ISODUN is a 3d isometric survival dungeon crawler, currently in early development. It features vitals management, cooking, exploration, with an emphasis on risk-versus-reward. 

GAMEPAD RECOMMENDED, Keyboard is fine, but Escape Key exits fullscreen.

CONTROLS:

InputKeyboardGamepad
CameraQ/ELB/RB
MovementWASDLeft Stick
Player MenuIStart/Options
Pause MenuEscSelect/Options
Run/DodgeTap/Hold ShiftTap/Hold L2
Crouch ToggleVTop face button
Toggle free-camCN/A
Change tabs in menuQ/ELB/RB
InteractFBottom face button
Quick AccessLeft ControlD-pad up
Lock OnMiddle MouseR3
Zoom In/OutScrollL3
AttackLeft ClickR2



Currently implemented as of v1.4.0

  1. day-night cycle
  2. fatigue and calorie system
  3. food cooking and preparation with chopping and searing minigames
  4. entity navigation, state management, and response to player
  5. dynamic deployable items, including bedroll, campfire, and climbable rope
  6. loot table basics
  7. save and load (player save, version, and config files downloaded as zip)
  8. dynamic equipable items (bedroll, lantern)
  9. Some audio for gameplay, interfaces, ambience, and music added
  10. Core dynamic entity functionality implemented - eating, hunting, fleeing
  11. Basic main menu implemented
  12. Core combat functionality implemented for attacks
  13. Bedrolls can now be slept at, factoring "safety" based on the environment and nearby entities
  14. Basic NPC integration
  15. Improved combat, including i-frames, soft-aiming while locked on, stamina system tied to hunger, player damage

Core features yet to be implemented and prioritized:

  1. Zone 1 map development - creating a cohesive first few layers of the spire.
  2. Proper player death context - respawn at hub area.
  3. Adding new classes with custom loadouts at the new game screen
  4. Expand on NPC dialog and functionality

ISODUN is in part made with AI tools, including much of the codebase and some placeholder assets. Any models or textures that are placeholder will be replaced with custom handmade assets over time. No generative content is created during runtime or gameplay.

This project doesn't collect, use, or store any user data aside from what is needed to save and load the game.

Development log

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