
Fixed Vampire Hunter missing weapons.
Fixed bug with dynamic weather system (thanks Eastly)
Removed 999999 Gem purchase price on Chests.
Updated Level Up pop up
The magic snare scroll now grants 5 mana per enemy hit, and can pierce 5 enemies by default.
Because of this, we removed the piercing modifier which it previously has.
Modifier Changelist:
Poison (Added)
Piercing (Removed)
Slow
Cripple
Root
Knockback
Cooldown Reduction
Thank you for helping us make Dungeon Rampage the best game that it can be. We hope you enjoy the changes and we truly couldn’t do it without you 🥰
Hello Rampagers!
Here's a preview of what we've been working on for our closed playtest!
After kicking off our playtests last month, we noticed that some heroes were getting way more attention than others, and doing drastically more damage. So, we addressed this change 2 weeks ago by rolling out the patch bellow:
The Ranger has been overperforming, dealing a staggering 5 to 6 times more damage than our other Heroes per dungeon on average. We’ve narrowed the culprit down to her weapon stats. To address this, we’ve increased the mana cost of Regular Bow and Short Bow’s hold abilities and reduced their damage scaling in order to let the bows perform the way they always have, but no longer be spammed infinitely. We know that we’ve started this nerf with a pretty heavy hand and plan to closely monitor and tune these numbers as the playtest goes on. Our number 1 priority is keeping Ranger fun while bringing her damage output in line with our other Heroes. Hopefully we’ve created more room for the Long Bow (and other Heroes) to shine.
Soooo the health stats of Ranger were nearly the same as battle chef, allowing her to take attacks on the chin like a champ while dishing out tons of damage. We’ve reduced her max health, health scaling, and regen to match that of the Sorcerer, bringing her stats more in line with the sneaky backline rapscallion she is. Once again, this intends to give our tankier Heroes more room to shine.
We’ve added a warning popup before removing friends and fixed some collision bugs with the Princess Map. Also! On our ongoing quest to improve performance, we’ve squashed a few bugs that should keep performance stable over longer play sessions.
Thank you all for working with us to prepare Dungeon Rampage to take the world by storm, as always we couldn’t do it without you all! GLHF!
PS: Join our Discord for the latest updates & patches.
We’re thrilled to announce we’ve officially smashed through our Kickstarter funding goal!! With $70,463 raised by over 1,600 mighty backers, you’ve made it loud and clear that you’re ready to pledge your warrior’s honor for a revived and restored Dungeon Rampage.
But that’s not all! Alongside our Kickstarter success, you also flooded our Steam demo and proved to us in numbers how much you love this game. At almost 100k players, with over 1000 reviews and a 97% Overwhelmingly Positive rating, you did more than bring this game back from the dead… You chucked evil lord Dingplepus down into the moat, sank him with a boulder and propped Dungeon Rampage on his gilded throne for all to see.
This was just a quick numbers recap to show you how far we’ve come and what you were able to accomplish. From now on, you might not hear from us for a while as we refocus on finishing up the game. But fear not! We’ll check in with real updates when we have progress worth sharing.
Thanks again for your patience and see you soonish,
– The Dungeon Rampage Team
PS: We have updated our Steam art & description, hope you like the new look!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Dungeon Rampage, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Dungeon Rampage statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.