**Releasing November 20th**
Hey Folks, I just wanted to share some information on the upcoming Adventure To Fate: Dungeons game. This is the next chapter in the Adventure To Fate series and will be the 7th release over the past 14+ years.
Here is a preview of the game and what sets it apart from the previous ones.
Adventure To Fate: Dungeons is a turn-based roguelike RPG built on over a decade of handcrafted systems and content, now expanded with new roguelike mechanics, dungeons, and deeper progression than ever before. Battle through multiple unique dungeons, each with its own enemies, layouts, special mode, and storyline
New Features:
Prefixes (Items & NPCs)
Dynamic prefixes now modify both gear and enemies, adding variety to battles and loot. Expect surprises like “Frozen” staves or “Vengeful” enemies. These modifiers make every run feel more dynamic and unpredictable.
New Classes & Skills
Expanded class selection with fresh archetypes and unique abilities. The Thief introduces stealthy new mechanics, including the ability to steal and instantly equip items during combat.
Dungeons & Modes
Procedurally generated floors, themed challenges, and evolving modifiers. Explore the Crypt of Fate, The Lost Sands, and the Frozen Spire. New challenge modes, such as Mystic Mode and Hellish Mode, offer roguelike depth with harsh restrictions.
New Bosses & NPC Mechanics
Unique bosses that feature modular behaviors, taunts, and battle opening effects for a fresh challenge each time.
Art, Music & Sound Effects
A strong focus on immersive audio, especially tailored for VoiceOver users. The soundtrack includes a custom progressive rock album composed by Aaron Cloutier, with layered dungeon themes and encounter music.
QoL Improvements
Better VoiceOver support across menus and combat, improved onboarding, and a new auto-equip system that helps players jump right into the action.
Quests, Achievements & Meta Progression
New systems reward players for long-term accomplishments, character milestones, and cross-run goals. Discover layered objectives, rare class challenges, and endgame quests that shape your legacy.
EDIT now premium paid. (From “free to try” to paid)
This change is purely about giving the game and players the best chance to succeed. Competing in the free charts today often means going up against shovelware and pay-to-win clones, which makes visibility nearly impossible without a big ad budget. By launching as a one-time purchase ($4.99), the game will appear on the premium charts, right alongside other high-quality indie RPGs (exactly where it belongs).
Price: $4.99 (same as the previous unlock full game price and only charged on release day Nov 20th)
New Pre-Order Link:
https://apps.apple.com/us/app/adventure-to-fate-dungeons/id6743055907
Once again if you preordered as free it was canceled and you’ll need to agree to the new price.
Thanks for reading and let me know if you have questions!
Comments
@mark Which demo
Hey are you refering to a video or a stream? or the testflight version of the game?
I did just update the audio stream of the live songs there is not voiceover.
However game double tap on youtube has over 100 hours streamed here is his youtube channel.
https://www.youtube.com/@Game_double_tap
Recommended whats new
https://www.youtube.com/watch?v=_7TcvzZ504k&t=223s
Day 23 of New Dungeons Features – Live Music Performance
This one’s a bit of a cheat, but it’s too awesome not to share!
Last weekend, Aaron Cloutier (the talented musician who’s been composing for the series for years now) gave a live performance of the previous game's music (Core Quest) at the Game Harvest conference in Louisville, KY. It was incredible to hear this soundtrack come alive on stage, and it’s a reminder of how indie collaboration can be so awesome!
For both games (Core and the new Dungeons) he has created an entire prog rock-inspired album designed specifically with audio-first players in mind. The music brings a sharp energy to the dungeons and boss fights (each track tailored to set the tone for the different dungeons).
Because accessibility and audio immersion are at the core of this game’s design, Aaron’s music isn’t just a background layer but a critical piece of the experience, and one of the main reasons battles feel so dynamic.
Check out the live performance: https://youtu.be/0sBr5FADz3U
Listen/Get to the full album here: https://aaronccloutier.bandcamp.com/album/adventure-to-fate-core-quest-soundtrack
Supporting other indie artists while building a fully audio-capable roguelike has been one of the most rewarding parts of this project. And the soundtrack is just one more piece that helps bring the world of Adventure To Fate: Dungeons to life.
Day 24 of New Dungeons Features – Spirit Upgrades
Spirits have been a part of the Adventure To Fate universe since Lost Island, but in Dungeons, they’ve been massively expanded and refined.
Trinkets have been expanded for new dungeons and types (stat-modifying items for spirits), allowing for more personalized builds. Over 30 new trinkets have been added.
Relics have also been expanded (over 30 equipable skills added) to include New skill types such as Escape (flee from combat) and Potion Steal (steal potions mid-battle) make spirits more versatile than ever.
These additions make spirits feel like true party members, not just passive companions.
Once you complete the final Spirit Shrine Quest, spirit selection becomes more strategic. You’ll now get to choose from 3 random spirits instead of 1 when discovering a new one. This decision adds another layer of tactics, especially when considering trinket builds, relic synergy, and dungeon-specific strategies.
A New Dungeon Mode: Spirit Focus
The Frozen Spire’s Mystic Mode is built entirely around spirits. In this mode, you choose from 3 new spirits each floor, and blessings are centered on empowering them. Enemies are tougher and spirits become the core of your power (your main hero takes a backseat).
There are currently over 35 unique spirits in the game.
Each dungeon has its own themed spirit pool, giving every run a different flavor and new companions to discover.
Spirits upgrades bring a new layer of depth to combat, exploration, and progression.
They’re a tactical system, a collectible system, and a customizable party system, all in one. They’ve evolved far beyond their original form and are now a key pillar of Adventure To Fate: Dungeons.
