Dungeons of Dredmor - Development Update, Project Odin
Gaslamp has an update saying v220.127.116.11 for Dredmor should be coming this Thursday or so:
A quick status update: Dredmor should be getting a second patch – 1.0.10 – this Thursday, or – worst-case scenario next Tuesday. (I’m not releasing patches on Fridays any more. Once bitten, twice shy.) This will be going to Steam, Desura, and the HIB simultaneously, so everybody will finally be up to date. This fixes the bookshelf crash, the weird loading of saves related crashes on OS X and Linux machines, and adds a few cosmetic niceties (working magic reflection, remembering what mods are loaded, remembering if you have disabled click-to-move, random boss monsters occasionally having additional magic resistance, that kind of thing) that have been on people’s lists for awhile.
They also talk about the shift to their next project ("Odin") coming faster than expected, with hints they may have some external funding:
We have been uncommunicative lately, and this is our fault. Owing to external factors which we cannot announce yet, we have suddenly found ourselves catapulted into Project Odin, almost full-time, somewhat quicker than we anticipated. We’re not entirely sure how much we can talk about this yet, which is problematic, and everybody is probably wondering what’s going on. Ah, growing pains. (This has also been one of the reasons why we are looking for additional gameplay programmers; at least one person will be working on Dredmor with me, on a full-time basis, for the next few months.)
While we can’t give away what Odin is *just* yet – although there have been some pretty good guesses made – we can start talking a little bit about things we have been working on. We have acquired a real budget, oddly; dealing with this, and getting this organized, has been our major time-occupying phenomenon.
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