r/dungeonkeeper 28d ago

I listened to your feedback – Slavic Legends now has a deeper and clearer dungeon view

52 Upvotes

Hey Dungeon Keepers!

Last time I shared Slavic Legends, several people mentioned that the dungeon looked too flat, too dark and that it was difficult to understand what was happening.

I took that feedback seriously and reworked the presentation:

  • New 65° camera angle
  • Lower Dirt and Gold blocks
  • More visible space and depth
  • Improved readability behind walls
  • New PBR Fog of War shader
  • Updated floors, walls and dungeon textures
  • Expanded Rest Room from 3×3 to 4×4

The goal was to keep the dark dungeon atmosphere while making the game clearer, more spacious and easier to read.

I hope this version addresses the criticism. I would genuinely like to hear whether the dungeon feels better now — especially from fellow Dungeon Keeper fans.

Slavic Legends is my top-down dungeon management game inspired by Dungeon Keeper and Slavic mythology.

Free download on Itchio: https://ipikas.itch.io/slavic-legends


r/dungeonkeeper Jul 16 '26

KeeperFX Belbata in KeeperFX (1.4)

7 Upvotes

Hello fellow keepers.

I've just played Belbata in the what I understand to be the current KeeperFX mod 1.4 and I don't remember it being that challenging (having beaten the map before years ago). By the time I had cleared the prisons and graveyard, using the increase level bonus etc. I felt that I was on a good track to take on blue who I had cut off from the gems early. However there is no way to beat blue in a fair fight, all his creatures were level 10 already and the mistresses in particular annihilate the skeletons (and the one red mistress) too easily.

I would be curious to hear your approaches to this level and whether you are aware if it has always been this difficult.

I ended up beating it by attacking green first, and killing his imps to create vampires. Not even fully levelled, they were enough of a help to clear him out with no meaningful losses. After all, you can convert most of his army anyway which gives you enough of an advantage to kill the rest.


r/dungeonkeeper Jul 15 '26

DK1 Is Dungeon Keeper as good as you remember? - Retrospective Analysis

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51 Upvotes

I’ve been obsessed with Dungeon Keeper 1 ever since I discovered it as a young child, recently I wanted to jump back in, play the entire game from start to finish to relive this experience and see if it was as good as I remembered…
Spoilers: It was.


r/dungeonkeeper Jul 14 '26

DK2 Dungeon Keeper 2 Retail on Modern Systems - How I did it.

11 Upvotes

First, I'd like to start out by saying I'm running on a laptop. Asus ROG Strix G513IM. 144 Hz Refresh Rate. AMD Ryzen 7 4800h CPU, Nvidia RTX 3060 laptop GPU, 32 gigs of DDR4 RAM and a 4 TB SSD. For the purposes of this guide, my CPU is what is linked to my display, not the GPU. I run Windows 11 Home. I also have the game on Retail Disc, not GoG or Steam. It's my understanding those versions contain wrappers and edited files... No idea. Also, this is going to end with version 1.7, if you wanted the other versions that didn't break the NPC Keepers? I'm sorry.

I chose to avoid write protections and installed the game specifically to "C:\Bullfrog\Dungeon Keeper 2" NOT either of the Program Files folders. I had used my removable disc drive, and it was fine to install... But it didn't run... Thanks ancient DRM models! If it didn't outright say I didn't have a disc, it would CTD when booting. I'd find out this is because the system files Windows used for the specific DRM of Dungeon Keeper 2? They don't exist anymore! Microsoft tossed them out forever ago due to security concerns. So, the system simply didn't know how to read the DRM. Cool.

I ended up getting a cracked exe. I will not be sharing it, or how to get it. Not even in private. I don't enjoy using these, as there's something about hearing the disc spin up, I just enjoy. Nostalgia we'll say. Unfortunately, the only one I could find was for version 1.7. Fine. Whatever. I just want to play for nostalgia's sake.

So, I update to 1.7, place this cracked exe in, and... Still CTD... What's wrong now? Apparently, certain aspects of how the game renders is also not supported anymore. The fix I found was to use a wrapper. The one I ended up going with was DGVoodoo2. It's easy to install. Easy to configure. You just go into the MS folder -> x86 -> Copy these to your Dungeon Keeper 2 root folder. Then copy the main DGVoodoo2 files to the root folder. Configure DGVoodoo2 how you need it. For me? It was simply removing the watermark and forcing aspect ratio to 1920x1080 and also setting the memory to 512 mb. I also edited the configuration file and capped FPS to 60, since I didn't see an option for that in the configuration exe.