Day 25 of New Dungeons Features - Room & Floor Design
Today’s post offers an inside look at how dungeon rooms, floors, and events are generated in Adventure To Fate: Dungeons (a blend of handcrafted precision and procedural variety).
Unlike previous games in the series, where dungeon floors followed a static layout tied to story progression, the new game takes a semi-randomized approach. At the start of each dungeon run, a fresh layout is created, but not entirely from scratch.
Rather than relying solely on procedural generation, the game pulls from a pool of handcrafted room templates (30+ specific to the dungeon). These layouts are carefully designed to Be fully explorable and “complete”, Offer interesting pathing and decision points and Support all possible encounter types
By using these preset layouts it means no more broken layouts, boring hallways, or empty dead ends.
Once the layout is selected, dynamic elements are placed. Monsters, Shrines, Traps, and Events are added using a mix of controlled randomness (Placement rules ensure balance and pacing (e.g. boss rooms don’t spawn next to shrines))
By mixing curated design with procedural flexibility, each run feels different, but never chaotic or broken.
This hybrid approach gives you the best of both worlds: handcrafted depth and procedural replayability.
Day 26 of New Dungeons Features - Crafting & Forge Upgrades
Today’s focus is on the upgrades to the crafting system and the forge a pair of features that were already popular in past titles, now taken further to better support the roguelite format of Adventure To Fate: Dungeons.
Each dungeon now features its own unique crafting materials. These materials match the theme of the dungeon they’re found in, and the items they produce reflect that identity. This means different professions will naturally have advantages in different dungeons, encouraging experimentation and exploration to uncover the best combos.
The forge system (which allows players to create their own custom item, complete with name, image, description, and stats) now includes unlockable upgrades tied to quest progress. There are also a few new stat options like Light Damage and Light Resist, giving more room for strategic builds and theme focused characters.
Around 70 new item images have been added to the forge to enhance visual variety. Additionally, VoiceOver users can now write and save their own item descriptions, improving accessibility and making each forged item feel even more personal.
Altogether, these upgrades further deepen a core system while weaving it more tightly into the roguelite structure of the game.
Day 27 of New Dungeons Features - Obituaries (Tomb of Souls)
One of my favorite new features in Adventure To Fate: Dungeons is the Tomb of Souls (the game’s unique take on an obituary system).
Whenever a player dies in a run, their final moments are recorded in this tome. It displays the last 10 player deaths, showing who died, what enemy dealt the fatal blow, the dungeon they were exploring, and the floor it happened on. This turns every death into a shared legacy that other players can browse.
There’s no login required. Instead, the game uses Apple Game Center leaderboards to store these obituaries. All relevant info is packed into a single encoded integer, which is then decoded client-side to show a detailed visual entry with complete with player class image, enemy image, dungeon name, and death floor.
The book is readable in multiple ways:
• Immediately after dying, as part of the death recap screen.
• From the main title screen, so you can quick open and check deaths.
• From the character stats page, as a historical log.
VoiceOver support is fully integrated. All death info is read aloud in a clean alert format, with your own death emphasized for context and clarity.
It’s a small feature, but one that adds weight and atmosphere to the roguelite cycle. Your defeat becomes part of the game, where other players can read your story.
Day 28 of New Dungeons Features - Daily Quests
Day 28 of New Dungeons Features - Daily Quests
While I’ve already touched on quests and achievements earlier, today I want to highlight the daily quest system specifically (as it plays a big role in both engagement and progression).
Daily quests in Adventure To Fate: Dungeons are shared across all players each day, rotating through a set of about 25 different tasks (As development continues, that number is expected to grow). These quests are tied to the calendar day, meaning every player gets the same quest on the same day of the month. This design choice was intentional (to encourage community discussion, strategy sharing, and a sense of shared challenge).
The quests themselves range from defeating dragons to heal X amount of damage in a round.
Each daily quest comes in three tiers of difficulty. The first tier is meant to be quick and can usually be completed within a floor or two. The second tier typically requires a full run, and the third tier may take multiple attempts or longer sessions to complete.
The rewards for completing daily quests are mainly soul types, making them a great way to earn progression currency for classes you don’t normally play. Some quests even include special unlocks (for example, completing the Dragon Slayer daily quest can unlock a dragon-type race as a reward).
Daily quests bring a steady rhythm of new challenges and rewards, adding both mechanical depth and narrative flavor to the roguelite formula. They’re another meaningful system that helps round out the game and give players a reason to keep diving back in.
Day 29 of New Dungeons Features – Official Trailer
With only two days left until launch, it’s the perfect time to share the official trailer for Adventure To Fate: Dungeons! This post wouldn’t be complete without it (what better way to wrap up 30 days of features than with a full preview of the game?)
The trailer brings together the three App Store preview videos, adds smooth transitions (as slick as a 2D turn-based mobile RPG can be!), and layers it with some of Aaron Cloutier’s incredible music. The result is a short but powerful overview of the game’s dungeon selection, combat, and systems.
I’ve also included subtitles in the trailer for accessibility. While they should work well for most viewers, if you're using a screen reader and find the subtitles intrusive, you should be able to turn them off directly on YouTube.
Thanks again for all the support throughout this lead-up. Just one more day to go of previews, then Thursday (Nov 20th) is launch day!
https://youtu.be/b_e1E-IdfT4
Day 30 of New Dungeons Features - Tome of Legends
We made it! 30 days of new features and release day is tomorrow (or already live for some of you outside the U.S.). Thanks for following along!
Today’s feature is one of my favorites: the Tome of Legends. This special leaderboard tracks players who’ve completed a dungeon and proudly displays their victory.
It works similarly to the Obituaries system, using Game Center to record each win. When you beat the game, your run is logged with a packed integer that encodes your dungeon, mode, and class. The Tome then displays it visually (your class icon, the dungeon image, and text color-coded by dungeon mode). For VoiceOver players, it presents the info in an accessible, scrollable alert list.
