In that case you might want to reconsider the use of the term 'AI' in your description of such images, which unfortunately means something very specific when it relates to images on the internet right now. Is there any reason why you wanted to use this apparently very sophisticated custom approach when something extremely simple like a nearest-neighbor upscale already works very well for pixel art?
That's the skeletal 'death' sprite, for a brief time the hero kept their hair on death!
What software is that, out of curiosity? Either you're not referring to the same type of AI as the type of generative machine learning algorithms that are commonly used today (which is a fair misunderstanding, given all the naming is marketing BS and not at all descriptive of the technology) or you're referring to a locally run generative model, which still needs a huge amount of training that was presumably done by it's developer before distributing the model to run locally.
Sorry but I've removed your post. AI generated content is not allowed here as it violates rule 3: "Do not use other’s work without giving credit". Generative AI is trained using vast amounts of other people's work, taken without consent, and so giving credit is impossible.
I do think showing off the Cleric's spritesheet is a neat idea though (If I could have just edited your comment I would have) so here is the coment with the AI generated image replaced with an upscaled one:
"
The original leather sprites from 12/08/2012.
upscaled:
Great way to bring back a classic.
"
The Cleric's Design Origins
Did you know that in a way the Cleric is the first hero ever to appear in the original Pixel Dungeon?
Pixel Dungeon had a different default hero sprite for about 6 days after its first release in 2012. This was back before the game even had hero classes, and this sprite was quickly scrapped and replaced with the Rogue's sprite. I saw a screenshot of this design back in 2015, and it was my initial inspiration for the Cleric in Shattered Pixel Dungeon! The design has changed a lot since, but it's neat to think that in a way this hero is about 12 years in the making!
Also, I now have an account on Bluesky! While it isn't my first choice, I have been happy to see that Bluesky has been replacing Twitter for many people in the last little while. If you'd like, you can now find me there as well: https://bsky.app/profile/shatteredpixel.com
(Image Description: A screenshot from the original Pixel Dungeon circa 2012. Several graphical elements are outdated compared to the current version of Pixel Dungeon, and compared to Shattered Pixel Dungeon. Most notably, the hero sprite is completely different in this screenshot, using a design that was scrapped shortly after.)
It fluctuates, and does depend a bit on how you interpret the numbers, but atm it's the mimic tooth! It's a very spicy trinket, in a way that people really enjoy, but the chance of getting chomped by an ebony mimic is not worth the reward to the average player.
"Holy Warrior in a mix of cloth and plate" is a pretty common character concept. I will say though that the upper chest guard was a particular stylistic choice by Aleks, but I don't think it had a specific character inspiration.
I do hope a more supportive playstyle is possible, but do keep in mind that because of the way Shattered works, the Cleric will mostly have abilities that support themselves.
Afraid that is intended, artifacts need to be identified to work, so they aren't included in the logic for the shard of oblivion currently.
Not gone, just moved! You can see it at their side on the right.
ShatteredPD v3.0.0 is in Development!
Development of Shattered Pixel Dungeon v3.0 is now well underway!
v3.0's big new feature is the game's sixth hero: The Cleric! They're going to be a divine magic user with a wide variety of defensive, supportive, and utility spells.
I'll be sharing most posts about them in future posts here, but for now here's a little peek at their splash art.
(Image description: "A pixel-blurred image of the Cleric's splash art.")
Cave spinner webs are treated as solid terrain, which does mean that most movement effects can't go through them, just like they can't go through walls.
Levitation letting you go through the webs is actually not intended, thanks for letting me know about that inconsistency, I'll look into it.
EDIT: Ah, I see what's happening. The web effect is actually processing correctly, but levitating makes you immune to the rooted debuff. Perhaps at some point a 'webbed' debuff might be more appropriate here, but this is technically intended for now.
You'd be surprised how much a particular player's perspective can influence what they think is objectively powerful and what isn't. Just as an example, the rat skull is one of the highest winrate trinkets in the game, due to the added value from drops from rare enemies. There are of course some trinkets that the majority opinion is correct about though, I would like the censor to be less trouble for it's benefit for example.
