Adventure To Fate: Dungeons

By Adventure To Fate Dev, 6 September, 2025

Forum
iOS and iPadOS Gaming

**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!

Options

Comments

By privatetai on Sunday, April 26, 2026 - 22:54

Lol and holy mother of god I think Moon Elf is quickly becoming my favorite race to play LOL- it's moonlight- funny name for a skill BTW, is so overpoweringly powerful- in a good way. I mean most times my major anxiety is the lack of potions, but playing the Moon Elf I hardly need any- it's so relaxing LOL.
But that does lead to something I think I mentioned before and will mention again- some races need beefing up :)
I mean it makes sense not every race can be balanced and powerful, but the Moon Elf and the Assimors are two examples of truly fun and badass races to play- Goblin too, surprising enough, but when you focus on poison damage gains on goblin, you become nearly unbeatable by level 7 LOL.
But races that should be fun and badass, but just "meh" are vampire, angel, ogre, zombie and undead. Actually the way the game plays, other than maybe playing as paladin, there's really not much an ogre can be used for since pretty much every other class require int/wis, or agility.
Maybe if we eventually get barbarian, gladiator classes ogre can be useful, but for now it's probably my least favorite race to play cause it's so handicapped. This actually extends to some of those naturalist forms too like the bears and any forms that boosts str because while it looks good on paper, naturalist has very little they need str for that boosting it is a bit pointless other than when you run out of SP you can smack people harder LOL.

Oh yeah, those self-imploding enemies are...*insert swear words here* My thief was doing soooooo well and then three enemies exploded on round 1 and I didn't even have a chance to heal LOL.
I effing hate them- though I'd not get rid of them because they do make it extra challenging and frustrating LOL.

There is some kind of a bug that makes the game crash sometimes when I enter the room with an NPC/object in it- soon as I walk in, the game crashes, but then I re-open it and go back in and everything's fine.

Also sometimes the game hangs when I activates the inferno pool and when I re-open the game, the pool is gone like it's been used already.

Another "may be" bug is the loot I find via search on the volcano dungeon seems to repeat itself regularly- like I sometimes keep finding "ring of strength" or "obsidian ring" like 5 times in a role. Not sure if it's not randomizing properly or is it by design.

On request I may have is to maybe dial back traps going off when the characters are below level3. My goblin thief hit nothing but triggering traps on the first level LOL and that got old very quickly when you're wandering around half naked needing loot just so you can get dressed.

By Adventure To Fate Dev on Monday, April 27, 2026 - 17:31

Hey thanks again for those bug submittions every data point can really help since im debugging a mess of a coding system I created lol.

As for the races I understand some are not too great. I do plan on revisiting a few of the lesser ones when I add the new races for the death knight. yes the death knight will have a full unlock board full of skills, races and spirits!

Also I sent you the testing invite so I hope you enjoy the death knight! its still in its early phases but as you can tell from the legends boards lots of players are already completing the game as death knight!

By privatetai on Tuesday, April 28, 2026 - 22:07

First play/test, not quite done yet and I'm being a wimp :) playing it safe on casual mode in the Buried Temple dungeon LOL- just to get a hang of things.
Firstly, great work- to me whenever a class/race truly plays differently, it's cool- it's why I really like the thief class even though I usually don't like play thieves in games- the class has more dimentions to it than just attacking and defending.
Naturalist is fun that way too- though a bit less so cause the different forms don't really feel that different unless you're looking at the numbers/stats.
Most other classes are pretty 1dimentional, max out damage output or defensive stats and hope for the best.
But Death Knight, now that's fun- using the "confused" mechanic to make summoned minions is quite genius (at least I assume that's what is being used :) And I love that the minions have "protect" function- would be nice to see that transfer to pets.

So far I found one "kind of" bug where my skeleton started attacking me rather than the enemy- I'm not sure what I did...I think I used confusion on it and that happened LOL.
But usually confusion only lasts one round, this time it wouldn't stop hitting me- I almost died to my own skeleton LOL!
I will say, it seems to be a very powerful class, but play style is just a tad static. By that I mean most of the tactic seems to be summon your minion, and then keep bloodshiving your enemy and watch the minnions do their thing- fun, but not very dynamic.
Now that I kind of get a hang of it, I'll do a mystic run through volcano next to really put it to the test.
Oh and, now that endurance is important for this class' skills, we may need that stat to show up on more equipment/loot- other than forged items, I don't think I ever see endurance on and equipment.

Love the new spirit equipments and upgrade.

Also, I may hate myself for suggesting this later...but you might want to make mind control a bit harder to succeed :) with mind control and minion summoning together, this class is just a tad on the OP side of things.
One thing I've noticed too but I'm not sure if it's intentional, the way the minions work pretty much means any weapon-based spell-all like quake and fire ring pretty much become pointless for this class. That does add an interesting shift in tactic that I like.

With all that said, this has been allot of fun to play/test!

By privatetai on Wednesday, April 29, 2026 - 01:53

I'm playing a troll death knight, str is 19, weapon is 9/12, level 10. For some reason my standard "attack" is only 17? That doesn't compute unless there's something intentionally keeping death knight's physical attacks weak?

Also, I fought three enemies, two tomb raiders and a defender who had taunt. I mind controlled the defender, and then all three of them ended up mind controlled for some weird but fun reason.
I can't seem to duplicate it so not sure what made that happen, but pretty sure it had something to do with taunt.