You can view it from the title screen or your character’s stats page. It’s a great way to celebrate wins, and just like this post series, it’s a fitting way to wrap up the journey.
Thanks again for the support. I hope you enjoy the Adventure!
Hey Zoe Thanks for the support!
First off thanks for supporting my work and getting the game. Sorry about the trouble so far.
As for the spirits when you get a new spirit it puts it in your spirit book in the menu. you then need to select which spirit you have active. I believe you found a Spirit Guard but have not set it as active. (maybe I need to update the tutorial message too)
As for the combat do you mind telling me what device you are using? iPad? iPhone? What model. For some devices the field is shrunk and doesn't act properly. I likely need to redo the system itself if these issues are still popping up sorry about that!
Thanks again for supporting the game and bringing these to my attention
Adventure To Fate: Dungeons has officially launched!
Adventure To Fate: Dungeons has officially launched!
Download:
https://apps.apple.com/us/app/adventure-to-fate-dungeons/id6743055907
I want to thank all the testers (many are from AppleVis) who helped me create this game! It wouldnt be what it is without them! I want to thank @AaronCCloutier for the awesome soundtrack dedication toward the project! @Game Double Tap for streaming (voiceOver), testing, and just being an awesome guy throughout the whole process.
Thanks to the community here for supporting accessible and indie gaming!
As always, anyone who wants a copy of the game but cannot afford it or isn't in a place to buy it who still wants a copy please PM me and I will buy you one. I want everyone to experience the game.
Thanks again please let me know of any questions or suggestions you might have!
Still enjoying Core Quest
I will eventually get this game, but right now I am still enjoying your previous game. 🤓
First Try
Thanks for all the effort it must have taken to get this great game out there. Its so much, much more than Core Quest and I've just dipped me toes in the Crypt of Fait for the first time, Playing as a halfling witch. Most impressed with all the new content and sounds. Love the crafting now, with the missing materials message. this saves constantly tapping on what's desired only to find its not available. Very nice touch, also, when rejoining the game, you get voice over reminding you where, how and what my witch is doing! Great touch. I'm hoping to gift the game to friends if it's possible.
fantastic game!
Always been a fan of your work and this game is no exception to the cause. However I do have a couple of questions. First off, when viewing the battle log sure it shows up in multiple lines but then you'd have to switch the VO rotor to lines and scroll that way which is something I'd quite not would like to do if I'm switching through headings because then, it's less manageable. Are you not splitting the lines up into separate UI elements because I would think that that's what would need to happen in order for this to work correctly. Also certain actions are not spoken but are viewable from the logs. Is this a design choice? Unless each action is being interrupted when the next utterance is being spoken via the accessibility notification and if that's the case, I do recall there being a way where you can code to where you can have things set to queue. I'd have to see if I can' find the docs for this and I do recall discussing this at one time. Most notably, when VO says the room has been refreshed, it'll interrupt itself and go on to the next notification. At that point, what's the use of having that notification there if we can't really read it? There's a few notifications like this and I'd have to go through and see what they are. Also, another thing. and I still quite do not understand why this is still the case, if you can't use a skill the game will pop up a dialog but then would disappear after a few seconds, leaving to what voiceover was reading in that dialog to be interrupted when said dialog is closed. Either have this be read in an accessibility notification and don't pop up another view or pop up that view but have us dismiss it. Really at that point I would love to know the reason of why I cannot use said skill weather it's resource or what have you, and I'm sure that popup explains it but you can't really get to it. The game is great don't get me wrong but these are just little things that would make it that much more polished. Again, keep up the great work.
@brian glad you are still enjoying them!
You are in for a treat when you get to dungeons!!
@mark p glad you love it
Glad you appreciate all the odds and ends I added for QoL improvements. I really think it brings the experience together.
Thanks for spreading the word too!
@johnathan thanks!
Thanks for the in depth explanation of the issues and possible fixes.
The battle and combat log are main priorities they seem to work for some broken for others. I need to rewrite the system. I have plans for a double tap that brings up all rounds in an easier to read format too.
As for the voiceover talking over itself I know there are a few places and currently using timing methods or other pointers is a pain. I need to address this to so I’ll check the queue system. I was never able to get that to work reliably but maybe it could atleast work in some places.
Also that why you can’t use it message I can investigate too.
I’m just copying your whole post into notes and will dissect it and fix what I can. May contact you too. Thanks!!
A Suggestions
Hi. I've been playing the game a lot more. The spirit thing wasn't a bug, it turns out, it was just me not understanding that I already started with a spirit. I do have one more suggestion.
It would be nice for after things like vaults and shrines that weren't initially visible are revealed, voiceover would say where they are on the square. Right now I think it only reads the square they're on as the same as the others, and during battle and stuff it can be easy to lose track of where they are. I don't think that's an issue with most because some of them make you have to choose something before moving on, but for discoverables like vaults that can be interacted with pretty much whenever until you leave the floor, a marker of where they are would be nice. .
@zoe
Glad the spirit thing it good.
and you are saying a marker for vaults and shops and stuff? I figured they showed but I’ll check why not. Nice detailed catch. I’ll add to list. Thanks.
Monk (new class) Update In the Works!
Hey All, I just wanted to share that a new update is in the works!
I am currently working on and testing the new Monk Class. This is a class that relies on combos which improve its damage. Its also a light / staff class that has both melee and magic/healing spells. Quite the unique class so I am excited for people to check it out.
Along with the monk I have added and adjusted new content: Like spirits, runes, skills and crafts! I also fixed quite a few bug and made QoL improvements. I am hoping to have the update fully coded by early this week. Then I will spend a few days testing with the Discord helpers/testers and once everything is good to go I will submit the update. I am hoping for a late next week release!
