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Forsaken Dungeons is a roguelite game inspired by games like Enter The Gungeon or Issac.
The game works thanks to a datapack and a resourcepack.
If you enjoy the map and want to support me you can donate here or through Curse Forge.
Custom features (currently)
- 177 items (188 if counting variations)
- 7 item sets
- 39 enemies (+7 Community Builders)
- 12 boss
- 4 floors
- 81 rooms
- 7 traps
- 7 custom effects
- 1 custom song
- A bunch of mechanics (stats, custom enchantments, abilities, spells)
- Permanent progression (shop), that can be turned on or off
- Custom boss/enemies attacks
- Textures & models
- Floor generation
- Some language support: English, Русский, 简体中文, 한국어
- Multiplayer Compatible (should)
- Separate datapacks
- Easier to grab features and make "mods"
- Easier to update and test.
How to update the map while keeping my game progress?
You simply need to replace the datapacks folder and the resources.zip file of your old version map with the ones found in the new version.
Resource pack?
- If you are playing it in singleplayer, you don't need to use the resource pack (it's included inside the world file as resources.zip)
- If you are using it for multiplayer, each player will need to have the resource pack installed
Playing in a server?
- Have commands and spawn animals turned on
GAMEPLAY
MECHANICS
!!! Reading this can spoil the game and make it less fun to play. !!!!
!!! Some things explained can be learned by playing the game. !!!!
Only read the if you want to know the quirks of the game or are a developer.
The game works thanks to a datapack and a resourcepack.
Please, if you download it don't sell it and if sharing this map attribute the work to the creator, and if possible add a link.
If you are a coder, builder or texture and 3d modeler and would like to join the project you can join the Discord. For any help, suggestions or bug reporting you can also use the Discord.
If you are a coder, builder or texture and 3d modeler and would like to join the project you can join the Discord. For any help, suggestions or bug reporting you can also use the Discord.
If you enjoy the map and want to support me you can donate here or through Curse Forge.
Custom features (currently)
- 177 items (188 if counting variations)
- 7 item sets
- 39 enemies (+7 Community Builders)
- 12 boss
- 4 floors
- 81 rooms
- 7 traps
- 7 custom effects
- 1 custom song
- A bunch of mechanics (stats, custom enchantments, abilities, spells)
- Permanent progression (shop), that can be turned on or off
- Custom boss/enemies attacks
- Textures & models
- Floor generation
- Some language support: English, Русский, 简体中文, 한국어
- Multiplayer Compatible (should)
- Separate datapacks
- Easier to grab features and make "mods"
- Easier to update and test.
How to update the map while keeping my game progress?
You simply need to replace the datapacks folder and the resources.zip file of your old version map with the ones found in the new version.
Resource pack?
- If you are playing it in singleplayer, you don't need to use the resource pack (it's included inside the world file as resources.zip)
- If you are using it for multiplayer, each player will need to have the resource pack installed
Playing in a server?
- Have commands and spawn animals turned on
GAMEPLAY
Show
Generation
- To generate a new floor, press the [ Generate ] selector left from here.
- All the rooms, enemies and loot are randomly generated.
- Once it's generated, stand in the warp zone (middle of the room).
How a run works
- You start at floor one.
- Defeating the floor boss allows you to go to the next floor.
- The items obtained in one floor are kept in the next ones.
- Dying ends the run.
Rules
- Do not use glitches, mods or cheats.
- Do not remove the shield of the offhand.
- It's prohibited to have multiple shields.
- Items can't be out of your inventory when in the lobby.
- Have fun.
- To generate a new floor, press the [ Generate ] selector left from here.
- All the rooms, enemies and loot are randomly generated.
- Once it's generated, stand in the warp zone (middle of the room).
How a run works
- You start at floor one.
- Defeating the floor boss allows you to go to the next floor.
- The items obtained in one floor are kept in the next ones.
- Dying ends the run.
Rules
- Do not use glitches, mods or cheats.
- Do not remove the shield of the offhand.
- It's prohibited to have multiple shields.
- Items can't be out of your inventory when in the lobby.
- Have fun.
MECHANICS
!!! Reading this can spoil the game and make it less fun to play. !!!!
!!! Some things explained can be learned by playing the game. !!!!
Only read the if you want to know the quirks of the game or are a developer.
Show
Rooms
- Rooms randomly chosen from a pool of structure files.
- Two armories are generated and one boos room. The rest are battle ones.
- The boss is generated at the end of the longest room path.
- Upon entering an uncompleted room the gates close until the players have completed it.