By Adventure To Fate Dev on Wednesday, April 29, 2026 - 09:11

Glad you like it so far and yes I’m still introducing new skills because I do think it’s a bit 1 dimensional atm.

Good call on the bugs too I’m still refining the confuse and mind control mechanics.

And yes they gain more hp but their regular attacks are much less. This is my way to balance out their spawns while trying to keep them from being too OP.

I should have a pretty big update tomorrow to balance more things out and fix the bugs you mentioned

By privatetai on Thursday, April 30, 2026 - 01:10

Personall I feel the mind control and deep mind control can just be lumped into one skill, reason being that with only 13 or so levels and a skill selection every 2 levels, we really don't have allot of leasure to waste skill spaces for something that's almost a duplicate like that :) This is something that worked better in the other games where you have like 25/30 levels to grow and can reset skills to reallicate things later.

After being brutally murdered twice! on mystic mode on volcano, first time playing a Frozen race death knight, second time a saurian death knight, neither time got past floor 4 LOL, I now understand why the volcano has death knight corpses all over the dang place!

Honestly the problem is the lack of proper damage output- most damage skills take big chunks of health to use, and then you run into a golem that has allot of health, and it will rock throw you for 200 HP, it's a losing combo LOL.
In addition too is you're heavily depending on rolling skills/spells that can work good together- so if you roll inferno attack skills too many times, there's no way to survive that floor.

Not really complaining though because the death knight is super crazy easy to play in other dungeons, so I don't mind them being harder to play on volcano like witches are.

Tested out the "cornered animal" skill. Sadly I'll say that 25% more damage is really not doing it- my regular bloodshiv does like 45 damage, with cornered animal, maybe 65, that's not enough to offset the full battlefield and no minion situation- especially on gargoyles and golems.
I suggest maybe in cases where there's no minion and there's a full battlefield, bring up the defensive capability of blood bubble instead so you can at least last long enough to kill one of them.

Also I suggest (if it's not done already), bring over the bone armor and blood armor skills to Death Knights. It'd make them easier to play defensively and also makes sense thematically.

Maybe I'm reading it wrong, but it seems the consume skill is a tad pointless. So my consume does 60 damage max, 35/60 actually, each time I use it, it takes away 60 of my HP too, so even if I get a kill with it, it takes 60 HP, and then heals me for 35 to 60 HP- whatever the final HP of the enemy is, and then give me a stamina back... Not a very good trade considering there's not allot of things to use stamina for ATM for death knights anyway- the basic tactic is to summon/mind control, and then sit back and hope for the best :) at higher level, my 50 damage bloodshiv and my pet's 30 damage attack barely make a difference- the heavy lifting is done with minions.
Sudden death seems like it will be fun, so I look forward to try that if it shows up again- this time it showed up with cornered animal so I tried that one instead.

One suggestion, right now no matter what class you are, the craftables for your profession stay the same. This results in when you're playing a witch and you talor, it's fine cause allot of the stuffs are witch centric, but when you play a monk, suddenly allot of those talored stuffs don't really do much. Eventually it'd be nice if some specialized classes like death knights and monks have more of their own special craftable items.

I know this would take allot of work making equipment/craftables, so I'll throw this out there- I worked as admin/builder for various games for over 14 years, so if you ever need a hand just for someone to crank out allot of names/materials/descriptions/text, I don't mind helping :)
Of course now with AI you can actually get AI to crank out these really really quick, but the offer stands :)

By Adventure To Fate Dev on Saturday, May 2, 2026 - 03:22

Thanks I think those clearing skills let’s call them that i group with mind control like cornered animal and sudden death need some tweaks. Consume too.

Today I finished up the unlock board and tweaked a few and added a few new skills. It also shows off the new race and spirits.

As for more crafts. I will likely adjust those and do some additions when I work on the new crafting profession enchanting (next update).

Again thanks for all the feedback. Thing see getting close!

By privatetai on Saturday, May 2, 2026 - 03:38

I was really excited to see the demon race! But so far, it is kind of underwhelming, like angel was. The strength boost seems nice at first, but at the cost of loss of HP recovery, makes it a bit unfit to be a Death Knight. Because dk has its normal spells and attacks dented, those extra strength don't really do anything, and because DK massively relies on HP for everything, the loss of HP regen is kind of devastating- in fact, playing my Demon death knight, I have to use three levels worth of stat gain to even out that HP loss.

Also, just took a quick look at the unlock board, I don't see summon zombie and golem on there?

Also, not sure if it's intentional, but I seem to be getting blood shards and blood stones even without the sanguine bond skill.

So here's a thought I had regarding summon- rather than having physical summon skeleton, summon zombie, summon golem, that crowds the skill bar or have to be replaced, can we not just have a "summon" physical skill for the bar, and then when you use it it can check if you have "summon skeleton" "summon demon" etc as passive and then do a random summon? I'm thinking it can be done since the skeleton mastery skill already works like that.
I know the downside of this is that you may want a demon but get a skeleton instead, but personally I feel it's neater and more randomized and fun in the long run. Or you can always make that summon button randomly transform to skeleton, demon, golem, each combat round like the naturalist's animorph skill :)

By privatetai on Tuesday, May 5, 2026 - 23:25

I would like to request some kind of warning, maybe a heartbeat loop sound to indicate health below a certain point LOL. This is because, quite often I die/lose, not because the enemy was strong, or my equipment bad, but because I got so fatigued listening to my voiceover I forgot/misread my health bar.
I feel that for sighted folks it's so easy to see the HP bar that this is a bigger legit problem for blind folks who have to listen to thing being read out line by line/word by word.