I will post more info as I complete things!
Thanks for supporting and following along!
other than the Adventure To Fate: IP...
well, I hope you guys can make another type of games.
like action or shooting battling kind of games.
even I like to play it...
@ming
Yes Ming I do have some new game types planned! I will be busy updating and adding content to dungeons for a good while but I do have 2 other accessible games planned. I don't want to give too much away but they are both sports games. A beep ball type game that uses sounds and vibrations. Also a skateboarding game (shoutout to dan mancina) that uses the same sort of systems. Both of these are very very early in development stage (but I am super excited to start on them).
New Monk Class + More!
Introducing the Monk Class! A unique class where each consecutive attack strengthens the next, unlocking devastating finishers and unique build paths.
Specialize in rapid-strike combo chains, sustain yourself with healing arts, or turn enemy strength against them with reflect and poison-focused builds.
Monks start with 2 stamina, giving them an early game jump start. From there, each consecutive attack that is landed increases damage by 20%. Beyond that, there are special combo attacks that take place on the 3rd hit attack further enhancing the class!
VoiceOver Improvements from forum suggestions:
I totally rebuilt the combat and main action log so now you can tap to read line by line OR continue reading as a quick paragraph (the best of both worlds).
I also added item rarity to readover or items (common, rare, epic, etc)
Voiceover readings and timings of sound effects should also be improved.
Thanks for all the suggestions and for helping me figure out these solutions!
This New Version Also Includes:
-New Races as well as balance upgrades on previous races.
-New Spirits to find in each dungeon
-New Runes and Equipment drops.
-New Prefixes (including new Ultra Rare Prefixes) that further expand item diversity.
-Shop updates to support a wider range of builds.
-Ul and accessibility improvements, including better equipment slot indicators and enhanced text-log readability.
-Various Bug Fixes and Adjustments
This is a free update (as will all of them be!) I did add an optional donation button by request but don't worry no ads or extra currency!
Thanks for supporting Indie and Accessible Development!
I tell ya what...
Got the new update, had a play with the new class and love what you've done with the log! It's a nice touch indeed. However, when you can't use a skill for whatever reason, VO still interrupts when that popup goes away after a second, me trying to figure out why I can't use skills in the first place. Not sure if you're still working on this portion but love what you've done so far. Keep up the good work.
@johnathan glad you like the update!
Hey glad you enjoy the improvements! I’m hoping to slowly chip away at the issues as I develop solutions.
I’ll check again on the timing for that popup. I did change a few of the timings with this update but hadn’t messed with this one just yet.
If you run into anything else let me know. Thanks again for the support!
Considerations
Would you consider making the map into an actual table, one that could be navigated with table commands, or table gestures? My biggest issue I have with your games, is my inability to properly navigate the map very effectively. I am not sure if that is the way I'm swiping, or just the design in general, but I struggle with the grid as it is currently designed. Even if I put my device into Vertical navigation with the VoiceOver rotor, swiping up and down within a column, or left and right within a row does not always work as intended or as expected. I'm not sure if that's VoiceOver losing focus or what, but an actual table grid would Perhaps make this a little easier to navigate.
At least for old folks like myself...
re: Considerations
I've just been using the arrows at the bottom to se what's there. You do have to have hints turned on to be fair. And if I really need to see to get a mental map in my head explore by touch. I've never tried vertical navigation to be quite frank but it should work if the map is laid out exactly like a grid.
Re: Explore by touch
I do use the explore by touch feature, when trying to navigate manually throughout the map. I also do have hints turned on for the games. I think my issue is that voiceover, at least on my device, is losing focus, because I will be slowly navigating from left to right, top to bottom, using explore by touch. But then suddenly I'll be at the top of the map, or at the bottom of the map where the movement controls are. If I try swipe gestures, this is where I will use vertical navigation, so I can say swipe left and right, or swipe up and down, that does work for a time, But certain things will make VoiceOver loose focus. One of them is your character graphic on the map, it seems to lose focus as you're trying to navigate past that, and will loop back around to your character graphic.
For example, say I am on cell 15, that is to say my character graphic is there, and perhaps two cells in any direction is the entrance to the next floor, or an MPC/battle, a healing shrine, etc. as I am swiping toward the item of interest, let's say it is a healing shrine, when VoiceOver swipes over my character graphic, it will lose focus and loop back to the character graphic on the next swipe.
I hope this makes sense to everyone.
@brian thanks for the indepth feedback about the issue.
hey thanks for the detailed feedback this gives me something to work with when testing. ill be honest when I test/play with VO I usually use the direction pad too since it gives more info then explore from the character element when needed
swipe up/down to header 0 room or player header or header 24 room.
Anyways I understand what you are saying something is interrupting and refocusing on the header. I will check it out thanks again.
Thanks! For the Golden Apple Game of the year award!
I just wanted to say thanks for AppleVis for creating this platform and for those of you who helped along the way! Bug finds, suggestions, help testing! All made the game what it is today so thanks! Thanks for all who voted for me as well!
More to come in 2026. I am currently finishing up a large QoL update for Core then shifting focus back to dungeons to work on more Content including the new volcano dungeon! More to come soon.
Thanks again!
iPad, audio games, and languages
Hello everybody. This is the first time I make a post on this forum. If I make any mistake, please just let me know. I bought an iPad a month ago cuzz there are many audio games on the appstore. But, to play some of these games, it's necessary to tilt my device and I honestly don't want to. Somebody told me I could execute keyboard shortcuts on audio games only with the Apple keyboard, the one that costs about $300. Is it true? I have another bluetooth keyboard. But it's impossible to execute keyboard commands. Eventually, I'd like to know how to add multiple languages to the VoiceOver rotor. I'd really appreciate your help.
