About This Game Gold, legendary items, and more await you! With huge golems, interdimensional beings, demons, monster lobsters, and much, much more to slay, the only thing that ISN'T standing in your way is a paywall - Soda Dungeon is completely free to play, with no frustrating timers, lives system, or anything that might get in the way of a thirsty traveler's dungeon delving.For a little taste of their favorite brew, heroes will brave goblins, demons, lobsters, and more to bring home the treasure for you. Use that sweet dungeon loot to improve your tavern and purchase new sodas to sling to lure different classes to hire.Manage your team of caffeine-crazed adventurers as they raid the local dungeon for treasure. Attract valuable classes such as the Thief, Knight, Healer, Darkmage, Shifter, and more. After gearing up your team, you can control the action with classic turn-based RPG combat, or enable “Auto-Combat” where you can step away from the game, let your team go questing, and reap the rewards when you return!Ascend higher and higher in the dungeon as you advance through new dimensions, face huge dungeon bosses, and unlock the power of the ancient soda relics! 6d5b4406ea Title: Soda DungeonGenre: Casual, Free to Play, RPGDeveloper:AN Productions, PoxpowerPublisher:Armor Games StudiosRelease Date: 6 Feb, 2017 Soda Dungeon Download For Pc [key Serial Number] soda dungeon kizi. soda dungeon the legend of dinner boy. soda dungeon level 500 hp. soda dungeon gnomes. soda dungeon halloween items. soda dungeon banker. soda dungeon 4pda. soda dungeon vaan's magnet stack. soda dungeon cheats. soda dungeon ninja suit. soda dungeon julius. soda dungeon owner. soda dungeon lite hacked. soda dungeon full hacked. soda dungeon hacked apk 1.2.43. soda dungeon freezing. soda dungeon dimension 9. soda dungeon knight not appearing. soda dungeon cheat ios. soda dungeon pets. soda dungeon latest version. soda dungeon do you keep pets. cheat in soda dungeon. soda dungeon what happens when you activate the portal. soda dungeon kongregate. soda dungeon level 400 This game is the bee's knees!OCD Grinders will be happy.Many character classes to customize parties, you think good, you go far.Or you can brute strength your way thru, that is cool too.Keeps your attention, that is the point, right?Magic (later, but not much later), ninja gear, Katanas, ZC kicks you in the face (Brown, green Mohawk kid!) and magic items that make sense. Bad A$$ magic items to boot (will use em in my dnd game)So refreshing. Like watching a NETFLIX show that has 3+ seasons and all the seasons are good, filled with violence, sex and food. All that you ask for, so far.Ive only played 3 hours :PHave at it.. Surprisingly enough for "clicker"-like genre this game has pretty interesting gameplay. Basically a Cookie Clicker mixed with turn based RPG.The more characters you unlock and gear you find, the more interesting gameplay becomes. Since all characters and gear has its own stats, passives and skills the options for making a perfect team are pretty different which is setisfying.You can play this game manually or as a "managment sim" with ai doing all the work for you. But to be honest AI is pretty dumb.. Soda Dungeon is, essentially, an incremental game. Like Cookie Clicker and Clicker Heroes, the game essentially plays itself, though I'd say that Soda Dungeon both requires more interaction, and rewards the player more for said interaction.You start by hiring heroes, equipping them, then sending them to fight monsters in an ever increasing difficulty dungeon. Every 5 levels there's a miniboss, and every 10 there's a boss. Once you reach level 100 (then 200, then 300), you ascend the world, and gain a new relic, which gives you pretty big bonuses - people who've played Clicker Heroes will recognise what's happening here. Characters do not level up, instead progression is done through items and leveling relics.And really, that's all there is to the game. Like Clicker Heroes, it's very simple, with a surprising amount of depth. It's nice to just have on in the background, checking on it every now and then. Put auto battle on and come back once an hour or so.The art style is, like the game, simple. There's a decent amount of enemy sprites, that are all pretty well drawn. The animations are a little too basic for my liking, but that's not a big deal. I'd like a bit more variety\/interesting visuals, but oh well. I really like the music, but of course it tends to get repetitive after a while.I only really have small issues with the game. This was a mobile game ported to PC, but no keyboard controls have been added (would be nice for selecting abilities). Some of the controls are a little awkward because of this, but it's easy to get over it. I'd also like a bit more control over how the auto battle works.. Good Soundtrack, overall easy to understand, and rewarding.. Soda Dungeon is, essentially, an incremental game. Like Cookie Clicker and Clicker Heroes, the game essentially plays itself, though I'd say that Soda Dungeon both requires more interaction, and rewards the player more for said interaction.You start by hiring heroes, equipping them, then sending them to fight monsters in an ever increasing difficulty dungeon. Every 5 levels there's a miniboss, and every 10 there's a boss. Once you reach level 100 (then 200, then 300), you ascend the world, and gain a new relic, which gives you pretty big bonuses - people who've played Clicker Heroes will recognise what's happening here. Characters do not level up, instead progression is done through items and leveling relics.And really, that's all there is to the game. Like Clicker Heroes, it's very simple, with a surprising amount of depth. It's nice to just have on in the background, checking on it every now and then. Put auto battle on and come back once an hour or so.The art style is, like the game, simple. There's a decent amount of enemy sprites, that are all pretty well drawn. The animations are a little too basic for my liking, but that's not a big deal. I'd like a bit more variety\/interesting visuals, but oh well. I really like the music, but of course it tends to get repetitive after a while.I only really have small issues with the game. This was a mobile game ported to PC, but no keyboard controls have been added (would be nice for selecting abilities). Some of the controls are a little awkward because of this, but it's easy to get over it. I'd also like a bit more control over how the auto battle works.. Go to try out game... 30 hours later.Simple addictive somewhat idle dungeon crawler with light micromanagement aspects.Not pay 2 win which is amazingly rare to see, well done guys.. I first played it on mobile,Only played for a little bit on PC.It is the same, without ads, and of course, on a bigger screen.Pretty addictive, simple, yet fascinating.You *can* play it like a traditional, turn