...Or I'm just cranky cause I lost two perfectly good game near the last floor for this same problem LOL.

Now on demon... So I tested out demon as I said earlier, then, just to be sure that I wasn't mistaken, I played a goblin death knight, a troll death knight, an orc death knight, and an ogre death knight. And while only my goblin made it through- yeah, my troll and ogre both died just before the final boss because of the HP bar misread...bleh... I can honestly say that goblin, ogre, orc, troll all make better death knight than demon LOL which thematically doesn't really make sense- one would think demon would make the best death knight.
Again, the demon's str gain doesn't do anything for death knight because of the damage dent, the loss of HP regen seriously hurts the DK class, so this results in the goblin, with it's cool poison bonus, and the orc, ogre both having increased endurance, and troll having bonus hp regen... all four of these normally "weaker" classes play way better as DK than demon.

Also, DK currently has allot of (in my opinion), pointless filler skills, by which I mean, skills that you look at and go "why would anyone ever pick that..." like... inner flame, inferno bash, inferno strike, etc etc, basically all the attacking skills that costs HP. With some of the summoning, HP is already at a premium, so it doesn't make sense to be throwing away 50/100 HP at a time when your strikes are only doing like 60 damage.
So far I've only found dire shiv (useful cause it doesn't cost much to use and it helps restore hp), inferno syphan (kind of useful as a last ditch attempt to stay alive a few rounds longer when HP is below 50%), and of course, sudden death- these are actually useful, but the rest of them, not so much.

(If anyone finds otherwise and can shine a light on how they make use of these skills, I'm interested to hear it- maybe I'm just not very imaginative.)

Another problem is with so many of these fu-fu skills it makes the chance of getting skills/spells you don't need repeatedly quite high on leveling and mystic mode. So many time I sit there for 2 minutes, looking at this "Inferno bash, inferno strike, bloodspin." and think to myself, ... I don't want any of that! but now I have to pick one and waste a level/spot just to move forward.
I propose getting rid of most of those and add more skill/spells to enhance your summon, or some skills to poison, stun or confuse enemies, or more defense skills to raise armor, block, sp/hp, etc.

Insidentally, it would be cool if the DK's own stats can somewhat influence the minions- like if my DK has really high strength, then the minions get high strength, etc etc. That'd be pretty cool.

And the inferno absorb skill, again, very useless because it takes like 70 HP to use, but it only does like 35 to 75 damage. So that means anyone you kill with it you'd only get 35 to 75 hp/sp restored- just overall not a smart investment :) maybe change it to something like if you kill an enemy with that skill and there are still enemies on the board, it will have a 50% chance to instantly reanimate the fallen enemy and put it under your control- now that'd be cooooooool.

And here's me knitpicking a bit, but while I love the golem minion, I feel summon golem should be more a witch skill than dk- or a complete separate new class, like summoner or elementalist...
I feel there are more things we can add to DK summon, such as fiends, shades/ghosts, and how about those spirit of violent, spirit of life, type spirits in earlier games?

I also feel the steal soul elixir skill should be one of the lower level skills because that's actually more important at lower level. Once you're level 8 and above, you already got way more potions than you'll ever need, so there's no need for that skill at that point.

One more thing to gripe about that I mentioned before :) when you're playing goblin/orc/ogre/troll, those loot/traps on the first few floors are so brutal they're down right maddening! Are roll against loot/trap int/wis based or something? LOL, either that or those things are racist, cause when I play elven races, human, siren, I almost never hit a trap- I can fill up on loot just on the first two floors LOL.

By Adventure To Fate Dev on Friday, May 8, 2026 - 16:51

thanks for the input. I have adjusted some skills and spells to be more efficient and useful. Keep in mind not all skills can be the best! Death knights have been a challenge to balance because of how good taking up a minion spot can make them.

I did adjust quite a few skills to be more useful and less draining.

I also updated the demon race to be a bit more useful (maybe OP now haha). Less HP drain. Keep in mind all that str is great for other classes too!

A new build is coming out now which will likely be the release build. Lots of changes and adjustments. Please let me know if there are any issues.

Thanks again for helping shape the class!

Also thats a good call on the low HP warning. I will add to notes for upcoming UI / QoL updates in the future.

By privatetai on Friday, May 8, 2026 - 19:31

Agreed, the demon can be quite a beast for other classes- in particular paladin and maybe monk. Though the idea of a demon paladin is a bit...weird? LOL
One would think demon should be best witches and death knights :)
Currently giving the new release a play through with a human death knight on Crypt mystique mode. Not sure if saguine is not working outside of volcano but so far I've not seen a single blood potion :)
maybe I'm just unlucky...

On the new halberd weapons, are they any different from regular heavy weapons codewise, or just their stats are a bit different? My last run through I tried a jeweled halberd, but it only boosted my dire shiv from 65 to 79, so I went back to using the basult wand which at least gave me poison boost LOL.

By Adventure To Fate Dev on Monday, May 11, 2026 - 17:19

Yes I boosted demon a bit in this latest version to be a bit better.

I will check out the missing potions but it should be coded for any dungeon.

The halberds are basically heavy weapons with a higher damage rate but at the cost of some AGI.

Hopefully testing is going well otherwise. I just submitted a release canadiate build to Apple!

thanks again for the help testing!

By privatetai on Monday, May 11, 2026 - 21:53

Yeah the potions finally showed up after awhile :) guess my luck was just not very good on that run.

