Release v2.5.1 is now available! Note that saved games from v2.5 are not compatible with v2.5.1. This is a bugfix release fixing many bugs and a few quality of life and balance issues. A big thank you to Blue who reported most of these bugs, gave a lot of feedback and also helped out testing […]
It was a while ago since I wrote something here. As last year, I took a summer break from development, that’s why it’s been a bit silent here. TGGW v2.5 was a large update with many changes, and consequently, quite a large number of bugs. I’ve been working on a bugfix release for a bit […]
Today is exactly five years since the first public release of The Ground Gives Way!I thought I celebrate with a brief post about the history of TGGW. I don’t remember exactly when I started developing TGGW, it started more like an experiment than anything else. I knew I wanted to make a roguelike and had […]
I’m happy to announce that TGGW v2.5 is now officially released! It probably has the longest changelog so far! I suggest you start by playing the “new in v2.5” tutorials to familiarise yourself with the changes. I would like to extend my deepest thanks to the following people for the incredible feedback I’ve got during […]
I’ve uploaded yet another dev version (E), (changelog) getting closer to release but still not quite there yet. The main thing is that I’ve changed slime. Slime I have been dissatisifed with how slime works for a long time. I have finally come up with a solution I find satisfactory. The reason I wanted slime […]
I’ve uploaded a new development version (D) on the downloads page, see the changes here. The biggest change in this version is the inventory management system that is described in this post. Improved Inventory Management There were some of bugs related to full containers in the last dev version of v2.5. The bugs were actually […]
First I want to thank you so very much for your amazing response on the development version! I have collected a lot of comments, suggestions and bug reports for v2.5, and I’m really happy for that! There are some consequences of this, so to use an old cliché: there are some good new and some […]
Edit 21 feb: new version uploaded. Censers now spawn on the floor, worn rope and rusty daggers fixed. Edit 23 feb: new version uploaded. Fixed crash when goblins flee, castleguard dialogue is back, goblin monks are back to normal, a ‘v’ shortcut reminder is added to the main menu. I’ve put up a development […]
v2.5 is finally getting finished, almost a year after v2.4. The delay is mostly because I had two quite long breaks from development this year. One during summer and one during winter, with focused development periods in the spring and fall. In this post I will summerize some of the changes that I haven’t got […]
Yet another change to weapons is the introduction of martial arts weapons. Martial Combo Martial weapons are connected to a new effect called martial combo. This effect is useful and necessary only when you have a martial weapon equipped (see next section). The martial combo effect earns you automatic extra attacks simiarly to what dual […]