@hyas girl
Hey I think you might want to post that question on device accessibility forums. Here is a direct link:
https://www.applevis.com/forum/low-vision-accessibility-apple-products
Upcoming Update
Hey folks, I just wanted to touchbase and let everyone know whats in the works for dungeons! I am working on a minor content/fix update before the new Volcano zone.
This update (2.1) will include new bosses/enemies/drops to add a bit of depth to the current dungeons. It also fixes quite a few pre-existing bugs/balance issues. It also makes hellish mode more balanced/competitive for the leaderboard with the ability to now finish the game at lower levels (leaving floors without defeating all enemies).
Full Notes here:
New Floor 5 Bosses (these will always spawn during testing) and Enemies
Crypt: Corruption Boil - Features compounding damage over time and deadly ooze spawns.
Desert: Faceless Figure - A mimic boss that copies your image, stats, and skills.
Frozen Spire: Blue Soul Shard - Frozen past enemies will rise again!
Added 20+ new regular enemies with new skills and loot drops.
Improvements & Fixes
Fixed bug preventing prefixed enemies from using special moves (Warning: Enemies may be harder now!)
Keys can no longer drop with prefixes.
Fixed Magic Orb subtraction and crafting logic.
Fixed 'Null/Void' inventory slots (Tap the bugged slot to auto-fix).
Healing Shrines should correctly remove Curses now.
Hellish Difficulty Update
Shops are now limited to 1 purchase per visit (sells remain unlimited).
You can now leave floors without defeating all enemies (boss floors still in the works).
If you are interested in testing, please let me know! This is basically an early update for those who want to test. All your content from the live game and testing carries over.
New Update 2.3 - New bosses, Enemies, Loot, Fixes and more!!!
Hey all, I just completed a large update with a lot of new content and fixes. Now that I have a lot of these fixes in, I should be able to focus on the new Volcano Zone that is in the works.
For now here is the current update it polishes and adds depth to all 3 dungons.
Huge Content Update - New Bosses, Spirits, Skills, and Loot!
Floor 5 Bosses: Face off against the Corruption Boil (Crypt), Faceless Figure (Desert), and the Blue Soul Shard (Frozen).
New Threats: Battle over 30 new enemies and encounter powerful new Elite Prefixes: Massive, Lethal, Elusive, and Frenzied.
New Spirits: Hunt down the elusive Ghast and Haunt spirits in the dungeon depths.
Crafting Overhaul: Fate Gems
Rare Drops: Bosses now drop exclusive "Fate Gems."
New Recipes: Use Fate Gems to craft powerful Trinkets, Relics, Runes, and Stamina Potions.
Class & Gameplay Updates
Hellish Difficulty: Shops are now limited to 3 purchases per visit for an extra challenge. Floor 6 Vault was replaced with a Shop.
Champion Mode and higher: You can now descend to the next floor immediately after finding the exit without clearing all enemies.
Paladin: "Confusing Aura" now triggers 100% of the time on block.
Witch: The Fruit Bat pet now gains a "Confuse" skill.
Assassin/Thief: Luck stat now boosts damage for Backstab and Wild Strike.
Accessibility & Improvements
VoiceOver: Added Boss and Battle Tips to the combat log for better accessibility.
Visual: Added Boss and Battle Tips before battled popup for Mystic Mode and below
Fixes: Fixed "Null/Void" inventory and skill slots, quest tracking bugs, and curse persistence.
New SFX for Ultra Rare items and for Tier 5+ items
Sale to Celebrate Golden Apple Accessible Game of the Year Award
For the first time, Adventure To Fate: Dungeons is going on sale!
To Celebrate Winning the Golden Apple Accessible Game of the Year Award (by AppleVis/Be My Eyes) I am putting Adventure To Fate: Dungeons on Sale this Weekend!
$4.99 > $2.99
https://apps.apple.com/us/app/adventure-to-fate-dungeons/id6743055907
A rundown on the new additions/improvements since release! A new Monk Class! Tons of new Bosses, Loot, Skills! Lots of QoL improvements, along with countless accessibility additions and adjustments (as I received feedback from the community). I am currently testing a new Dungeon (The Infernal Volcano), which is due to release shortly! As always, these additions are free with the base game, with no extra costs.
Thanks for the support!!!
AppleVis Podcast Review!
For those who want a bit more info about the game, I wanted to share an excellent review by the AppleVis podcast crew!
https://www.applevis.com/podcasts/gamers-corner-oct-dec-2025-adventure-fate-dungeon-scoundrel-accessible-ios-gaming
https://podcasts.apple.com/us/podcast/applevis-podcast/id478403062?i=1000753644728
Thanks so much for the awesome review!
My Thoughts so Far
First, thank you for not just this game, but the other ones as well. I've played Lost Island, and Core Quest, but so far, Dungeons is the best of them all- with more replay values- the other ones I played a couple runthroughs and got tired of them cause it was basically the same most times- yeah, the classes/races were different, but the play experience itself didn't really change.
Dungeons on the other hand, everytime it's a bit different, with randomly different equipment/loot, making it a pleasant surprise many times.
With that said, I do have a few thoughts that I want to share- after playing through dungeons almost 100 times now :)
(I have not read the thread history, so if some of these points have been made already, please forgive me.)
1: The classes aren't balanced quite right- I'm able to play through hellish modes with Witch most times (unless I get really unlucky), but some classes, like assassins for example, is extremely frustrating. I almost threw my phone across the room when, I got my assassin to the final floor, on hellish mode, and mind you, my assassin was really really well equipped and over pwoered with all kinds of prefixed equipments- able to kill most things on the first round alone, and then, final boss, Frost lord and Frost mother I think, Lord hit me three times, me dead, first round, just like that LOL.