Not sure if it's by design or not, but the "inferno skull" item that has summon skeleton on it only works once per battle, once that skeleton gets skilled it won't allow another summon.

Tried out a demon paladin and yeah, that is a very powerful combination :)

Not sure if I'd end up kicking my self for suggesting this, but is it possible to have a bigger variable on the amount of enemies on each level? Like right now most floors only have 3 groups of enemy- a few more if you find them via search, but I'm thinking, especially in higher level/floors, it may be pretty fun if some floors spit out more enemies, so it'd feel like you have to fight your way through every step of the way to reach the next floor... Again, I may end up cussing myself when that happens :) but it's a thought anyway.

By Adventure To Fate Dev on Tuesday, May 12, 2026 - 19:02

OK glad thats working and yes the skull should only let you do it once. more of a unique item. Once I gauge power a bit better we may get more powerful summons maybe even as prefixes on items? Skeleton-Summoning Staff?

As for more enemies, I am not sure that would work in the base game but that gives me a great idea for the dungeon creator mode. Enemy density. That would be a cool option when creating a dungeon huh? So yea we will likely get it in there.

By Adventure To Fate Dev on Tuesday, May 12, 2026 - 19:02

Great news! The Death Knight class /update has been released! Thanks to all the testers who helped make it possible with their great ideas and bug finds! (I know there are quite a few from these forums).

If anyone has questions or finds any issues, let me know. Here are the full release notes!

THE DEATH KNIGHT RISES! Unleash a completely new way to play Adventure To Fate with the massive Infernal Volcano expansion. Harness the dark powers of Summoning and Mind Control to turn your enemies into loyal minions and break the chains of your infernal creators!

MAJOR NEW FEATURES:

New Class: The Death Knight – A vengeful warrior who commands the dead.

Summon & Mind Control – Never-before-seen mechanics that allow you to bind enemy souls to your will.

The Unlock Board – Collect Infernal Souls to unlock exclusive skills, the Demon Race, and the Death Priestess Spirit.

EXPLORE THE VOLCANO:

New Bosses & Enemies – Battle the Death Commander, the deceptive Molten Mimic, and the Crimson Magician.

Massive Loot Update – Discover the Halberd weapon class and dozens of new volcanic relics, trinkets, and equipment.

Expand Your Journey – New Quests, Achievements, and Leaderboards are now live!

QUALITY OF LIFE & FIXES:

Streamlined Looting – New "Direct to Inventory" button on reward screens for faster gameplay.

Accessibility Polish – Improved VoiceOver stability for Infernal Pool interactions and audio cue refinements.

Bug Fixes – Dozens of gameplay tweaks, balance adjustments, and technical fixes for a smoother adventure.

Venture into the heart of the volcano to destroy the evil that has destroyed your kind!

Thank you for supporting accessible indie game development! If you are enjoying the new content, please consider leaving a rating or review!

By Igna Triay on Friday, May 15, 2026 - 01:33

I'm a bit confused on progression as far as souls. I'm currently playing as death knight and have 300 or so infernal souls but, I cant figure out how to unlock tear 1 through 5 skills like summon marksmen etc? I.e, starting another run and the summon skeleton still summons a tear 1 minion but I don't get the permanent progression as far as the unlockable skills.
Also, is each dungeon longer? I.e, cript of fait is kinda short you get to level 12 but are other dungens, can you reach higher levels?
This game is a blast for sure though. Death knight is a lot of fun, got lucky last run got mind control as one of my skills and; well things got, very, very nasty for my enemies haha.
Edit, What's the codes text box when you tap on menu to see inventory, crafts etc?

By privatetai on Friday, May 15, 2026 - 07:42

All dungeons are 10 floors, but some, like the volcano, offer more play features so may feel longer.

As far as progression with the souls, I think all they do is unlock skills/spells and in some cases, new races to play- so basically the more soul you gain, the more things get unlocked-become available. But ATM I feel there's allot of souls and not really that many unlockables they're used on, so once you play through a few times and get 1000 souls you pretty much have unlocked all there is for that particular class.

For you skeleton to be higher tier/level I think you need the skeleton mastery and skeleton ruler skills.

By Adventure To Fate Dev on Tuesday, May 19, 2026 - 20:07

Hey welcome back! Glad to hear you found my new game and are enjoying it. I noticed your score popping up on my gamecenter friends list. For those who dont know Igna helped design some of the early voiceover framework for the earlier games. Thanks so much for that!

As for the unlocks they are auto unlocked once you have enough souls but skills wont always appear it just adds them to the possible skill pools. Naturalist to keep their morphs but those are the only ones. As @TAI said they are pretty easy to unlock once you can beat champion and higher dungeons. I do want to add some sort of shop where you can spend them, but it will likely be cosmetic or special descriptions/sounds.

All dungeons are just 10 floors. I do plan on adding a dungeon creator that should have a range of 5-15 floors but thats still on the drawing board.

yea Death Knight may be a little OP but its fun!

The codes are just a debugging feature for me. I am able to generate keys or warp people out of stuck spots using it.

Anyways thanks for stopping by and glad you are enjoying the new game!

By privatetai on Wednesday, May 20, 2026 - 00:15

"As for the unlocks they are auto unlocked once you have enough souls but skills wont always appear it just adds them to the possible skill pools. Naturalist to keep their morphs but those are the only ones. As @TAI said they are pretty easy to unlock once you can beat champion and higher dungeons. I do want to add some sort of shop where you can spend them, but it will likely be cosmetic or special descriptions/sounds."

