Author Topic: Dragon Fin Soup (now at v1.07) $  (Read 5050 times)


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Dragon Fin Soup (now at v1.07) $
« on: November 03, 2015, 10:05:37 PM »  Most big platforms that exist nowadays, more later: $19.99 Win

Dragon Fin Soup seamlessly blends genres to create a fresh experience: half story-driven tactical RPG and half high-stakes roguelike, with a pinch of crass humor and a heaping helping of murder & madness set in a procedurally generated fantasy world.

Meet Red Robin - a charming, yet raging alcoholic bounty hunter, who’d rather get into a bar fight than deliver baked goods. Players must take up Robin’s blades and set out across Asura, a lushly colorful fantasy world that sits on the back of an enormous space turtle, on a journey to discover the secrets of her bloody past.

This game is not for the casual player and can be highly addictive.
Dragon Fin Soup contains the following:
- Superfluid turn-based tactical combat
- Raging alcoholic bounty hunter heroine
- New procedurally generated world each time you play
- Mercenaries for hire and awesome pets to collect
- Over 60+ hours of roguelike gameplay in Story, Survival & Labyrinth modes

Dragon Fin Soup is hand crafted by a 5 person indie development team - Grimm Bros LLC.

Odds are, this just might make quite a splash in the KS success story column and beyond---it'll be very interesting to see how this plays out ultimately on the PC, PSN, etc as they are casting about as wide and stylishly exuberant a net as possible.   8)
« Last Edit: February 13, 2016, 12:02:32 AM by getter77 »
Brian Emre Jeffears
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Re: Dragon Fin Soup (now at v1.03) $
« Reply #1 on: November 10, 2015, 02:08:08 AM »

Patch 1.03 is now live on Steam. Update to DRM Free version should follow shortly.

Here is a list of all changes with this patch:

- Tweaks to Gold drops (you will get less gold)
- Shops will have shorter cool-down for restocking items (100 turns)
- Crafting process bar will no longer be slow, progress will done within a second.
- Fishing nodes will not disappear after 4 tries but will last for 18-22.
- Will make sure the market and other buildings always spawn in the village (in some rare cases with some seeds they were missing)

- Fixed a bug where a friendly NPC can be killed by accident with a spike ball during a mission.
- Added a config option to a setting file to turn of threading for people who experience crashes during loading screen sometimes.

- Adjusted transparency in southern wall tiles to be more transparent
- Added some fixes for a bug that can lead to some corrupted save files, many of the save files will be able to load after this patch so hopefully you kept 'em around.

- Made trees more transparent when hero is standing behind them
- Tweaked fishing mode so that "hold" is a lot less frequent and shorter
- Other tweaks to fishing results
- Fixed mouse wheel zoom when mouse is being used outside of the DFS game
- Fixed stats for gear upgraded with power crystals not being loaded correctly
- Fixed some digging issues
- Fixed crafting quest in the smithy (metal quests)
- Reduced the number of Trees in some forests and made them to be more transparent when they block the view.

- Updated all Item icons with additional color coding and symbols so it's easier to see what items are gear, quest items, crafting materials.
- Fixed a bug where under certain conditions a crash can occurs because a story related character is not spawned when it should (on a side note, some of the fixes in this patch will make some of your save files load that previously crashes so keep em around)

- Increased frequency of finding iron ores and also the number of ores when you dig
- Added additional reward items for crystal mini-games
- Increased the number of shovels sold by vendors.
- Increased number of silk thread drops.
- Increased number of shovels for crafting.
- Enabled repeated input for diagonal movement keys on keyboard.
- Increased drop rate for fur.
- Made rage-meter fill up faster.
- Fixed a bug related to changing ammo for guns.
- Fixed shepherd mission exploit (sorry guys ;) )

- fixed fishing bug where the caught fish is not being added to inventory
- fixed hero pushback bug
- added controller improvements
- made blue popups close faster
- Mapped menu to I and ESC (in the next patch v1.03 we will add a new config file where you can completely remap the keyboard to your liking)

- added some new options to _settings.ini (we will later add them to the game config menu but that takes time)
- VSync option
- turn off mouse wheel
- MiniMapZoom on/off
- Camerazoom on/off

- Simple graphics that starts the game with the following settings:
(this feature will help us test issues on some PCs configs that seem to have trouble with the game)
-1024 x 768
-Shaders off
-v sync off
-full screen off
-half textures
-display number 1
-play particles false
Brian Emre Jeffears
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Re: Dragon Fin Soup (now at v1.04) $
« Reply #2 on: November 21, 2015, 01:27:22 PM »

- New “Precision Step” feature for Keyboard and Joypad!
Pressing and holding a button while in-game (button used for cancel in the UI, Shift on keyboard) will trigger 3 functions:

1) Grid overlay appears
2) All trees and props become transparent
3) Displays an arrow in front of the hero, the hero then can be rotated in any direction and when you let the button go the hero will perform a single precise step.