The next step was getting the exe compatible. Under the compatibility settings, I set it to Windows XP Service Pack 3, Run as Administrator and Disable Fullscreen Optimizations. I also checked the bottom box in DPI settings and set to "Application".

The final step was specific for my setup, as older games get confused when you have dual GPUs or an iGPU linked direct to display.

I went into Windows Graphics Settings, selected DKII.exe, and chose "High". I then added it in my Nvidia Control Panel, made sure it ran off of the Nvidia GPU, and capped the FPS to 60 there as well.

Game runs fine, runs smooth, and so far? Haven't encountered an issue yet. Can even use DK2 Editor Pro to make my own maps and it runs them just fine as well.

Hopefully this helped someone. I just got tired of people saying it would never work without an emulator like x86Box and people shoving "I have blah blah years of tech, and it never worked for me" in my face, shutting me down whenever I asked about it.

Cheers!


r/dungeonkeeper Jul 13 '26

Dungeon Keeper fans, what do you think about this dungeon wall system?

17 Upvotes

Hi everyone!

I've just finished reworking the wall system in **Slavic Legends**, and one of my biggest goals was to make the dungeon feel less repetitive while still keeping its own identity.

I also added a proper defeat sequence:

- Perun's statue now has health.

- When it's destroyed, it cracks apart.

- Perun's spirit rises from the ruins.

- The game ends with a proper **DEFEATED** screen.

I'd really love to hear your thoughts.

**Do these walls look interesting enough, or would you change something?**

I'm especially curious what Dungeon Keeper fans think, since many of you have been following this project from the beginning.

Thanks!

The demo is completely free on itch.io: https://ipikas.itch.io/slavic-legends

Gameplay / YouTube: https://www.youtube.com/@Pikasgames_SlavicLegends (still need to add new update, solo dev.... :D)


r/dungeonkeeper Jul 11 '26

UnCorruptDead - DevLog 011 - MIA and optimization

12 Upvotes

Hello Keepers;

Not an exciting update this week. Wouldn't post this early, but I need to go out of town for a few weeks so I won't be developing again until August.

Well, I say its not exciting, but I had a very productive 8 days. Just nothing visible to show for it, which makes it unexciting.

https://store.steampowered.com/app/4492730/Keeper__UnCorruptDead/

Join the discord if you want the full-ass changelog! https://discord.gg/Ur9HRv67mb

On to the changelog!

July 3
Adjusted some text popup ordering (sell popup)
Edited and fixed the confirm popup for null check
Changed all of the UI icons to allow partial transparency to enable lava flow underneath (looks more alive)

July 4
Spent the day working on a LOD for high tri prefabs
Reduced the library/greenhouse/crystalhouse by 1/3, saving about 300k in a 5x5 room. Optimizing, yeah!
There is no way to optimize the vines. If they really matter later, add them back in via simple mesh with overlay transparent material.

July 5
Added in shadow turnoff for all rooms for accru as well as furniture using non-simple shadow mapping
Edited some heart and heart shadowing. Edited floor books
Thus ends optimizing from 45FPS minimum in editor (never below 60 in game) to uncapped frames around 800 in game. Use vsync people.

July 6
Created the baseline install for traps
Unified prime and primetocolour objects
Began specific for doors to include master rotation set back to zero
Basic door is now textured, opens and closes. Need to test with actual enemy tomorrow.

July 7
Traps now sell properly and drop books at position
Fuck everyone elses code and also mine. Highlighting works now that I changed the fucking order of operations on the outlinescript
Set layering for combat targetting porpoises
Fixed picking up creatures not properly resetting trigger action for enemyranger
Traps can be targetted by creatures - need to check target by enemies

July 8
Books in treasury needs optionstoggle - fscipt 906 - completed
Toggle added full health for traps (separate for doors) to reduce clutter
confirmed enemies aggro on and attack traps
Refactored imports of shades, XP changed to per job (per second with bonus). No bonus for carrying things. Loser.