Thanks for the feedback! There are a few trinkets I'd like to adjust still but overall I'm a lot happier with their general balance after v2.5 and patches. It is sort of intended that some people strongly dislike some trinkets though. They're all meant to be about tradeoffs and changing up gameplay variables (even if the tradeoff can sometimes just be lots of alch energy), so naturally some players will find some tradeoffs to be great deals and others to be terrible.
Roguelike Celebration 2024!
Roguelike Celebration 2024 is this weekend! It's a conference I've participated in a couple of times, with lots of interesting presentations about Roguelikes and Roguelike-adjacent things.
https://www.roguelike.club/
They also do a Steam sale each year, and Shattered Pixel Dungeon is 40% off on Steam for the next few days as a part of that!
https://store.steampowered.com/sale/roguelikecelebration2024
As for Shattered development, I have started work on the next update but don't quite have anything to show off yet.
(Image Description: "Roguelike Celebration '24" "A community-generated weekend of talks celebrating roguelikes and their community")
I worry that this would lead to very tedious gameplay where players would feel the need to keep track of what things the book has already cast so they can plan around the new likelihoods, and eventually the garunteed final effect before a new rotation starts. The book is also supposed to be quite random, which does include possibly rolling the same effect multiple times.
Hm, that's very odd, it almost looks like macOS is interpreting any sort of click on the game as one outside of it, and minimizing the game accordingly. The only change made recently to this sort of thing was one relating to multiple monitors, do you have more than one monitor connected?
Pressing option+enter should put the game out of fullscreen mode as well, which should help.
Hey, just wanted to pop in and say I am listening, and sorry that people here have been a bit aggressive in their replies to you.
Leaving Reddit (and twitter) was never about shutting myself out, it's entirely because those platforms are run by vile people and I can't stand to use them anymore. Back in the early days Reddit was 100% of my community interaction, and I admit I do miss participating in big discussion threads there, but these days the majority of my communication time is through direct messages (mainly email) and that's been the case for years.
Making changes to existing items like this is always going to be tricky, because of course it's going to upset someone. In this case it felt like a worthwhile change to make because a relatively large number of people wanted more ways to ID gear, and lots of other options for trap disarming already exist. It also feels like a better thematic fit for remove curse, as the stones now interact with equipment too.
ShatteredPD v2.5.3
Hey Dungeoneers!
I've just released Shattered Pixel Dungeon v2.5.3! This patch includes a few changes in response to feedback and gameplay data from v2.5.0. There is a new way to identify items, a few items have been buffed/nerfed, and bombs have been buffed across the board!
As I mentioned the main reason why I didn't include them is that they aren't really their own item. They're essentially just blandfruit in a different state, much like shattered honeypots or blessed ankhs, both of which don't have their own entries.
Replaying runs is not that simple I'm afraid. Firstly the RNG must be perfectly deterministic for every single action and reaction in the game (harder from a coding standpoint that you might think), and replays would break any time the game is updated.
That's intended, there are a few 'sub-items' which aren't included in the catalog mainly because I felt it would be reduntant. Shattered honeypots are another example.
That doesn't happen actually, only levelgen is affected by the dungeon seed, after that things like combat rolls and enemy drops are totally random. I made the choice to handle it that was as normal players would have their RNG diverge almost immediately anyway, and I wanted to prevent strats like 'do this specific sequence of inputs to spawn a thief on floor 4 and have it always drop an artifact'
Shattered has a full privacy policy that you can read through, but a few points:
- the policy only covers the data I collect, google firebase itself may collect additional data and you should refer to Google's privacy policies for that.
- Naturally Google/Apple already track you via various device services. I have no reason to believe Google collects any info via Shattered's use of firebase over what they already collect anyway.
- you can opt-out In the settings, and this should turn off Shattered's use of firebase completely.
ShatteredPD v2.5.1
Hey Dungeoneers!