I thought I was too old to rage out over a game at 44 years, but apparently, I was wrong!
So yeah, while I've been able to beat hellish on Witch and Naturalist, and maybe thief if really lucky, the other classes have been like no-go so far.
(Also, the only way I am able to beat hellish mode even on those classes is to play as alchemist, otherwise I can't even make it past floor 6 LOL).
2: The dungeons are a bit short for you to really map out your character's full potentials. Basically, the game is a bit drab at first four to five floors, basic equipment, basic skills, just gloomy bolt/backstab/true shot/fierce wolf everything, and then, you start to kind of grow into your character, cool abilities, cool pets, cool equipment, you start to develop poison, or shadow, or fire, and then the game ends. So basically you finally get to lev12/13, get some real good loot and spells, and then it's done, nothing to use them on.
3: There need to be more sub-classes, or the classes should start with different abilities/skills/spells to make the play through even more fun- otherwise it turns into a case of, Witch = max out confusion and shadow damage, thief = max out poison and shadow damage, naturalist = max out earth damage ....everytime ... because they always start with the same stuff. So there's no way for me to say, play an ice mage/witch effectively because I always start with gloomy bolt, and there's no point to invest in water damage because I have no way to know if I'll roll any ice spells along the way. Not to mention it makes Naturalist and paladin classes really boring to play when starting- fierce wolf, attack, fierce wolf, attack, fierce wolf, attack. Shield bash, shield bash, shield bash, hope for the best.
4: Personally I feel the naturalist class can be fleshed out a bit more in that, when you morph into different creatures, it should give you some different spells/strikes, like some fire attacks for the phoenix form, earth attacks for the treeent form, etc. That'd make the class more fun to play rather than, lets say I got fire blast and healing rain, no matter what form I morph into, I'm still doing fire blast and healing rain, no real difference.
Anyways, can't wait till the next dungeon to come out- so far, my favorite is the desert/pyramid one- the music is great and the loot to monster racial is nice :) Personally I find the ice one a bit slow/appressive and the music of the crypt one gets kinda depressing and sleepy after awhile :) but that's just personal preference. Actually I hope we get the heaven'paradise one from core quest- I loved that dungeon and its music- I could almost use that music for sleep/meditation LOL.
Which reminds me:
5: We need more light based attacks/classes, otherwise the angel race really doens't get to shine.
Can we get a demon race too?!?!?!please!
oops forgot to mention
Others may have mentioned this, but, just like the previous games, when you attempt to view info on items in a valt, voiceover is not working very well- the info, stats, level, cost, and the done button are spread out all over the valt, so to find the cost, I have to swipe past a bunch of items/blank spots, and then swipe past more stuffs to eventually find the done button- it's very frustrating. My solution for now is to grab everything I think I want to view, exit the valt, and go into inventory and then hit info in there, but it's tedius.
@privatetai THANK YOU!
Wow I really appreciate the awesome feedback @privatetai! I agree on most points! witch is usually the best once you get them down and some other classes are lacking a bit for sure. After this volcano update (which released today) I will be working on the new death knight class (which is currently teased and will tie in with the lore of the volcano).
I have been playing the new volcano mystic mode where you draft new skills every floor. this kind of gives me a quick idea of what could use a bit more love.
I do have plans to do a create your own dungeon where you pick the amount of floors 5-15 but that is a ways off. maybe just shifting around some of the more important skills when I revamp will help until then.
The sub classes are a little hard but its not too bad to maybe consider different starting skills the problem with that is if they dont get what they want they just recreate and thats a bad loop imo. Maybe the ability to select on creation.
naturalist are a pretty unique class that was likely the hardest to balanace again ill note this when considering the skill revamps
Thanks for the reviews on the dungeons themselves this is really awesome feedback and glad you are liking most the tunes. Yes the heaven area is so claming I also play it in the background when I need to focus sometimes haha. Please let me know what you think of the new volcano tracks!
As for the vault I will check it out I might have some follow up soon too.
Thanks again for the support and the awesome feedback. Please let me know what you think of the volcano too. Its been a lot of work but I think it really shakes up the game!
Volcano Dungeon Release!
Hey folks, I just wanted to share a huge new Update / Free Expansion for Dungeons!
This update has been in the works for a while and has a ton of new features, and I am really excited for the players to experience it!
Here are the full update notes! Please let me know if you have questions!
Infernal Volcano Expansion Update
New Zone: The Infernal Volcano
-The Descent Begins: A violent corruption has fractured the volcano's core, tearing open a gateway to the underworld. Journey to the deepest depths to seal the rift before the infernal darkness consumes the realm.
-Massive Content Drop: Explore the Volcano featuring hundreds of new enemies, skills, spirits, and legendary loot.
-Infernal Pools: A new shrine type. Dip your gear into mystic cursed magma to apply powerful (or cursed) prefixes.
-Fallen Death Knights: Discover these fallen souls to recover their lost treasures.
-Advanced Traps & Mechanics: New multi-stage interactions including Lava Pools (repeated searches for loot vs. traps) and complex Search-to-Unlock gates.
-New Volcano Quests and Achievements to unlock
-4 Awesome new volcano music tracks (Thanks Aaron)
-Cursed Item System: Discover ultra-powerful items imbued with new Cursed Prefixes.
-The Future: This expansion lays the groundwork for the upcoming Death Knight Class and Enchanter Profession.
-Refreshed UI: A fully themed volcano interface and a new themed rewards floor.
New Mystic Game Mode: Volatile Magic
-Skill Deck-Building: A brand new way to play. Draft your skill pool through tactical choices every floor to build a unique kit for every run.
General Improvements
-Skill Drafting: You will no longer see duplicate skills during the "Choose Skill" phase in any dungeon.