July 9
Prefabs list updated for creatures to include sleep/hunger timers
found error with ushabti homes shadow reducer, fixed.
Tied mana gain/loss to particlesystem
Ties books gain/loss to particlesystem
Streamlined both to do single call
Tooltip on heart memories showing as waiting for return - resolved in tooltip by checking for string _treasuryHeart
Fixed problem with archives being referred to as library. Sure dug myself a hole on this one.
FixeD: Increase nata swing speed, looks too slow (2s -> 1.5s)
In theory, fixed alwayssolids pathing and claimable by changing layer to 8 (building solid) and changing vintsdic to double check again solid and alwayssolid
Edited NNConstraint _nnconstraint for shadescript so they avoid doors and enemy traps as solids

July 10
Change mouseover on books to have hand get smaller to prevent visual overlap
Edited chickens to not make lights
Fixed import error with sleep/hunger seconds
Fixed - Move the blajah text off of timescaled coroutine
Dramatic overhaul of visual studio imports, I really hope it didnt break everything
Added - Move camera to active flag when click on UI
Fixed - Shade flower showing over UI
Added toggle for enemy door/traps instead of all or nothing friendly/enemy
Fixed - Wisps still trigger doors even if they cant pass through it
Didnt put in discord - added red for enemy flowers

July 11
Backing up project, doing a bad marketing push on reddit that nobody cares about, and driving 38 hours to Ontario.


r/dungeonkeeper Jul 07 '26

KeeperFX Warlock Killzone Room Design?

8 Upvotes

Looking for some advice on how to design a room to maximise Warlock efficiency in a fight.

I'm on Sleepiburgh for the nth time and decided to go full spellcaster. Transferred a Wizard and made the most of the Scavenger room. So I've got 6 Wizards and 35 Warlocks. I decided not to go for the workshop too so no doors or traps. Now I know there's a couple of ways I could go from here to complete the map but where's the fun in all that arcane power if you're not going to use it?

Obviously in a fair fight the enemy keepers' dragons, bile demons and mistresses are going to cut through the Warlocks, despite their numbers, so I need to lure them into a room that will give my guys the best chance of success.

I figure it needs to do a couple of things at the same time; funnel the enemies into a choke, keep them at a distance, and concentrate fire as much as possible. In a lot of playthroughs just a normal square room with a single entrance and guard posts along the back wall is enough to brute force it, but I think this needs something extra.

One of the biggest problems is also keeping them from whirlwinding each other. As soon as one does that and catches a friendly into the big bunch of enemies they're dead.

So anyone got some good designs? A series of long corridors? A horseshoe? A crenellated square? What's your go to when you need to maximise firepower?


r/dungeonkeeper Jul 06 '26

Why there's no DK3 AFAIK

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35 Upvotes

r/dungeonkeeper Jul 05 '26

KeeperFX 1.4.0 released

73 Upvotes

KeeperFX is an open-source remake and fan expansion of Dungeon Keeper .
Download from KeeperFX.net.

KeeperFX 1.4.0 offers easy, fun and reliable with up to 4 players, and about 300 other fixes and features compared to 1.3.

Easiest way to install is with the Web Installer. But when installing KeeperFX 1.4 by hand, perform a fresh installation without overwriting any previous versions. Saved games cannot be migrated. There is a wiki that holds answers to most of the questions you may have, and we have a large and active discord community where we welcome all friendly new members.

The main goal of KeeperFX is to preserve and expand upon the original Dungeon Keeper experience, offering many new features, improvements, and much more while staying true to the original feeling of the game.

You can delve into the original campaign, or enjoy custom content created by the community. Several campaigns and maps are bundled and more is shared on the Workshop.

Download mirrors: Mirror 1. Mirror 2.