The first patch for Shattered Pixel Dungeon v2.5.0 should now be out on all platforms! v2.5.1 includes an assortment of small fixes, and some balance changes to three of the new trinkets. I expect to make more changes in future patches as well, before moving on to work on v3.0.0.
Check out the changes screen ingame for a full list of changes.
Shattered Pixel Dungeon v2.5.0!
Hey Dungeoneers, Shattered v2.5.0 has been released! v2.5.0 includes a total overhaul to the journal, some new trinkets, and tonnes of smaller tweaks and balance changes. There are also new splash arts for each of the dungeons regions, viewable during loading screens! Be sure to check the changes sc...
Hey Dungeoneers, Shattered v2.5.0 has been released!
v2.5.0 includes a total overhaul to the journal, some new trinkets, and tonnes of smaller tweaks and balance changes. There are also new splash arts for each of the dungeons regions, viewable during loading screens! Be sure to check the changes screen for full details.
Shattered beta delayed on Google Play
Hey folks, I've just sent the release candidate build for Shattered Pixel Dungeon v2.5.0 to beta! If all goes smoothly I plan to release the update in another couple of days, probably on Wednesday.
Unfortunately, users on Google Play are still stuck on a beta from August 30th. Google Play usually takes ~1 hour to review any update I send, but Beta-5 has been stuck in review for days now. This may mean that the full release of v2.5 will be late on Google Play.
Coming Soon to Shattered: New Trinkets and Splash Art!
Hey everyone, after a bit longer of a wait that I initially planned, Shattered Pixel Dungeon v2.5.0 is now ready for beta! In this post I’m going to share some more of the new things coming in this update!
Hey everyone, after a bit longer of a wait that I initially planned, Shattered Pixel Dungeon v2.5.0 is now ready for beta! In this post I’m going to share some more of the new things coming in this update!
New Shattered Cursed Wand Effects!
Shattered Pixel Dungeon's next major update will be going to beta early this coming week.
Here's one more new thing coming in v2.5: new cursed wand effects! I'm adding 16 new effects, ranging from simple bubbles to a rare but extreme supernova explosion! The bubbles are harmless but you really, really want to avoid the explosion.
(Image description: A GIF showing the new supernova explosion effect. A yellow glowing orb keeps growing in size while danger indicators litter the floor. After 10 turns the orb explodes, killing the player)
Region Splash Arts Coming Soon!
Hey rat punchers, Shattered Pixel Dungeon v2.5.0 is getting very, very close to being ready for beta. Sorry for the delay, but there's a few additions over what I was originally planning for this update that have made it take a while.
One of those additions is region splash arts during the game's loading screens! After teasing these all the way back in 2023 they're now ready, and will release with v2.5.0!
Ten Years of Shattered Pixel Dungeon
On this day, 10 years ago, I released Shattered Pixel Dungeon v0.1.0. This tiny initial release was my first serious attempt at gamedev and was distributed to maybe 50 people on the Pixel Dungeon subreddit. Fast forward 10 years and Shattered is my full-time job, with roughly 5 million combined down...
On this day, 10 years ago, I released Shattered Pixel Dungeon v0.1.0. This tiny initial release was my first serious attempt at gamedev and was distributed to maybe 50 people on the Pixel Dungeon subreddit.
Fast forward 10 years and Shattered is my full-time job, with roughly 5 million combined downloads and roughly 150 thousand combined sales over several platforms. Even after all these years, more new people are discovering Shattered now than ever before, and the updates I make are getting bigger and better.
Join me for a quick walk down memory lane, and for a preview of something very exciting that's yet to come...
Coming Soon to Shattered: A Journal Overhaul!
Hey Adventurers, July is coming to an end and I owe you guys an update! Unfortunately, I’m going to miss my earlier estimate of a beta during July. This is mainly due to v2.5.0 becoming a much bigger update than I originally planned. I’m now anticipating v2.5.0 will be ready for beta around the seco...
Hey Adventurers, July is coming to an end and I owe you guys an update!