-Difficulty Tuning: Casual mode in the first dungeon has been made easier for new players.
-Vault Expansion: Additional vault slots have been added for all players.
-Global Refresh: Adjusted and added new content across all existing dungeons.
Bug Fixes & Technical Adjustments
-Legends & Death Log: Updated to include new dungeon and trap deaths.
-iPad Fixes: Resolved an issue where Blessings and Curses were not overwriting correctly. Healing Shrines now properly remove blessings as intended.
-Shop Fix: Fixed a UI bug where canceling a purchase for an unaffordable item would cause the item image to disappear.
-Balance: Dozens of combat and economy balance tweaks for a smoother experience.
re: Volcano Dungeon Release!
Soooo excited to try it- soon as my paladin finishes/dies on his current mystique run! :)
And thanks on responding to my feedbacks :)
BTW, a thought on the paladin skills- in particular the origin strikes and revitilizing strike type "only work when enemy has above 90% HP" type. These skills were useful in Core Quest as starter skills when you could reset skills later to replace them, but in Dungeons, there's no skill reset, there's only like 4/5 skill slots depending on if you ditch defend, it makes these skills really not worth grabbing. My suggestion is to either remove the 90% health restriction, or change it to 50%, or have them randomize as one of the starting attacks for the warrior class-subclass. Maybe you can have paladin starts with shield bash, barbarian starts with origin strike, knight starts with revitilizing strike, or something like that :) On the same vein, you can add a bunch of new magic classes just by changing the starting skills- witch with gloomy bolt, wizard with fire blast, cryomancer with water blast, ooooo, can we have a necromancer class?!?!
Speaking of which, I feel the pets are still very underwhelming- I love t hat we can boost them a bit with spirit equipment, but with only two pieces, and they being weak to begin with, they still kinda suck after the boost LOL. Like some of them are a bit useful like frozen mage and crypt keeper, they can at least armor up your more squishy heroes at low levels, but almost across the board, the pets are pretty useless at higher level- their attacks too weak, their healing abilities barely heal 50 HP while at higher level the enemies are ripping off 100+ damage at times.
So this is resulting to me almost always defaulting to crypt keeper and frozen mage, because none of the other pets can really pull their weight in combat. The spider thingie from the desert/buried temple one is nice at low level too because of the powerful poison, but once past level 5 or so it's pretty pointless.
I would suggest, since enemy can field 3 at max, maybe either beef up the pets, or let us field two pets at once? Also the energy on the pets need a buff too otherwise, even when they can be useful, they soon run out of energy and ends up sitting there like dead weight for the next 5 rounds LOL.
Another suggestion, can we make it possible to craft/buy/sell multiple of the same items at once? Trying to craft or buy 6 healing potions is very tedious! ROFL
Oh and also I kind of feel the weapon smith profession may need re-balancing cause it is like the least sensable profession. If I pick jeweler, or any of the other professions, I can use multiple items I make myself and only maybe need to buy one weapon. If I pick weapon profession, I may end up with one good weapon but then need to loot/buy everything else LOL. Maybe weapon profession should come with a boost on weapon damage in combat? or dual wielding? something to make it a bit more useful. Or...now here's a fun thought, can we have a weapon throwing skill so I can craft 10 daggers to throw? LOL
inferno volcano feedback
So far I've done one successful playthrough on casual with an assassin- and then about a million deaths on Champion mode (this one is really a pain LOL) even my ultimate weapon, the siren+witch combo which owns even Hellish mode on other dungeons, well, lets just say my witch got owned like some other kind of little ITCH on Champion mode here- I couldn't even make it past floor 4 before the (insert swear word) golem ended me on round 1 with two 100+ damage hits- and that's with me having blood armor and stoneskin activated!
Okay, I thought, maybe fluke, lets try my angel+witch combo...that one died on floor 3. Funny thing too, supposeably +2 luck with angel class, that was the most unlucky run I ever had- all the way up to floor 3 my angel/witch was nearly butt-naked- no shop, no loot, nothing was showing up other than runes and potions.
*sigh*
...
*rage quits*
...
Okay in all seriousness- yeah this dungeon is tough- on champion mode the monsters seem to regularly resist magic, golems are hard to hit with physical damage, and they rip big chunks of health away when they connect, and if you have a particularly bad luck run, you will barely find any loot, and not enough potions to keep you going either. With that said, I am enjoying the challenge- as vexing as some of these can be, so I'm not saying this to want it made easier- just maybe need to look into re-balancing a little, depending on other people's experiences.
So far I find either assassin or thief, with a good bit of agility and luck, can survive the best on this dungeon's hard modes.
Also, I really really really love the vaults of fortune on this dungeon- it was like opening gifts on Xmas LOL.
Love the inferno pool system as well- and the multi-layered traps/loot search- very very fun desipe a few times when I survived first trapped only to get nailed on the second one and got really mad LOL.
Music is nice- a bit heavy and dark, but totally fits the area- so far my favorite is still the tracks for buried temple for this game, and the heavenly dungeon in Core Quest :)
That's all the thoughts I have for now :) back to more dying on Champion mode and cussing :)
P.S: I did run into a weird bug one time when I searched and found the inferno pool. I didn't have anything to enchant, so I stripped off my belt so I could select it. But when I searched to activate the pool, the game hung and wouldn't respond. I closed the game, re-opened it, and when I searched it said the pool was there, but the selection list wouldn't pop up. I double checked and yes, my belt was still unequipped, but the search function just kept saying there's an inferno pool, but nothing would happen.
@privatetai incredible feedback.
Wow thanks again for the deep and extensive feedback.
Lots to dive through here but I already notice some that should be quick and impactful changes.
I appreciate the feedback on the skills and spirits it’s really a huge balancing act but you may have helped me since some problems.
