**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!
Comments
knowledge of previous titles?
is this a stand-alone game or do we have to have prior knowledge of the other 6 chapters?
Gameplay in the series.
This is a fully separate game from the previous 6 that lives in the same universe and draws from previous stories but tells its own story.
While it does draw on some old enemies and areas from the previous games it’s really more of a short gameplay cycle. Run a dungeon get rewards and repeat. Each time you’ll have different quests layouts enemies etc.
So it’s not a set story or layout like the previous games but more a bunch of different little stories / quests depending on the dungeon you choose.
This sounds great.
This sounds so exciting. I'll deffinitely grab this one.
Frozen Spire update!
Hey folks, just wanted to share a quick update on the game and its progess.
The 3rd dungeon (the frozen spire) is near completion and in the final stages of testing. I want to say thanks to all my awesome testers on the discord (many of them are members of the site).
During this home stretch I still have a lot to do for the November 20th launch but things are getting closer every day.
To finish up I still need to finalize the meta progression boards (each class unlocks extra skills races bonuses when you play them). I also want to add in a handful of special item drops and figure out how the IAP will work (there will just be 1 to unlock the full game). I may also introduce some totally optional donation IAP too.
Lastly I plan to start making some informational videos on how voiceover works in my game and what makes the game stand above the rest that are just accessible. Anyone who has played the adventure to fate games knows there is quite a bit extra besides voiceover being able to read buttons and text. I think this will be a great way to inform other gamers and developers about how to make games not just accessible but immersive since that’s the true goal with these games.
It's 30 days until launch for Adventure To Fate: Dungeons
Hey folks, It’s officially 30 days until launch for Adventure To Fate: Dungeons, and things couldn’t be more exciting (or hectic) on my end!
For those familiar with the Adventure To Fate series, you probably know the typical format: a paid version for world exploration and questing, and a free version that drops you right into the action. This time, I’m doing things a lot differently.
Adventure To Fate: Dungeons (releasing November 20th on iOS) is a new, free roguelike RPG that takes the classic formula and injects it with tons of new mechanics, systems, content, and layers of replayability.
To celebrate the final 30 days before launch, I’ll be sharing one new feature or mechanic each day that sets Dungeons apart from past titles. (Hopefully I don’t run out!)
Thanks for supporting following the Adventure!
Free Preorder [url]https://apps.apple.com/us/app/adventure-to-fate-dungeons/id6743055907[/url]
Day 1: Game Style – True Roguelite Format
One of the biggest changes in Adventure To Fate: Dungeons is the overall structure of the game.
This is a true roguelite, where each run is its own self-contained adventure. You’ll pick one character and dive into a dungeon. If you beat it, great; if you die, your run ends, and you’ll start fresh with a new character.
But progression doesn’t stop when your run ends. Instead, you progress. Every run (win or lose) contributes to your overall account. You’ll unlock new dungeons, classes, races, skills, items, passive bonuses, and more as you continue playing.
The game will be free to play with unlimited runs (for the first half of the first dungeon). There will be a one-time purchase to unlock the full version, but no timers or energy systems. Just pure, replayable dungeon crawling with meaningful meta progression.
I have dabbled with the roguelike systems but never put together a complete game built around this system's replayability.
In the new Dungeons game After you select your character you'll be presented with a new screen where you select your dungeon (from 3 currently) Crypt of Fate, Lost Sands, and Frozen Spire. Then you will select your mode, which there are 4 of and will touch base on later!
can we hear you play this?
Will you be showcasing gameplay with VoiceOver for us to wet our appetite? It sounds brilliant.
Unlockables
If I recall correctly, one or two of your earlier titles had Unlockable classes via a passcode. Will this current game have anything like that?
@karok VoiceOver Video Previews
I do plan on doing some voiceover, Streaming, and YouTube videos starting this weekend. However Game Doubletap on youtube already has 100+ hours of preview videos ranging from how to play to deep end game dungeon runs.