Honestly a soul shop would be pretty cool cause I keep getting more souls, but having no way to use them makes the daily quests a bit not worth doing LOL.
A couple of ways I can think of off the top of my head to make use of them:
- Maybe rather than having reroll being a skill, have that as a built in function that requires like 30 souls each reroll. This way when you really get stuck cause sometimes you do get very unlucky and all the skills showing up aren't the good ones :) you have a way to fix it :)

or

- Maybe sometimes when you die at higher floors, have a random chance of being able to use 100 souls for another life. I lost two assassins on floor 10 of Crypt, mystic mode....soooooo mad! Stupid death ooze!

Or

During character creation, have a soul shop there so you can use some extra souls for your given class to maybe add some AC, HP, SP, gold, or other stats for your new character right off the bat. Of course, you'd want to price it relatively high so it won't unbalance the game long-term, but I feel like 100 souls for 20 HP may be pretty safe. Of course, right now I have like over 1000 shadow souls, so I can, in theory, start off with 200 HP, but that'll only last this run, which means if I do that, next run I have no soul to spend, so eventually the game balances itself.
And hey, if some players want to work for weeks to save up 1000 souls just to enjoy one super OP playthrough, why not :)

On the unlockable like morphs...I feel Death Knight should have the summonable unlockables stay like morphs, so once you get to lev 5, zombie is there, lev 8 golem, lev 10 demon...
Reason I suggest this is right now there's no way for me to know if I'll get those skills, so I always struggle when deciding, do I want skeleton mastery? What if I pick skeleton mastery and then next level summon golem pops up...

By Adventure To Fate Dev on Thursday, May 21, 2026 - 16:22

Yes some good ideas for soul shops. I apprecaite it!

As for unlockable perm summons. I have thought about it but I think it makes the skill choices a bit one-dimensional if you always know you will have zombie, golem, demon etc. (atleast how I have the summons currently setup). But I go back and forth on it. maybe it becomes a soul shop purchase. Maybe more the classes key skills become starting skills when purchased in the soul shop.

Will think about it thanks!

By Panais on Monday, May 25, 2026 - 05:55

I’m sure this class existed in the other games. It’s how I unlocked the moon elf race I’m positive. Without this class it’s nearly impossible to unlock the moon elf in this game. furthermore, as things stand now, redeemed souls can only be obtained by the paladin class.
Besides all that, the priest was a really nice class to play with.

By privatetai on Monday, May 25, 2026 - 07:00

First, I agree, priest class would be nice- not to mention, elementalist, barbarian, I want moooooore classes! :)
On Moon Elves, if you keep playing and doing quests eventually they unlock automatically- same with Draco class. I was freaking out myself not able to unlock those two, but then they just happened all on their own when I finished the game enough time :)

By Panais on Monday, May 25, 2026 - 09:07

I don’t know how you did it, but you healed 1200 HP in a single battle in order to unlock the moon elf. The best I have managed is around 750 with the paladin.

By privatetai on Monday, May 25, 2026 - 21:51

That's just it :) I didn't have to do the healing thing...I just played and played and played and, seemingly 1000 games later, suddenly Moon Elf unlocked as a legacy bonus. and then, another seemingly 1000 games later, Draco unlocked.

By Adventure To Fate Dev on Thursday, May 28, 2026 - 21:28

Yes the priest of some form will return. Currently it’s easiest to unlock moon elf with the death knight using hp leech attacks.

Paladin and naturalist are doable but hard.

You can also get very lucky and unlock it as a run complete bonus.

By Adventure To Fate Dev on Thursday, May 28, 2026 - 21:29

We are currently testing the new enchanting profession. If anyone is interested let me know. Tai I will send you an invite too. I always like to double check.

By privatetai on Thursday, May 28, 2026 - 22:59

Happy to do it and thanks for including me as always :)

Since I'm here, I do want to mention a random idea that occured to me. When we finish the game, can there be a place to enter a message to include with our entry onto the LEGEND board? And maybe same when we die, a message to go with our entry on the death board... It doesn't really enhance anything, but maybe be fun to read for people who check the boards. And of course, anyone who abuses it by leaving hate/rude messages- well, their user name's right there, easy to ban them in those cases :)

Also, another idea that came to me, can we add some potions that'd benefit pets? There's a bunch of shadow ranger skills that can probably be put onto potions for that to work.

Speaking of rangers, it'd be nice if arrows make a different sound than standard attacks :)

By Adventure To Fate Dev on Friday, May 29, 2026 - 16:41

All great ideas there. For the custom message I do have plans to do something like that but more likely you choose from say 5-10 custom messages otherwise I have to moderate it and whatnot. But yes in the plans.

Spirit potions are a cool idea. Could be expanded it a lot of ways too.

That is a good idea. Ranged attacks should sound diff. Adding to list.

By Brian on Friday, May 29, 2026 - 19:32

Disclaimer, I have not yet purchased this game.

So, I have acquired four of this developers games over the years.
• Adventure to Fate: Battle Arena JRPG.
• Adventure to Fate: Quest to the Future JRPG.
• Adventure to Fate: Lost Island.
• Adventure to Fate: Core Quest.