based RPG game,Or as a simple management game.You can attack manually, or let your party attack by themselves.Choose the gear you FIND in dungeons (or buy in the shop for dirt cheap) or let them be equipped automatically.Manage different classes, items, boosts, powers, items, in a very simple yet effective way.The best of all is you DON'T need to pay even a cent, EVERYTHING if unlockable with igc (in game currency) what you *HAVE* to do is recruit 5 adventurers, the rest is optional (and fun) Monthly update, November: Roughing out the rest of the world. Plus a release timeline!: Hi everyone! Here is our monthly update for November. This was a rough month due to illness and some other complications, but we are still working hard and making progress. Here is what we worked on this month.We spent most of the month finishing the last few major regions, with a few required towns, buildings, and rooms. These are the final regions that will take us to the end of the game. They are finished and accessible in the game. Next we need to populate these areas with vendors, townsfolk, enemies, and battle maps.Last month, we left our heroes in the Icy Reach. This month we added building interiors to the city. Here is the throne room of the Icy Reach.The library at the Icy Reach will contain information critical to your quest.When you have finished exploring the Icy Reach, head through the world gate.When you emerge from the world gate, you find yourself somewhere in the Shadowlands again.The Shadowlands are more dangerous than ever.At Utakawa Outpost, you can return to Yamatai lands, where old alliances will be broken and new alliances forged.The city of Utakawa lies on the other side of the world gate. Getting these new Japanese-style buildings ready for the game took no small amount of time.Not shown here are the many smaller buildings we added this month, and the actual final regions of the game: the Northern Shores, Candle and Sword Keep, and the Crypt of the Weeping God. Those areas are almost done, but not quite ready to show as of the end of November. Once those areas are done, we'll start populating the new areas with NPCs, enemy encounters, and battle maps.The game isn’t quite ready for release yet, but we are close enough to the end that we feel confident being able to tell you our timeline. We hope to have all of the regions fully playable by the end of January when we will begin selling the game as an Early Access title on Steam.Due to some missed milestones early on in development, we had to redistribute our soundtrack budget instead of holding onto it and losing much of it to taxes. We hope to use proceeds from Early Access sales to pay for more original compositions to use in the game and to share with our Kickstarter Digital Deluxe backers, to whom we still owe a download of our original score.We also hope to use Early Access proceeds to help finish sprite sheets for the highest-tier weapons, plus several new enemy types. Pixel art is time-consuming, and it is a necessary element of the game that could be contracted out. Nathaniel has been spending a lot of time on pixel art for the last two years, but with some additional money to hire more pixel artists, Nathaniel can focus on other tasks and we can finish the game faster.We plan on keeping the game in Early Access until the game is fully playable start to finish; in a world populated with interesting characters; with new weapons, armor, enemies, and crafting recipes to be found in each area you explore; with a moving original score; with a solid plot expounded through cutscenes; and with all Kickstarter backer cameos inserted into the game. That’s too much to finish by the end of January. But the game has come along far enough that we should be able to get it presentable by then. And with some Early Access sales we hope we can finish the game faster and deliver Himeko Sutori version 1.0 sometime in 2019.So that’s our plan. Thank you everyone for your continuing support for Himeko Sutori. We will be back with more news next month.. Patch notes 19 April 2019: Fixed sprite vertical offset that had caused some sprites to appear too high above the ground, others to dig into the ground while walking.Added a sound effect to the Electric Skin reaction ability.Fixed grass shader, so there are no longer dark clumps of grass next to light clumps of grass.Added new town Medinat Al-Hajar, which becomes accessible after traveling through the world gate at Candle Keep. There will be major plot developments associated with that event. I need to go and change a few things to make the town accessible via both world gate through the Shadowlands and travel through the desert world map.Plus a few minor tweaks, including drop rates on certain crafting items.. Patch notes 11 February 2019: I've been patching almost every day, but haven't been keeping up with the notes. Here's what I've been up to:We now have stackable equipment. Still need to be able to buy and sell in bulk, but otherwise this is mostly working.Fixed a bug where optimizing equipment would crash the game.Added all the latest uncompiled script files to the game. This was an issue for modders who couldn't compile their scripts.Fixed several level-up cards that were not giving their intended bonuses.Fixed an issue that would break the dialog and progression if the game lags when entering the crystal tower, and you try entering again.Fixed an issue that could cause indoor levels to not display properly. Camera near clipping plane now gets set automatically when switching to a fixed camera.Frang the goblin should now have his clothes back.. Patch notes 16 February 2019: Characters with level-ups waiting for them now have a star over their heads in the lance setup menu. (Also, just now patched an issue where the stars were not showing up if they were in front of the fog.)You can now browse through next and previous characters in your army from the equipment menu (with a little animation on the character portrait), without returning to the default character sheet.For modders, I changed all instances where a new pawn gets created so that it will create a pawn of the default class you set in the GameInfo, instead of creating a new RPGTacPawn. This makes it much easier for you to implement custom pawns throughout the game.. Patch notes 8 January 2019: New quest and journal system working. Can add quests, advance quests, display them or remove them from HUD. Quest stages have recommended levels with XP. Quest progress and journal notes get saved and loaded with your game. All working, but we still don't have any quests or journal notes in the game yet.Changed loot window slightly, moved to right side of the screen to make room for quest window. Hopefully fixed issue causing loot received to stop displaying when switching back to world map.
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