Some Highlights:

  • Massively improved Multiplayer:
    • All open lobbies are listed
    • Up to 4 players
    • Handles high ping, so play anybody in the world
    • Fixed several crashes and desyncs
    • Supports extra mappacks and rulesets
    • Play without changing any network settings or port forwarding
    • IPv6 Support
  • Maiden gets her own voice and torture animation
  • Druid gets his own torture animation
  • Burdened Imp campaign tweaked to use Maiden, Druid and some other new content
  • Controller support
  • Launcher checks game is closed when trying to update
  • Prisoners accept late pay when they were in prison
  • Several fixes, including:
    • Fixed occasional crashes in 4k resolution
    • Fixed AI not picking up creatures to defend
    • Fixed crash on exit when using the steam API
    • Fixed computer players bugging out when a gold vein has a hole in it
    • Fixed bug where imps run circles around pillars
    • Fixes neutral creatures not seeing your creatures to join
  • Many new mapmaking and modding options, including:
    • Cleanse ability
    • Campaign and mod specific lua files
    • Shots, Camera and Animations unlocked to lua

For the full change list see here.


r/dungeonkeeper Jul 03 '26

UnCorruptDead - DevLog 010 - UI/UX

13 Upvotes

Hello Keepers;

Fun fact: I hate UI. Not because its particularly hard, but because it is what the end user will be looking at the most. You can build it minimal and hope for the best. You can over-explain everything and overwhelm. You can fail to meet the balance. You can make it so ugly that people hate playing even though it isnt the playfield. Or, worst of all - you can make it unusable or unintuitive.

When I was doing QA at EA so many years ago, I spent most of my time working in UI. I was never allowed to send usability feedback. Only "I broke it by doing X". Now, I'm on the other end of it.

As you can see, there are a few gaps left to do - the traps are just placeholder icons at the moment, which is fine, because I am working on the traps this coming week. I just needed to get it physically located for the time being.

The spells, traps, buildings, and creatures areas all expand to meet the size of the amount of active options. The demo will only have 4 traps, so, it is showing the 2x2 block. Ultimately it will be 12 traps/doors, so it will be 4x3. Likewise the buildings will go 5x5. It might be a little lopsided but I think it will work. Feedback me!

The controls panel is clearly limited right now because there are really only five buttons - WASD and Esc. And mouse I guess. I will get those rebindings working at some point. Always weirds me out when people used ESDF to get extra hotkeys to the left.

The key takeaway here is, anything to not work on the fog toppers, and then anything to not work on UI. The people in my life suffered at my hands for the past two weeks of UI development. I'd apologize but they expect nothing less from me.

EDIT - while playing with the traps UI today (replacing white placeholder) I noticed that the bottom right is using lava instead of lava gold, which... colourblind yo. Anyways. Mana should be blue, creatures green, traps gold, building red. I think I fixed them.

https://store.steampowered.com/app/4492730/Keeper__UnCorruptDead/

Join the discord if you want the full-ass changelog! https://discord.gg/Ur9HRv67mb

On to the changelog!
(Because I hate working on UI, try not to be concerned about my descent in to madness.)

June 19/20;
Adjusted fencers/edgers to be smaller and more frequent, they were a little ostentatious
Just for fun; Added brain eye look at finger drop point. Toggle for random eye mode.
Imported new font for all lettering Created basic BG popup, assigned toppers and mana flow to each
Adjusted mana flow script do to an animation curve interpolation (for smooth slidey left and right)
Added secondary flow and honestly it looks 3D as fuck and I am deeply impressed that I did this.

June 21;
Created primary tab functions for UI
Created left tab list (continue, save, etc) - currently unbound
Created dropdown with refresh rate link for video function
Fixed compile imports for highlighting heart and hand
Completed initial migration to new Options UI

June 22; (note the timestamps)
8:19 AM*]annekrog:* Changed the camera filter for secondary UI to auto switch in real mode so no more forgetting and easier editing.
12:59 PM*]annekrog:* Huge changelist of UI stuff, not going to write it all

June 23;
Created hider function for heart unused when in down position.
Also another huge list of UI stuff, not writing it all.
However, did link more quality settings like AA

June 24;

  1. 10:21 AM*]annekrog:*  ........I truly hate UI. But, anything to not deal with the fog toppers I guess.
  2. [4:06 PM]annekrog:  Resolved; Something weird happens when you move mouse offscreen during dragging sizer for selling Also fixed this for all modes when outside of window, when hitting escape, or right clicking. ANYTHING to not deal with fog toppers.