While these games are pretty remarkable, I find that as I get older, I do not enjoy some of these more advanced touchscreen games as I did when I was a little younger. Thanks to a touch of arthritis in my hands, my hands tend to get tired After maybe an hour or so of gameplay. So, my question is, can these games be played with a Bluetooth keyboard? And if so, are there any limitations? Currently one of my biggest struggles is with the map system. For some reason I have a really hard time navigating the grid via touch. I don't know if it's a VoiceOver focus issue, or just my inability to stay on target.
For what it's worth, I would really love to play this game, but I may not be able to, depending on whether or not keyboard access is an option.

Thanks for reading. 😅

By privatetai on Saturday, May 30, 2026 - 01:36

re: Brian:
"Thanks to a touch of arthritis in my hands, my hands tend to get tired After maybe an hour or so of gameplay."

I actually find the game starts to get tiresome after a few floors myself so what I actually do is everytime I take a 20 minutes break from working or working out or before going to bed, I play one floor, about 20/30 mins, and then put it down. This means it can take me two to three days to finish one dungeon run at times, but I find I don't get fatigued listening to voiceover, swiping, and I don't rage out as bad when some annoying Death Ooze nails me with one hit.

:)

An idea I have :) yeah I know, I'm full of them...
So assassin and thief have these what I think of as class specific "utility" skills like vanish and stealth which make them a bit more fun to play IMO because it feels different- especially thief cause of steal also... So I suggest a utility for shadow ranger too to make that range combat feel mroe like range. Here are a couple thoughts:
- A "distance" skill you use once per battle like stealth, but rather than adding stamina it can maybe add like 10 agility to make you harder to hit with normal attacks- makes sense cause you're shooting from far away.

or

- A "aim" skill you have to use every round. This works like vanish, will use up the rest of your stamina, but your first shot next round will do more damage and have a hire critical chance- kinda like how backstab works with vanish.

Similarly, monk class can ahve a "focus" skill that, uses up the rest of the stamina this round, but makes the first strike out of next round allot more devistating.

By privatetai on Saturday, May 30, 2026 - 13:00

Not sure if it's by design, or my luck just really really bad, but last 10/15 inferno pools all resulted in broken items like ash, haxed, briddle...is it supposed to be this bad? I remember it was much more useful during testing.

By Adventure To Fate Dev on Saturday, May 30, 2026 - 15:50

Hey good to hear from you again and thanks for supporting my work!

Unfortunately there are not Bluetooth controller or keyboard options that I know of. It’s something I’d like to do but have not found the time. It’s something I’m considering for the upcoming UI update after this enchanting update.

Also you mentioned navigation through the 25 square map. It’s much easier to navigate by direction pad and all the same info should be available it even gives you a preview of what’s in the surrounding squares and if they have been visited. Make sure you have voiceover hints turned on.

By Adventure To Fate Dev on Saturday, May 30, 2026 - 15:54

Yea must be a bad string of luck I have not touched those.

I just now sent you the enchanting update so now you can avoid those bad prefixes and pick the ones you want.

It’s stil in the works but should have some fun stuff in it. Start a new character and choose enchanter from the professions. Let me know if you have questions.

By privatetai on Sunday, May 31, 2026 - 00:16

Lol, last run I found 4 pools. I used the same basult staff on it...it went Hax, ash, vollital, ash... *sigh*

Trying enchanting now- so far it is great fun and no bug thus far... And totally love the new sound for it :)

By privatetai on Monday, June 1, 2026 - 22:39

I tried to play enchanter job on frozen spire map, it doesn't seem to want to work :) I got up to level6 and still couldn't craft a single thing even though it showed I had the right materials it still said missing materials. Back to Volcano map and by lev3 I have 5 power scrolls and 1 element scroll already. So definitely seems to be something not balanced between maps.

A few bugs also. My higher level scrolls like earthen and arcane didn't go away after being used- I used the same arcane scroll like 8 times before it finally went bye-bye LOL that was awesome.
Also I had equipment going missing after being enchanted- I enchanted an arcane obsidian ring and after that it was gone, not in inventory, not being worn.

Also- there's no scroll to give necklace/weapons those cool magical effects like magic charm, ice nova and such?

By privatetai on Wednesday, June 3, 2026 - 06:55

So, after my run in with the scrolls that wouldn't disappear after used, this last run I got to lev11, using arcane scrolls on things, and no matter what I used it on, the game would crash. I tried three different equipment, silver bracelet, rusty bracelet, and I think the third one was a weapon, but yeah, after time soon as I selected the item for enchanting, game crashed.
This was on the Crypt of Fate map. Vampire, shadow ranger enchantor.

By privatetai on Friday, June 5, 2026 - 01:30

I would like to see a couple of low teer enchantment scrolls added :) An "nullification" scroll to erase enchantments. And a "potion scroll" to generate random potions.

Also... While playing with enchantments I realized that we have primal to boost str, arcane to boost int, but there's really nothing to give similar boosts to agility, endurance or wisdom, or even AC- be nice to add a few more effects to include those :)

Also, since there are quite a few low level pets that don't get used very often, can we have pets randomized a bit at start-up? Like rather than crypt keeper, sandstrider, flamewarden all the time, can we maybe randomize it to sometimes have lost hunter, molton spirit, etc at start up? Personally I feel that with the current line-up I almost always default to crypt keeper for every run- unless I find an inferno dragon or silent siren LOL, so if the pets are randomized it'd force people like myself to adapt to different pets.

Quest ideas: How about quests for gold earned during a given run? Maybe first tier can be 3000, then 5000, then 7000...something like that. And a quest to reach level 13 once, 10 times, 50 times?

