**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
LOL WTF
All enemies were dead, I needed to kill my summoned spirit. I hit him, he got confused, and...
Kings Guard attacked you with Infinity Strike causing 164 damage! (Overkill: 50)
Fate has spoken and you are not the saviour of this dungeon...
Adventure Summary: Floors Completed - 4. Boss Kills - Bonus Souls: 20. NPC Kills - Bonus Souls: 4. Spirit Kills - Bonus Souls: 14. Spirits Collected - Bonus Souls: 0.
You collected 41 Souls (Rest In Pieces Bonus Souls 3)
Your body shall rest, but your spirit lives on. Your next run shall be blessed with the Legacy Bonus: Gold - 200
LOL funniest death I've ever had!
@privatetai best death
Wow that is a pretty crazy one. Maybe I should make it so spirits cant be confused my players? Not sure? I do like the element of summoning what you can control too (thats why I make you kill them instead of them just dying).
Sounds like Summon spirit is working? likely pretty goodb skill since you can summon pretty much any spirit.
Anyways I hope things have been crash free lately and appreciate all the help finding those bugs.
I am going through my huge list of notes and ideas to organize whats left to do for launch of the update. I will likely put out an update today or tomorrow with the rest of the non illusionist skills added to their pool now that people have had a chance to focus test the new ones).
thanks again!
soul feast
Skills like soul feast where we get essence/stats boost, can we have voiceover read out or have it display somewhere what was gained? I mean I think the skill is working but unless I succeed mid-battle and can read fight log, I have no way to know what stat/essence I gained LOL- it's a bit...anti-climactic when you don't see what benefits you're getting from skills.
Same can be said for the various essence leeching de-buffs- would be nice to have it announce what actually happened. For that matter, I think it'd be nice to get that with most buffs too- like, ATM when phantom guard is used, I don't know how I'm benefiting from it unless I stop to read the log. Would be nice to have messages when those skills are used to let us know we gained 20 armor etc. Maybe make it a toggle in settings for people who don't want to hear it, but personally I'd like to know the numbers :)
Good call on reading of new stats.
That’s a good idea I’ll add to my list. The only thing I worry about is timing and spacing. It’s always a tight window so text doesn’t get read over.
I’ll check it out thought and should be able to figure out something for those variable stat gains.
I also have a fix for the crash on game loss or win. I was over releasing a new variable. I fixed some memory leaks too but since I changed core code it means I’ll prob push back release of the new class to early Oct instead of late sept.
TestFlight build 2.1 new features.
Things are getting closer with the new update. Here is the current builds notes.
Run Rewards View
The New Run Rewards View gives you more info on what you accomplished on your run (whether in death or victory). This now displays your earned legacy reward (if its a skill, you can examine it). Also, when playing Champion or higher mode you can now reroll your legacy reward once. The new view also displays total souls earned during the run and which meta progression skills it unlocks. Each skill can also be examined. Lastly it displays each achievement/quest you completed and bonus earned. At the bottom you can exit this view. After that view you will be presented with the victory or deaths log then closing that will exit to character list.
**Meta Progression & Unlocks**
* All skills and specific unlocks (including the Shadowborn race and Lucid Ghast spirit) now strictly require the prerequisite Phantom Souls to appear and unlock. (Note Shadowborn still has the wrong values I will fix next update)
* Skills in the level-up pools will now only populate once they have been successfully unlocked via Phantom Souls.
* The meta-progression unlock board has been shifted and adjusted to balance these new skill additions.
* Achievements completed and new skills unlocked using collected souls now display directly at the end of the death or victory message after a run.
* Run rewards and unlocks are now securely logged using a persistent dictionary tracking system, ensuring the unlock text survives app restarts. (A mirror of this log will likely be added to the character creator for players to review their past run's accomplishments).
**Combat & Skill Adjustments**
* Mimic can now be utilized on the first round of battle by pulling a stored skill captured from your last fight.
* Basic "Attack" actions are now blocked from entering the Echo Mimicry history. If no enemy spells have been recorded by round 1, the game cleanly bypasses the 3-card selection menu and defaults to a standard physical strike.
* Illusionist base stats lowered in some areas.
**Quality of Life & UI**
* Fixed shop display bug on some devices
**Stability, Memory & Bug Fixes**
* Fixed a persistent crash that triggered when forcing an exit from the main game back to the character list after a win or loss.
* Resolved multiple severe memory leaks that caused out-of-memory silent crashes during longer play sessions. This was patched by properly releasing massive 3D environment data arrays and invalidating zombie timers during view controller teardown.
* Implemented hard boundary safety guards to prevent index-out-of-bounds crashes when selecting items for enchanting or consuming the Scroll of Pools.