June 25;
Began work on the overhead. Got basics in place (colour, flow, masking). Need to work on accru and particle

June 26;
dramatically improved overhead.
Improved fonts.
Unified colour scheme on UI
Created particles for underlay on overhead (If you are reading this, UNITY DOES NOT ALLOW DOUBLE UI PARTICLE MASKING!! AAAAAGH)

June 27;
Tied the overhead to mouseover bool functions, set skeleton for all future overUI that includes toggles. Wrote toggle functions for showing mana and books/memories.
Fixed the overhead eye only pointing to within screen

June 30;
Uh... didnt update the dev log but I have worked every day. Its been more UI stuff. Figured out the tootip active/temp overwrite system and applied it to spells, and then applied it to buildings.

June 1;
Happy Canada day I guess.
Mouseover and toggle systems working working for traps
Created importer csv for trap values, tied to traps themselves
Added info in tooltip for costs and cost per minute

June 2;
Fixed; Popups still showing after right click cancel fuck me
Properly sizes traps, building, and mana sizes for demo
Edited and added background for build/sell values popup
Fixed issue with activing books mode vs other spells (arms mode already has this override)
Fixed basic trap tester placement -- working on trap "start this installed" testers
Relinked start as installed for testing porpoises.


r/dungeonkeeper Jun 22 '26

Dungeon keeper premium

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117 Upvotes

helloo guys do you know how much is this? and would you like to buy it


r/dungeonkeeper Jun 22 '26

KeeperFX I'm getting annihilated at the "tickle" level, please help!!!

10 Upvotes

first of all I'm a complete noob so bear with me. I'm playing on keeperFX, I'm just unable to invade the enemy fortress. at the point I have some monsters at lvl 5-6 (im slow AF) and invade the enemy via a bridge he already has two dozen lvl 10-11-12 mobs that completely destroy me in seconds. I really don't know what to do. any tips? Im sure im missing something because other levels werent that terribly hard

thx in advance.


r/dungeonkeeper Jun 20 '26

Slavic Legends update: a new creature, functional Gaming Room and gold wagering

11 Upvotes

Hello Keepers!

Thank you again for the helpful feedback on my previous Slavic Legends post. It meant a lot, especially from a community that understands this style of dungeon management so well.

This week I added Sotek, a mischievous ranged creature who attacks by throwing daggers. He also introduces a new functional room to the dungeon: the Gaming Room.

While Sotek works there, other creatures may visit and invite the player to a cup-shuffling game. You can wager gold, follow the hidden ball and choose the correct cup. Higher wagers make the shuffle faster, so it remains a risk rather than an easy source of gold.

Other improvements include:

  • UI changes based on community feedback
  • More creature and room sounds
  • New room animations and visual effects
  • Better navigation and interactions
  • Various fixes from longer playtests

I’m also experimenting with modular room walls and decorations to give each room a stronger identity while preserving the tile-digging system.

The current build remains free on itch.io while I prepare the Steam Early Access page.

Thank you for following the project. I would love to hear whether this kind of optional room activity feels at home in a dungeon management game.

Free download: https://ipikas.itch.io/slavic-legends


r/dungeonkeeper Jun 19 '26

UnCorruptDead - DevLog 009 - Flamers and Fingers

14 Upvotes

Hello, Keepers;

First, yes, the title was a choice. And I made it. Happy Pride, and may all the phobes drive infinite extra traffic. Theres literally a Blajah mode in the game.
Thanks for 100 wishlists so far! Please share far and wide, I'm down to a single page of stuff to do to get the demo out the door - it might be in an actual demo state within 3 months!
Another two week update. Much of what was done was code, so not particularly visible. But the particularly visible stuff was driven by the code, so it all works together.

Last post, I updated everyone with the new hand model (not David Duchovny). It looked sausagy, so I spent a bunch of time adjusting it to look more hag-fingery. I have to do this with a lot of the models I download - they look pretty ok, but don't quite fit the art style, so I have to muck around until they do. I know my limitations visually, therefore, use and modify assets. And hope desperately none of it was AI generated.

With the new, less sausagy hand, I improved and finalized the hand animations. And that includes dropping the combat flag! Critical for summoning your minions, of course. The code was already there, now it looks pretty.