- Enemies spawning places are determined by the rooms.
- Some spawning places are prefilled other are randomly filled.
- Some spawning places are randomly removed from the room.
- The same goes for traps-
Armory
- Four items will be randomly placed in an armory.
- You can get two items, one offensive and one defensive.
- Offensively you can choose between a sword or a wand.
- Defensively you can choose between a passive or a piece of armor.
- The holder can be also mimics, summoning one after picking up the item.
Falling into the void
- You take fall damage and reaper at the center of the room.
- Mobs instantly die and items are forever lost.
Items
- Items have ranks (S, A, B, C, D).
- Represented by diamond, gold, iron, chainmail & leather in armories.
- Passive stats (hp, dmg, speed) are all showed on the stats paper.
- There are five types of items: swords, wands, armor, passives and shards
- Items can have custom mechanics/enchantments
Mana
- Spells cost mana.
- Can gain mana capacity and regen speed.
Kills
- Some passives are triggered upon kill.
- Some passives are triggered upon max kill capacity.
- Can reduce max kill capacity so to trigger passives faster.
Luck
- Luck can be gained and lost.
- Determines a bunch of things:
- Whether you get an extra drop or not after completing a room.
- The rang of the armory items.
- Coins drop
- Item mechanics
- ...
Curse
- Can be gained or removed.
- Determines the % of a cursed enemy of spawning.
- Cursed enemies have better stats.
Player attributes
- Hp, dmg, movement speed, armor, attack speed, ... can be modified via items.
Boss
- Has more health than enemies.
- Has custom attacks.
- If beaten without taking more than 1 hit, get a boss medallion.
- Rooms randomly chosen from a pool of structure files.
- Two armories are generated and one boos room. The rest are battle ones.
- The boss is generated at the end of the longest room path.
- Upon entering an uncompleted room the gates close until the players have completed it.
- Enemies spawning places are determined by the rooms.
- Some spawning places are prefilled other are randomly filled.
- Some spawning places are randomly removed from the room.
- The same goes for traps-
Armory
- Four items will be randomly placed in an armory.
- You can get two items, one offensive and one defensive.
- Offensively you can choose between a sword or a wand.
- Defensively you can choose between a passive or a piece of armor.
- The holder can be also mimics, summoning one after picking up the item.
Falling into the void
- You take fall damage and reaper at the center of the room.
- Mobs instantly die and items are forever lost.
Items
- Items have ranks (S, A, B, C, D).
- Represented by diamond, gold, iron, chainmail & leather in armories.
- Passive stats (hp, dmg, speed) are all showed on the stats paper.
- There are five types of items: swords, wands, armor, passives and shards
- Items can have custom mechanics/enchantments
Mana
- Spells cost mana.
- Can gain mana capacity and regen speed.
Kills
- Some passives are triggered upon kill.
- Some passives are triggered upon max kill capacity.
- Can reduce max kill capacity so to trigger passives faster.
Luck
- Luck can be gained and lost.
- Determines a bunch of things:
- Whether you get an extra drop or not after completing a room.
- The rang of the armory items.
- Coins drop
- Item mechanics
- ...
Curse
- Can be gained or removed.
- Determines the % of a cursed enemy of spawning.
- Cursed enemies have better stats.
Player attributes
- Hp, dmg, movement speed, armor, attack speed, ... can be modified via items.
Boss
- Has more health than enemies.
- Has custom attacks.
- If beaten without taking more than 1 hit, get a boss medallion.
Progress | 100% complete |
Tags |
63 Update Logs
Forsaken Dungeons v0.17.5 : by YouKnowWhen 11/08/2023 4:16:01 pmNov 8th, 2023
CHANGES
- Improved the tutorial
- Update to 1.20.2
- nbt potion effects have changed
- Performance improvements: Use of display entities instead of armor stands
- Use /random instead of a custom library
- Buffed egg wand
BUX FIXES
- Food sometimes not dropping
- Mega Slime death left smaller slimes (this isn't intended)
- Spider Queen not eating spiders to heal
- Improved the tutorial
- Update to 1.20.2
- nbt potion effects have changed
- Performance improvements: Use of display entities instead of armor stands
- Use /random instead of a custom library
- Buffed egg wand
BUX FIXES
- Food sometimes not dropping
- Mega Slime death left smaller slimes (this isn't intended)
- Spider Queen not eating spiders to heal
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Crystals are work in strange way, and it isn't clear how to use themBut idea is great, hope bugs will be fixed and it will be possible to play the whole map
The rest of the bug I'll fix them