By Adventure To Fate Dev on Friday, June 5, 2026 - 02:33

hey thanks for the bug info tai. I guess my last comment didnt save. I just submitted a new test build. The frozen spire crafting should be fixed as well as lots of additions. Hopefully the bugged scroll not going away or items going away or crashing is fixed. If it happens again please give me all the details you can! So far everything you ahve given me is great and helping me track down these bugs!

Also good idea on the remove scroll, although adding a diff scroll can remove but I understand the point.

Also I get what you mean on the spirit idea I do want you to switch them about but I dont want players rerolling until they get the right spirit either. I need to check out what I have and adjust them.

Also great idea about finishing gold. Although its kind of tedious to sell things to hit those goals so I would have to write something that calculates all the gold from your inventory and equipped?

As always great ideas and thanks for the details. Lots of additions this new build so read up on the update notes.

By privatetai on Friday, June 5, 2026 - 04:22

Holy CUDDLEFISH! those are great changes on the new build- very cool!

As far as gold goes, I forgot to mention, maybe when you add/enchant, or just get a prefixed item, the price of the base item should go up accordinglg? Like selling a steel shield for 400 gold, a primal steel shield should worth alot more! Similarly, an oak sword should not be same price as a icy oak sword!

By Adventure To Fate Dev on Friday, June 5, 2026 - 20:08

Agree on the price should go up and its on the list but it complicates a lot of systems so its something I have been putting off for a bit.

hopefully the new build is going well. I have a few slight changes in a new build later today.

By privatetai on Friday, June 5, 2026 - 21:20

Thinking more on making gold/money, I think it'd also be nice if we get more gold bonus/reward when completing quests especially repeatables like the daily quests since, at the moment, those soul rewards don't really motivate much LOL. And maybe we can even expand on the quests that require you to kill 200 spiders, skeletons, etc...maybe add a new tier on those- for example, if you killed 1000 spiders, then you achieved/unlock "spider bounty" then from there on, you get a bonus gold drop for every 100 spiders you kill. Same can work for demons, ghosts, skeletons, etc.

By Adventure To Fate Dev on Sunday, June 7, 2026 - 19:36

After a battle with the enchanting scrolls (not removing or removing wrong items) I was able to get things working.

here are the new notes.

TestFlight Developer Update build 1.6 (coming out in a few minutes)

@Dungeon Tester

Enchanting Content & Achievements

Dungeon Unique Crafts: Enchanting recipe drops have been correctly mapped to their proper zones. Unique crafts are now available across the Crypt, Desert, Frozen Spire, and Volcano dungeons.

New Enchanting Achievements: Added a 3-tier achievement line for the Enchanter profession:

Scroll Scribe (5 Enchants): Unlocks the Wild Scroll pattern (rolls through all prefixes allows you to create top tier prefixes early if you get lucky).

The Spellbinder (75 Enchants): Grants a 10% extra chance to get prefixes from any source (drops, forges, shops)

Master Arcanist (400 Enchants): Gives access to all enchanting plans in any dungeon!

Bug Fixes

Inventory & Scroll Consumption Bug: Fixed a major issue where items could be overwritten, scrolls wouldn't consume properly, or the inventory would become corrupted during the enchanting process. This was caused by mis-tagged button IDs for inventory slots 32 and above. Special thanks to @privateTai for the help tracking this down.

Text Cleanups: Fixed a typo in a popup tip that referenced "The Vault Shine".

Frozen Spire Progression Text: Corrected the messaging inside the Frozen Spire to clarify that you are moving up the spire instead of down. Special thanks to @Strategy Builder for the bug reports.

3D Viewport Adjustments

UI Input Protection: The directional pad and interaction buttons are now completely disabled while 3D search-and-find loot animations are running to prevent accidental movement or interface conflicts.

Asset Model Scaling: Flattened the 3D models for armor crates to improve their visual perspective and alignment within the 3D viewport layout.

This build focuses on minor polish and preparing the Enchanting systems for official release. Next on the roadmap is writing the intro/help guides and updating the App Store marketing materials.

Testing Note: Please create a brand-new character to thoroughly test the progression flow, and report any lingering issues. Thank you for testing!

By Adventure To Fate Dev on Sunday, June 7, 2026 - 20:25

I do have plans for a 4th tier but lots of work to do on the rewards so it might be a while.

Its more likely we will have a shop for using the extra souls before I get the 4th tier in.

i do like the idea about once you have unlocked that 4th tier get you a bonus on further kills!

By Adventure To Fate Dev on Wednesday, June 17, 2026 - 19:05

Thanks so much to @tai and the other testers on these forums! The next Expansion update is ready! Here are the full App Store update notes.

THE ENCHANTER ARRIVES! Harness the raw, unstable magic of the infernal pools with the final phase of the Infernal Volcano expansion! Master the mystic arts to completely change how you build your character, forge high-tier relics, and rewrite the rules of equipment modifiers!

MAJOR NEW FEATURES:

New Profession: The Enchanter - The 7th profession milestone arrives, bringing unprecedented custom character design and strategic depth to the game.

Scroll Crafting & Prefixes - Craft specialized magic scrolls to dynamically attach or overwrite powerful custom prefix modifiers across a massive pool of over 1,000 items discovered throughout your journey.

Item Orbs - Channel pure magic into mysterious Weapon and Armor Orbs to conjure highly randomized equipment loot tables.

Arcane Artisans - Gain the exclusive ability to craft powerful new runes, trinkets, and high-tier relics tailored specifically for master spellcasters.