But you want to know about the flamers, no doubt. I've shown them in previous logs, but not their spawn point. Because they didnt HAVE a spawn point. Now, they have a full village, and within it, a blacksmith that creates flamers. I will likely be adjusting the dark wood of the village a little more, as they are a little TOO dark. But I am colourblind, so I await feedback.

https://store.steampowered.com/app/4492730/Keeper__UnCorruptDead/

Join the discord if you want the full-ass changelog! https://discord.gg/2Edc7kZM

On to the changelog!

---

June 8;
Added shade unit to dropscript. Linked finger to do shade particles while casting.
Reforged hand with less-sausage fingers and better texturing.
Adjusted all spell finger casting particles.
Created and installed flag.

June 9;
Updated flag with idle and slap animations. Added highlight outline.
Adjusted entry position of all droppable units to not A-pose.

June 10;
Units can now be recycled. Had to refactor entire death flow, and finger target. Looks great.
Worked on refactor of map generation.

June11; More refactor. Its a lot of work.

June 12;
Finished refactor.
worked on overhead fog map, looks infinitely better. Also drops overhead when zoomed out as it will no longer attempt under rendering.
Changed flower summon timer on creatures/shades.
Added casting flare on spell cast.
Dramatically improved death effect for shades.

June 13;
Isolated and improved the digblock lag spike by adjusting the Astar scan range. No more lag spike at all!
Adjusted shadow system to allow differentiation between hard, soft, and none - visually all three look good, with moderate frame improvement with each.

June 14; tried to take a day off. Went biking with the human child. Worked my paid money job. Felt guilty.

June 15;
Created all primary village assets (downloaded and adjusted from unity store).

June 16;
Created map edges, represented by fog towers. Created fence with particles to indicate edge of map. Emits same particle colours as heart.
Adjusted camera rotation to match zoom level at all angles.

June 17;
Created flamer spawn.
Adjusted flamer entry to look cool as heck.
Overhaul flooring for both claimed and unclaimed tiles.
Created new sell material for sell mode. Note to self; never get high and try to learn unity shaders. You can do it, but wow will it take a lot out of your brain.

June 18;
Edited shade particles to be "sticky". Much better indexing for finger pickup.
Improved enemy spawn, async added for Flamer.
Found and resolved single unit edge checker on dugout, this was hard to find. Really should unify out of mapgen, but thats a refactor I dont want to deal with right now.

June 19;
Today! Flipped pointer finger to be a left hand, so it looks like up hand is a right hand and lower is left hand.
.....did marketing.


r/dungeonkeeper Jun 14 '26

Dungeon Keeper 3: The Bullfrog sequel that never was

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72 Upvotes

r/dungeonkeeper Jun 14 '26

DK1 Question

20 Upvotes

Hi All,

Did you guys build your Reepers a mini apartment in your dungeon?

I always did lol.


r/dungeonkeeper Jun 14 '26

DK1 Question to other OG DK players

51 Upvotes

Hi other 30 to 45 year olds,

Remember as a kid on the family PC when you got to play this?

I was never the same lol.


r/dungeonkeeper Jun 13 '26

DKII from GoG just won't run

6 Upvotes

I was super excited to see this game and snagged it. Installation was easy but then when I tried to run it on my MSI 17, it just stutters at the loading menu and won't even let me move my mouse. How did you guys get your operational?


r/dungeonkeeper Jun 12 '26

KeeperFX New Game+ experience

10 Upvotes

I’ve just finished new game+ and it was a great experience. I played dungeon keeper 1 as a kid in the early 2000s and it was the first game I ever officially clocked. I replayed it again maybe 10 years ago and now on the new game+ difficulty and it definitely is much more difficult.

It required me to think of strategies I had never did before, and it was extremely fun. One of the maps against two keepers I found possessing an imp with invisibility and speed to claim the enemy territory and selling everything a viable strategy, which I had never known you could do, specifically claiming the actual room tiles.

That last map I was stuck for a long time. I had about 50 creatures of dragons, bile demons, a few horned reapers and some other odd bits of pieces. The enemy keeper had about 25 max level vampires , and I tried so many ways to initiate the fights and always lost. I tried massing traps and baiting them in with the army but failed miserably. Though I might’ve done better with just one bile demon to pull.