Here is his channel. He plays and supports a lot of accessible games so if you can subscribe!
https://www.youtube.com/@Game_double_tap/videos
@brian Unlockables
Right now all the classes actually come unlocked, but there are about 20 races to unlock. They are all tied into the quest system (more to come soon on that).
I may add some codes down the road or even special classes that can only be played in voiceover mode but for now they have to be unlocked.
Day 2: Quest System - A Meta Progression System
In Adventure To Fate: Dungeons, the Quest System is one of the most rewarding meta progression tools in the game. While each dungeon run is pretty much self-contained, your long-term progress is anything but.
You’ll find over 100 quests, each with 3 tiers of objectives. Completing a tier grants a unique reward (bonus stats, race unlocks, spirits, skills, or passive boosts). Early tiers are approachable enough for casual players to earn powerful upgrades quickly, while the final tiers provide long-term goals for hardcore completionists.
Quest objectives are highly varied, ranging from slaying specific enemy types, using special shrine types, or performing rare actions like stealing a potion mid-battle. Some quests are straightforward, while others require experimentation or luck to uncover. You’ll also find daily quests with rotating goals and hidden bonus rewards, adding even more variety and replay value to each to run.
To help track it all, a unique pop-up alert system was designed to notify you of quest progress, completions, and new unlocks. Designed to be fully accessible and VoiceOver friendly, with detailed info for each step.
sound observation
Hello,
From listening to the videos you mentioned, the "potion drinking" sound is used when equiping equipping items; is that normal?
Will
@karok potion sound when equipping
So yes when you equip a potion it should make a potion sound but if you equip other items it makes the normal equip sound. Auto Equipping happens in this game so when you get a lot of loot both sounds should play but potion sound may take priority.
Day 3 - Item Prefixes
Adventure To Fate: Dungeons already features over 900 handcrafted items, each with carefully tuned stats and design intent. But what happens when you add 50+ unique item prefixes on top of that?
You get a loot system with tens of thousands of item variations, ensuring no two runs feel the same.
Item prefixes are powerful modifiers that enhance all types of equipment. They can provide stat boosts, new spells/skills, and even summoning abilities. Prefixes are found everywhere in the game, from enemies, shops, and crafting (there are even quest rewards that improve your chances of finding rare ones).
Prefixes drastically alter builds, letting you experiment and adapt each run. Whether it's a healing sword or a spellcasting helmet, prefixes make every piece of gear (and every run) feel fresh and dynamic.
Not Free
I visited the appstore page and I see that this game is not, in fact, free to download. It costs $4.99. While I'm willing to pay this price, that's not a very good detail to get wrong in a post.
@zoe victoria
Yes sorry about the confusion. I changed the model of the game earlier today.
Everyone that preordered as FREE has had their preorder canceled.
Any paid orders have to agree to the terms.
Unfortunately atleast on mobile I am not able to change the main post but I will check desktop or contact mods if not. Sorry about that.
Change in pricing model from free to try to paid
Hey folks! You may have noticed that your free pre-orders were canceled this morning. I made a last-minute decision to switch Adventure To Fate: Dungeons to a paid premium release instead of a free-to-start model.
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 will be canceled and you would need to preorder again and agree to the price.
Again sorry about the trouble and thanks for understanding!
Day 4 New Dungeons Features - Auto-Equip
This one belongs in the “should’ve done it earlier” pile but its finally here: Auto-Equip is now fully implemented across the game. It even that includes auto-equipping potions after battle.
This feature significantly improves the game flow by cutting down on inventory micromanagement. After you craft, shop, search or win a battle, you’re right back in the action without needing to manually equip every item.
I’ve made sure that accessibility is preserved (which is the original reason why I had held off this for so long). Equipped items are clearly read and sent to a log, and it’s easy to tell what goes to your inventory vs what’s actively equipped. This should make navigating gear management much smoother and more efficient for everyone.
Day 5 New Dungeons Features - Fog of War
One of the more subtle but powerful systems in Adventure To Fate: Dungeons is the Fog of War mechanic (especially in late-game dungeons, where 1 wrong turn means the end of your run)
How it works: Each dungeon floor starts mostly hidden. As you explore tile by tile, the map gradually reveals itself. This system forces you to slow down, plan ahead, and evaluate your status before committing to a path. Do you risk opening that treasure chest that may be trapped on low health, or forge ahead to the next boss?