NEW QUESTS & PROGRESSION:

3-Tier Achievement Line - Earn unique profession milestones to unlock permanent gameplay changes:

-Scroll Scribe (5 Enchants): Unlocks the chaotic Wild Scroll pattern to roll high-tier prefixes early if you get lucky.

-The Spellbinder (75 Enchants): Grants a permanent 10% extra chance to roll prefixes from any drop, forge, or shop.

-Master Arcanist (400 Enchants): Grants absolute access to all enchanting profession plans across any dungeon zone!

MASSIVE CONTENT & AUDIO UPDATE:

Expanded Loot Pool - Discover 10 brand-new equipment prefixes, 30 new runes, trinkets, and relics, and 4 incredibly powerful Ultra Rare relics.

Dynamic Drops - Defeat enemies across all 4 dungeons for a chance to extract pure enchanting components, Fate Gems, and raw magic scrolls.

Ranger Audio Refresh - Listen closely to Ranger combat to hear brand-new, clean bow sounds playing during battle.

QUALITY OF LIFE & ACCESSIBILITY:

VoiceOver Interface Stability - A major structural fix completely resolves layout freezes and deadlock bugs for screen reader users on the Quest, Infernal Pool, and Enchanting windows.

Menu Navigation Polish - Enjoy a smoother layout experience with subtle visual button feedback and refined menu view updates.

Bug Fixes & Balancing - General technical polish, layout adjustments, and balance tuning for zone NPCs and elite bosses.

Master the elements, forge your ultimate gear alignment, and conquer the deepest rifts!

Thank you for supporting accessible indie game development! If you are enjoying the new enchanting content, please consider leaving a rating or review!

By privatetai on Wednesday, June 17, 2026 - 23:40

Lovely... Love the new ranger sound :)
So far enchanting is working very nicely- my only gripe, and this is not just enchant, but prefix in general is that there's not alot of options for light damage, agility and wisdom. Also need prefix for endurance me think...
Some of the scrolls also overlap a bit much like terra and earthen, arcane and bright. Cosmo and elements... Maybe if we consolidate some of those then we can add scroll of dexterity, scroll of shielding for AC, scroll of fire, scroll fo water, scroll of earth for specific elemental needs...

I know I can achieve the same thing just by crafting allot of cosmo or elements scrolls till I get what I need, but the raw materials is not always plentiful enough for that to work :)

Also, if you've been looking at death log you know I been dying allot playing monks LOL. So while dying again and again, I was thinking of some skill ideas for monks:

- Mantis stance: buff, agility increase based on earthdam+wisdom /2

- Tiger stance: buff, str increase based on firedam+wisdom /2

- Dragon stance, buff, wisdom increase based on waterdam+str /2

- Monkey stance, buff, int increase based on luck+agility /2

- Phoenix Stance, buff, firedam boost based on wisdom+agility /3

- Assassination Stance: shadow damage buff based on str+wis /2

- Defender Stance: lightdam buff based on int+wis /2

- Cobra Stance: basically up poison chance like toxic brew.

- Drunken Stance: confusion boost based on agility+luck+wis /3, also will sacrifice 5 int, and plays the sound of drinking potion :)

- Snow Leopard Stance: waterdam boost based on agility+str /3, also adds 5 stun chance.

- Crane Stance: earthdam based on agility+int /3

- Counter Stance: drops str and agility by 6 but adds 15 block chance and 15 reflect damage.

- Iron body: ac boost based on end+str+level

Obviously only one of these stances can be used per combat for balance sake. But honestly considering how we really don't have allot of room/way to accumulate skills anyway, I don't think it's even possible for a person to end up with all the stances at once anyway. Yeah... You can till I been playing alot of monks ROFL!

By Adventure To Fate Dev on Friday, June 19, 2026 - 05:39

glad you like it and yes I plan on polishing it up a bit as well. thanks for showing me some spots I missed.

Yea monks could use a little love those are some good prefix / rune ideas too. THanks!

By privatetai on Wednesday, July 1, 2026 - 06:55

I had a bright scroll that, no matter what I tried to use it on, would crash the game. After like 5 crashes, I junked some items, crafted a few more scrolls, and then it suddenly worked fine. I'm thinking it's that particular inventory slot or something...

Also, how come all these cool updates and the game wasn't mentioned in applevis's latest list of cool updates and APPs?

By Jonathan Candler on Wednesday, July 1, 2026 - 17:59

Man I've been away from the game for a bit, mainly cause I haven't been putting in the time to play but looks like Ima have to pick this one up again. These patch / update notes sound cool as shit!

By Adventure To Fate Dev on Sunday, July 5, 2026 - 05:30

Tai thanks for the detailed info I think it’s a slot issue but I think my auto null clearing code is being skipped when enchantments happen. This does help and gives me an idea where to check the code thanks. Or course sorry about the issue but you are right once you clear that slot by selling or buying or gaining a new item it seems to fix itself because that null / error protection runs and clears the issue.

Jonathan. Glad the updates are bringing you back! Let me know what you think of the new class and professions! Yes lots more to come. Thanks for supporting the game!

By privatetai on Sunday, July 5, 2026 - 07:31

Sometimes when finding loots, it starts to play sound and then like, hangs for a second or two and then proceeds with only finding materials/gold but no loot. Almost like it's trying to load something that's not there.

Also, not very important, but archer pets like dire ranger and bone hunter and such still playing old melee sound rather than new range weapon sound :)