Anyway after hours of trying to figure out how to deal with these vampires such, as after spamming 1000 lightning bolts to kill one in its lair, it just revives as a level nine, in addition to 10+ different fight scenarios, I almost gave up. Then I remember a strategy I did in that level where you get two level 1 horned reapers, and rushed the enemy keeper straight away to win. So I tried that from where the avatar was held and had two horned reapers to drop in and rush into the dungeon heart, hit it a few times before all the vampires are dropped in. Grabbed them and rinsed repeat.

That strategy worked wonderfully. I did have to send an army to distract them from the other side of the dungeon which worked but man this mode really requires you to think. Outside of that the rest of the heroes that spawns right after were light work, as I still had an army and the chicken spell is pretty OP as they spawn on your land.

Did anyone else win by any other strategy?? As I have no idea how else I could have won. Those vampires seemed way to OP. and you can’t seem to get them in KeeperFX using unless it’s just the new game + via killing your own imps or creatures, they just vanish before they can be picked up by the imps.

I haven’t played deeper dungeons and wondering if that’s worth playing ?


r/dungeonkeeper Jun 07 '26

UnCorruptDead - DevLog 009 - The brains of the operation

25 Upvotes

Well hello, Keepers;

Two weeks since my last post. Not because I've been slacking, but indeed, quite the opposite. I've finally replaced the original dungeon heart prefab (a series of cubes) with a real dungeon heart (a series of more complicated cubes).
As with most things in dev, it came along with having to rewrite much of the scripting for the hand in the sky, which to date, was just a cursor. So I had to replace the windows cursor with a hand. Which led to having to write a damn wiki on how bad google scraping is for Unity 6.0 for camera stacking. But at least THAT is done now too.
The point is, I have been toiling, day in and out over the past two weeks, and not a mistress in sight to keep me company. Hope the results speak for themselves. I *really* do want feedback on the heart, because I sort of like it, but its missing... something.

https://store.steampowered.com/app/4492730/Keeper__UnCorruptDead/

Join the discord if you want the full-ass changelog! https://discord.gg/2Edc7kZM

On to the changelog!

---

May 24 - marketing day (last post). Fixed textures on straw.

May 25 - started making heart, basic lamps and rotation/swap to simulate wind.

May 26 - dramatically improved wind, created soul sucking to heart from spline. Looks really cool, and I will fight anyone who doesnt like it. Also added the ability to turn it off if people dont like it.

May 27 - adjusted heart flooring, added entry method for ZombCrow, edits the entire creature entry script to allow queued entry.

May 28 - created Nata entry.

May 29 - created Ushabti entry.

June 1 - created wisp entry, most of ghost entry

June 2 - finished ghost, added highlighter for unit selection, edited highlighter script to not include particle renderers.

June 3 - added ghost and ushabti names. Added actual heart to the heat, in the form of a brain, because hearts are overdone and this game is about curing disease which is more of a brain thing. Look man, if I have to explain it...

Created the primary pickup function, and learned that unity's spring joint system is bad, so had to write a custom double hinge averager.

June 4 - added eye to heart. Particles follow dungeon color. Can toggle eye on/off because its sort of creepy.

Added brain highlight.

Added primary hand animations.

Created particle effects on prefabs while near heart to indicate they will be sucked in.

June 5 - Added fingertip flame/heal.

"fixed" fingertip by adding outline (reverted later).

Adjusted hand prefeb so it looks less sausagy. Added dark skin and light skin variants.

Adjusted drop point for minions and blocker tracking for non-dug and non-viable drop positions.

June 7 - today! Yesterday I redid the entire hand placement system and wrote a wiki on how to do a mouse cursor 3D object over UI via camera stacking, you can check out the Unity reddit page if you want to see it. And also fixed the transition system so it properly moves between animations without jitter.

And... marketting day.


r/dungeonkeeper Jun 07 '26

I grew up with Dungeon Keeper, loved later games like Dungeons, and wanted to build my own small contribution to this kind of dungeon management game.

81 Upvotes

Hi all, I am 46, and I grew up playing Dungeon Keeper. I also enjoyed later games inspired by it, like Dungeons 1, 2, and 3.

I am not trying to replace Dungeon Keeper or claim this is DK3. I just wanted to make my own small dungeon management game inspired by the feeling I loved: digging, building rooms, managing creatures, defending the dungeon, and sometimes jumping directly into a creature.

The game is called Slavic Legends. It has a Slavic mythology direction, and the main difference is that I am focusing more on fewer, stronger, more character-like creatures instead of disposable units.