The Fog of War adds tension, environmental mystery, and meaningful decision-making to every floor.
It’s also fully accessible. VoiceOver players also must explore to read what's around them.
But there’s a twist...
Some blessings and skills can reveal rooms or portions of the map early, offering strategic advantages if you’re lucky enough to find them.
That Actually Sounds Easier for Me
Revealing the map as I go sounds less overwhelming then having it all there at once and trying to navigate it.
Day 6 of New Dungeons Features - Defend: A New Skill Type
One of the more combat altering additions to Adventure To Fate: Dungeons is the Defend skill. It’s a new skill mechanic to the series.
Defend ends your current turn (uses all stamina in case you want to counter negative effects like confuse), but in exchange, it places your hero into a defensive stance. While defending, you gain powerful bonuses:
• Double your Armor Count
• Double your Block Chance
• Double your Wisdom
This creates a new layer of turn-based strategy, especially when paired with buffs or potions. Since those buffs are active during the Defend state, you can stack incredibly high defenses for a single turn and buy yourself the breathing room to survive another round.
Standard Defend is a default skill for all classes (except Thief) and focuses on survivability through Armor, Block, and Wisdom.
Vanish (Thief’s Version): Instead of armor, this evasive version doubles Ability, Wisdom, and Resistances, and gives +1 Stamina on return. Perfect for setting up big rounds.
Invisibility (Late-game Witch Skill): An advanced form of defense that triples Agility and Wisdom while active.
Some passive skills and blessings enhance these further, like regaining HP or SP or gaining a next hit critical bonus when exiting the stance.
This new skill type adds a bit decision-making to combat and opens up more viable strategies across the board. Whether you’re a tank building up defense, a trickster vanishing into shadows, or a witch phasing out of harm’s way. Defend brings more control, more synergy, and more depth to every fight.
Day 7 of New Dungeons Features – Redesigned Character List
In previous Adventure To Fate games, players could create and manage multiple characters, all shown in a long list tucked away on a separate screen. While that made sense in a traditional RPG format, it doesn't quite fit the roguelite structure of Dungeons.
With Adventure To Fate: Dungeons, the focus is on one character and one run. In Dungeons, the character system has been reimagined to reflect that (we will get into more reasons later in the list)
A New Character Flow
Now, instead of juggling a roster of heroes, you select one active character at a time. Each run becomes a focused adventure, and your next hero benefits from the progress of the previous. While it may feel like a step back in terms of flexibility, it’s a major step forward for immersion and roguelite progression.
Smarter Character/Dungeon Entrance Page
This page dynamically updates based on your progress:
No Character Yet?
You'll be greeted with an enticing message encouraging you to create your first adventurer.
Just Created a Character?
You'll see a summary of your chosen class, race, and dungeon.
In Progress?
The page transforms into a snapshot of your run, including:
-Current dungeon floor
-Your overall condition
-Your dominant stat
-Daily quest assignment
The character list has been replaced with this interactive run overview, keeping the focus on the current journey rather than a menu of options.
You can still create a new character from this page at any point. Whether you’ve completed a run or want to try a different build.
This page also links directly to your Dungeon Runs Log, a full history of your attempts, progress, and stats (more on that in a future dev log!)
Day 8 of New Dungeons Features - Death Shrines
Adventure To Fate: Dungeons features a variety of event and shrine rooms that go far beyond battles. These rooms add strategy, decisions, and a sense of continuity to your runs.
One of my personal favorites is the Death Shrine.
Here’s how it works:
When you die in a dungeon, your gear and inventory are recorded and saved. Then, on a future run, if you reach the same dungeon floor, there’s a chance you’ll encounter a Death Shrine (can be upgraded to always).
This shrine lets you choose one item from a selection of your past equipment (initially 1 of 3, or 1 of 5 if you’ve upgraded it). I feel like it's a really cool way to reconnect with a powerful item that you thought you might have lost forever.