* Refactored and cleaned up rare item and key drop logic, replacing massive nested branch conditions with clean array pool lookups to eliminate null-reference crashes.
* Overall client stability is vastly improved; random crashes and memory-related terminations should happen significantly less frequently.
couple suggestions
Enjoying the new build so far without bugs so gooood job! I do have a couple of suggestions that can hopefully improve game experience:
1: When we select a enchant scroll to use, and it pops up a list of enchantable items without the useless things and the empty slots... Can we have it do that when we use options like "equip" "salvage" and "use?" At lower level it is a bit maddening to have to swipe past a million 0 0 0 0 0 0 0 0s to find things sometimes LOL and at higher level with a fuller inventory, when you want to "use" a scroll or potion, it's annoying to have to swipe past all the none-useable stuff.
2: Can we please remove level restriction on potions? I understand it's there so lower level players can't get oped with powerful potions, but honestly, with such limited valt space and limited income at low level, it is highly unlikely people can abuse high level potions continuously even if they can maybe get lucky every so often- and, right now it is a bit maddening that I'm at my first boss fight, I have a bunch of potions in my inventory I can't use cause I'm one level short LOL.
Inventory and potion QoL
Interesting idea on the equipable items only showing. It works in enchant since I pop up its own view and sort those items. That doesn’t happen when you hit equip but maybe it could. I still want to move actions to the item itself so when you tap it says use examine equip etc. This might be possible I just need to think on it a bit.
As for potions I’m not sure I want to remove requirements for a few reasons but let me think on that also. Maybe I’ll do a TestFlight where it is allowed and find out how it goes.
As for not much vault space that reminds me I’ll be expanding it on this update a bit too so maybe that will help while I’m figuring out potions.
Glad to hear everything. Is working well otherwise. Big improvements should be shops telling. You what an upgrade is (or atleast where you have blank slots). Also the run rewards summary (although you likely have most stuff unlocked so it’s probably not too exciting for you haha). I restated one of my test accounts and beat the game and unlocked like 20 things so I hope new players enjoy that addition.
Thanks as always for the help testing. Instead of releasing the update on Monday as planned I’m going to take the rest of the week to make sure everything is bug free and maybe slip in a few more QoL additions.
TESTFLIGHT UPDATE NOTES - Build 2.3
TESTFLIGHT UPDATE NOTES - Build 2.3
VAULT & POST-GAME OVERHAUL
Vault Access has been completely reworked. Instead of vault access being tied to an endgame reward/blessing, defeating the final boss now has a chance to spawn a Vault Shrine directly on the boss square, allowing you to store inventory and equipment items cleanly post-game.
Floor 10 Boss Vault Spawn Rates: Goldlings (100%), Casual (5%), Champion (25%), Mystic (35%), Hardcore (50%).
Vault capacity now scales with completed achievements/quests. Starts at 4 slots, upgrades to 8 slots (Tier 2), and caps at 16 slots (Tier 3).
The new underlying system for spawning shrines over defeated bosses will allow for future post-boss events and shrines.
SHOP & ECONOMY REVAMP
Shops now accurately display discounted gold costs derived from the Negotiator blessing and Shop Use achievements (Tiers 1 & 2).
Selling items now clearly reflects the actual payout you receive: 50% of the base cost for standard gear, and 25% for crafted items, runes, trinkets, relics, and potions.
Examining items outside of the shop interface now correctly displays their true original base cost.
CLASS & COMBAT ADJUSTMENTS
The Illusionist class now starts with the "Third Eye" passive, permanently enabling 3D exploration mode and granting the ability to view full enemy stats during combat.
Mimic Adjustments: Mimic no longer captures your own minion skills, only enemy skills. Enemy summon skills are also blocked from capture to prevent custom spawn conflicts. (this may return in the future when I have time to sort through every possible spawn and make adjustments but for now i think Illusionists have enough spawn options)
Enemy steal actions captured by Mimic are now automatically converted to "Steal Potion" so the player can safely use them.
Steal Soul Elixir has replaced Minion Mend at the Floor 5 shrine. Minion Mend is still available in standard level-up pools for levels 9-13.
Fixed the default Mimic icon on the skill bar to display the correct artwork.
BUG FIXES & DEVICE ADJUSTMENTS
Fixed a UI overlap bug on the iPhone XR where the music player collided with the Legends and Obits screens.
Resolved a display loop and freeze that occurred when completing the game without an active internet connection (preventing Legends and Obits from loading correctly).
Again thanks for all the help. Your bug reports have been very helpful. Please let me know if any of these new features cause issues or if you are getting crashing or other bugs. If you have a crash with an enchanting scroll please try to let me know how you got the scroll where it was in your inventory and exactly where the crash happened in the process.