Unfortunately, I'm going to miss my earlier estimate of a beta during July. This is mainly due to v2.5.0 becoming a much bigger update than I originally planned. I'm now anticipating v2.5.0 will be ready for beta around the second full week of August. In the meantime though, let's go over some of the new stuff that's coming soon!
A Few More Shattered UI Improvements
Hey folks, one more small update about UI improvements before a bigger blog post next week. I'm afraid Shattered Pixel Dungeon v2.5 isn't going to be ready for beta in July, but it's very close!
v2.5 includes a few other UI improvements in addition to all the ones I've shown off: a display for badges in the in-game journal window, a better alchemy UI layout for larger screens, and a full journal UI from the main menu (pictured here)!
(Image Description: An image showing new Journal UI from the main menu. Badges are currently being shown (which is unchanged), but there are new tabs for catalogs, the dungeon guide, and alchemy.)
Custom Notes in ShatteredPD!
After getting requests for years, I am finally adding support for custom notes in Shattered Pixel Dungeon!
You can make plain text notes, or attach them to a dungeon floor or item. These are a great way of keeping track of information between play sessions, or deduced properties of unidentified items. Custom note titles will even appear in the descriptions of their items!
(Image Description: An image showing the various UIs for adding custon notes. A selection window for adding them is shown on the left. A cropped window is on the top-right, showing five custom notes in the adventuring notes UI. Another cropped window is in the bottom right, showing a custom note appearing in an item's description.)
New Adventuring Notes in Shattered
I'm also using the new Grid UI to overhaul Shattered Pixel Dungeon's journal notes page! The automatic adventuring notes, which record keys and landmarks, are now presented in a much more compact form! I've also added a few new landmarks, such as special floor types.
You might notice that there are a couple of other new things in this UI as well, more on that next week...
(Image description: An image showing the new 'adventuring notes' UI in the journal on the left. Notes are organized by dungeon floor with icons the player can tap for more info. On the right two example note descriptions are shown)
A New UI for Scrolls of Upgrade
Continuing the trend of interface improvements coming to Shattered Pixel Dungeon in the next update, I'm adding a new window when you try to upgrade items!
Currently the only way to know how the stats of an item change with upgrading is to actually spend an upgrade scroll, but with this new interface you'll get a helpful little summary first! The window includes almost every stat in the game that scales with item level.
Shattered's New Catalog UI pt.2
As mentioned last week, Shattered Pixel Dungeon's catalog is being expanded, but it's getting more than just new items. The catalog now also includes all of the game's enemies (plus plants and traps), and lore documents!
In total this means the new catalog has gone from 101 things to just shy of 500! It'll also keep track of stats such as how many times you've defeated an enemy, and comes with 9 new badges.
Shattered's New Catalog UI pt.1
Hey folks, since last week I've finished the new catalog UI, so here's a more fulsome screenshot!
For reference, the existing catalog contains 101 items, and this new one now contains a massive 315 of them! Almost every item (and enchant/glyph) in the game is now viewable here, assuming you've found it first.
It looks like there are still 2 more categories though, I wonder what's in them...
A peek at a better Catalog UI
With Shattered Pixel Dungeon v2.4.2 out, I'm properly starting work on the next update, which is going to include a bunch of changes to the journal interface.
Here's one of them, a new UI for the game's item catalog, that uses a grid instead of a long list. This makes the catalogs easier to navigate and gives me loads of room to add new things to them too...
Shattered Pixel Dungeon v2.4.2!
Hey Dungeoneers! ..And here's the second patch for v2.4! this one focuses a little more on balance tweaks, and I expect it'll be the last patch for the update. Changes Weapon Ability Buffs [expand type=details] Overall success rates are up across the board for the Duelist and weapon abilities, but I...
Hey Dungeoneers, sorry for being a little quiet here lately!
I've just released Shattered Pixel Dungeon v2.4.2, which is mostly focused on followup balance tweaks, but also fixes a few bugs. Here's a link to the changelog on Steam: https://steamcommunity.com/games/1769170/announcements/detail/4185612701676471088