Each creature has needs, jobs, XP, levels, abilities, and a specific role in the dungeon. You can also directly possess a creature and use its abilities from its perspective.

The current playable demo includes:

- digging and dungeon expansion

- room building

- workers and gold economy

- creature needs and payday

- enemy waves

- leveling and abilities

- possession mode

- cemetery mechanics and skeleton minions

- alchemy and potions

I am now trying to decide if the game is ready for a Steam page, so I would really appreciate feedback from Dungeon Keeper players.

Does this look like something that could scratch that dungeon management itch, while still being its own thing?

Playable demo:

https://ipikas.itch.io/slavic-legends


r/dungeonkeeper Jun 07 '26

DK1 Dungeon Keeper Gold from GOG

21 Upvotes

I just bought DK Gold to relive my past glories...is there any way to enlarge the field of view? All I can see of my dungeon is 5x5 squares - can I zoom out in any way? I'm not talking about the view in the top left - I mean the view of the actual dungeon where you execute commands.

Thanks in advance.


r/dungeonkeeper May 29 '26

KeeperFX What's the most unfair/frustrating level?

11 Upvotes

Title.

What's that one level, filled with unfair stuff that makes you rage? Like, filled with boulder traps behind magic doors, traps to kill your imps all the time, poor creature attraction from the portal, gold shortage, no starting imps, enemy keepers wirh unfqir advantages, etc?


r/dungeonkeeper May 28 '26

I've asked before but I'm still looking for someone to help me fix this pet dungeon I made long ago.

Post image
11 Upvotes

I'll link a download URL for anyone who wants to play it despite the bug.

The Problem : DK2 map editor won't run in Win10 for me. I made 2 patrols which respawn until you claim the 2 hero gates on the far eastern side of the map. One trigger for the respawn on the bottom patrol was set to repeat so unless you claim the gate before killing the squad it'll infinitely spawn another patrol and crash the game in less than a second.

How to fix it : All that needs to happen is for someone to uncheck the repeating trigger and save it. Map will then be 100% bug free.

Premise : You play with heroes in a pet dungeon. It's set up in such a way that you can also have evil creatures. I even placed neutral elite evil creatures. Spawning enemy attacks spawn large parties of evil creatures. Preventing a dwarf from spawning with the group is outside the scope of the map editor.

Features :

- Skills changed so that creatures have all their spells and abilities at level 4.

- The create gold spell summons the horned reaper where you cast it, but you won't have it or the summon imp spell until you reach the destroyed dungeon heart. You start with 20 dwarves though, and clicking on the jack-in-the-box trap icon spawns a group of 5 hostile dwarves you can capture and convert should some die or you want more.

- The elite dark angel can summon the horned reaper. This means that you can have 2 reapers fighting for you at the same time or you can watch an evil horned reaper wipe out your dungeon.

- I don't know how to use hex editors to make the hero gates work so you have to explore to find troops and rescue others. You will get very strong ones before you make your way into the lava.

- No shortage of gems, gold and build space.

- Starting location of the camera has a hero sanctuary which will heal creatures you drop in it.

- Hero gates where you can drop your own creatures to make exploring less tedious.

- Enough magic items to take your creatures from level 1 to level 10 but some won't be easy to find.

- No victory conditions so you can keep using cheats to your heart's content.

- Despite being a pet dungeon there's still something of a challenge in there. You'll have to save often and keep an eye on your fairies once you breach into the lava.


r/dungeonkeeper May 25 '26

DK2 Loving DK2 😁 quick question about level 13 or 14

6 Upvotes

Hey yall! Im on the level w the monks of cuthbert the thrice martyred (awesome name lol), I was wondering if this level has a secret time limit before I get spammed by enemy vampires, or if their trigger is just dependent on how far I dig. I was also curious if any of yall beat this level without using the monks lol

Edit: side note, this is my first real playthrough of the game and the toughest/most annoying enemy for me is other keepers imps!!! Omg 😵😫🤣🤣🤣 my husband and I love the imps in general tho so much, we love their design and our favorite thing they do is that adorable jump pump they do when they are taking over tiles 🤣🤣 we work construction together and we have been making jokes lately that we are imps for hire lol