Glad you are loving the volcano too. I know there are still some things to tweak and Balance. There should be a patch out soon. It was so much fun to make and that’s only stage 1. I’m current testing the death knight class which is unlike anything I’ve ever created for any adventure to fate.
Thanks again!
"Oh mothers, tell your children...not to do what I have done..."
After a very lucky and careful run, my assassin stood before the final boss, volcano, mystic mode, we're going to win this!
And then... In an attempt to end it quick and clean, I hit "assassination" which, at this point, is ranging at 300 to 500 damage...
I didn't remember one of the minions hit me with confusion...
I assassinated myself down to 1%- was able to hold on two more rounds, but alas, it was beyond saving.
.........
Insert 4 minutes of cussing here.)
Seriously, after playing all the classes multiple times, I have come to the conclusion that the assassin class requires the most micro management- you need to watch your health, your SP goes down real fast, and it's always a gamble if that assassination is going to backfire or miss or gets blocked.
At the same time, when things are going good, the assassin class is amazing to play- there's no other class that can output 500 damage (maybe paladin, but I've not been able to get it to do quite that).
Now a couple more feedbacks.
I think the critical damage needs to be buffed up a bit- in fact, ever since playing Lost Island, and then Core Quest, I've never found critical chance/damage to be all that useful- even if you raise the hell out of crit damage, for the most part it's doing like 50 to 80 damage more at high level- that's barely anything. At low level, it's like 5 more damage LOL- again, barely enough to count.
I know every little bit helps, but when it comes to allicating resources/points, you're better off putting it to anything else like reflect damage, poison chance, confuse chance, or main stats- there's just no reason what so ever to put toward critical because it doesn't do that much.
So my suggestion is to really make critical hit hard, but drastically lower the chance of it happening. This way when it happens, it'll feel special rather than (wait, was that really more damage? I thought I was doing that much on regular?)
This will make skills like "find weakness" more useful too.
A couple thoughts on pets:
Maybe would be nice to have a "switch pet" function that will let you select a new pet mid-battle. At lower level, pets run out of energy in two rounds and end up pretty useless after that, so maybe a switch function that'll put in a new pet at the cost of skipping this pet round would be at least a bit more fun.
Also, most pets end up having at least two skill slots sitting empty, can we make it so pets randomly/occasionally gain new skills when leveling up? This will make them a bit more randomized and perhaps more useful depending on skills gained.
For example, I personally find the fallen hunter and bone hunter pets largely useless- their damage output suck and they don't have any real useful support skills such as frozen armor, but if suddenly they level up and gain heal...that'll make things very different but still not enough to off balance the game.
Another fun thought is- maybe if when your pet deals the killing blow, there can be a chance of the pet gaining some perks/stats, like 10 extra SP or something. I think that'll open up more play styles when having your pet dealing the killing blow can benefit them.
Now, a suggestion on mystic mode:
When you pick your skill set in the beginning of the level, it'd be useful to know how many is left to pick- I know that after playing it enough times you'll remember which floor gives how many skills, but in the beginning, it's really hard to make informed decision on what to pick when you don't know if there's another one after this one.
almsot forgot- here's a couple more fun feature requests
Was just thinking that, sometimes when a character dies or finishes the game, there's allot of cool equipment just going bye-bye. I know there's the locker system, but there's limited space, and sometimes the new character doesn't last long enough to reach a locker.
Maybe it'd be cool to have an inherit system that works like the legacy blessing- a new character can randomly inherit 1 to 5 pieces of random equipment from the previous character. Maybe it'll be something really good you can use in a few level, otherwise you can at least sell it at the shop for some gold to buy low level stuffs with.
I'm just thinking that there's been times when my characters have such bad luck of finding loot/shop that they're still basically naked by floor 4 LOL.
Another idea that came to me is that we should have a rune-smith profession. Seeing how most other professions can craft some runes, it makes sense to have one that focuses on doing just that :) when I played arena mode in core quest, I focused on mining/grinding rune-dropping enemies with my character and it was sooooo much fun to grow your character into a superpowered beast on nothing but runes alone LOL.
Finally Beat Volcano On mystic mode LOL
After like 10 failed tries, I finally got through it- again, with an assassin. All the previous dungeons I had such a hard time with assassin, but it seems the volcano is built specifically for thieves and assassins LOL- I'm interested if others have noticed that or if that was the intent to begin with.
Now trying hellish mode- yeah, I'm a sucker for punishment it seems.
Honestly, mystic mode was really really fun- I like the different skill selections at the beginning of levels- this way we get to play with different combos and, if you pick skills you don't like, you get to reset them next floor.
I also like how the bosses in this dungeon really require you to be more tactical in fighting them- the first time I died to the oracle because I wasn't paying attention to my healing potions lol, and the thing about needing to kill the inferno witch/lord together- man that's totally evil because not everyone get area-attack spells, so it was really hard with my assassin- I ended up waiting for the Lord to die from my poison and then immediately assasinated the witch- and get this, I had my health at 0% when they both went down LOL- man that was close.
If that assassination missed or get blocked, I would've lost.
lack of raw materials on volcano floor
I've noticed that there seems to be a lack of raw materials for crafters on that floor. Not sure if it's intentional or not but thought I'd mention it because it makes the armor crafting professions rather tough to play. Even crafting potions there's often no way to craft due to lack of what's needed.
On a possitive note- after playing volcano for the last few days, I went back to frozen area for a paladin run and I really notice how the previous dungeons just seem boring comparing to volcano :) so good job!
Insidentally, I did frozen peek on mystic mode and I really enjoyed the changing spirits every level set up :) that really forced me to try some spirits I'd never tried before- I now have a whole new level of respect for the weathered warrior spirit LOL.