- Mouse wheel now supports scrolling in all lists:
Options Menu
Character Selection List
Recipe list
Quest log lists
Inventory slots
UI buttons

- Adjusted the Item info window to show the “Luck” values for armor and weapons.
Luck is a summarized value of the stats that affect critical hit, stun and counter attack.

- New “Precision Path” feature for mouse users!
When clicking and holding on a tile a cursor will appear and become drag-able across all traversable tiles, making it easy to readjust the destination and walk on tiles behind foes.

- Muted SFX for traps triggered by foes off-screen.

- Fixed crash if rampage mode happened as a random encounter was phasing out.

- Fixed an issue with being able to stack items in the crafting grid.
This was leading to stacks of items disappearing that were placed there.

- Added a new feature that will let people rotate the hero in place on a joypad that has no analog sticks, used by holding the button that opens the Command Pop-Up.

- Added a public-friendly debug log file with new INI setting: bWriteDebugLog true
This will help getting more relevant info for us in case of a crash or other issues.

- Fixed Ammo stats

- Made walls become transparent when chests or runes are placed behind them.

- Added a subtle particle effect on terrain tiles that affect stats.

- Fixed the scientist mission reward (power crystal was not awarded)

- Added storage chests in Labyrinth mode.

- Fixed a bug with step runes minigame

- Fixed receipts not being removed after postal mission. The fix will also remove the receipts from previous missions in existing save files.

- Made hero able to dig on a tile occupied by a pet.

- Made traveling merchants always have shovels in stock

- Made a warp to world-map appear when a random encounter was resolved by force, this will give the player time to collect all the loot before moving on.

- Fixed an issue that can happen in a missing kid mission where the witches do not appear.

- Fixed a bug with score calculation in Survival and Endless Labyrinth modes

- Added new settings in the in-game options menu
• Threading on/off
• Touch controls on/off
• VSync on/off
• Camera zoom on/off
• Map zoom on/off
• Mouse-wheel on/off

- Added new hotkeys for keyboard. F1 - F7 will now directly open the Ui for Inventory, Equipment, Skills, Crafting, Pets, Quests and Save/load. Esc can close the UI.

Esc and "I" can also open the root UI.

In the next patch we will add a feature where you will be able to change they keyboard mapping to your liking.
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Re: Dragon Fin Soup (now at v1.06) $
« Reply #3 on: December 18, 2015, 05:28:12 PM »

- Fixed a bug that caused known recipes to be removed
- The price to hire Gidrom now increases with level
- Fixed an NPC scaling bug related to rage mode.

- Made discovered crafting recipes persist across all game modes and when starting a new game.
- Changed items you can fish up in Mondheim and Merlenheim (Village 2-3) so the fishing quests are less dependent on random missions.
- Made the sort button in the inventory stack items of the same type.
- Extended storage chest to 3 tabs and added a sort button.
- Made digging possible on tiles occupied by NPCs that can walk.
- Made Robin's starter gun movable to Storage.
- Fixed some issues related to random encounters.
- Added a new feature that will compare gear stats to all equipped gear of the same type in a rotation.
- Added a new feature where clicking on objects will make hero walk towards them and stop next to them without attacking them. This feature can be disabled/enabled in game options.
- Made some changes to melee combat system so in some cases foes cannot take a turn before hero has finished executing the attack.
- Fixed repeated input for attack causing unwanted melee attacks.
- Limited Earth Wall magic to 20 active wall blocks.
- Fixed failed missions showing up in the ‘completed missions' tab.
- Removed delay from item drops when destroying trees (Drops now appear immediately when the tree is destroyed).
- Added a new setting in the game config to disable prompts when entering houses or talking to vendors.
- Made info text for items larger.
- Made 2 handed weapon stats compare to an added value of 2 equipped single hand weapons.
- Added pet HP in the hud under the action slots so you can keep better track of their health.
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Re: Dragon Fin Soup (now at v1.07) $
« Reply #4 on: February 13, 2016, 12:04:03 AM »
v1.07 seemingly

The following is a list of features currently planned for the update. There may be additional features and fixes added between now and the release of the update.

- New Feature: Crafting Auto-fill
-When all ingredients needed for a recipe are in your inventory, the recipe will be marked with a green check mark
-Double click, enter, or joypad action button (X on PS controller) will automatically place ingredients in the crafting grid
-Cursor will then jump to the “Create” button
- After pressing the create button in crafting UI, the "clear" button becomes automatically selected to speed up crafting
- "Clear" button in crafting menu will also clear the result slot.
- Fixed an issue with saved crafting recipes sometimes being lost.

-New Feature: Quick inventory item movement
-Quickly move items from one place to another (such as equipping, buying, selling, etc)
-Double click, enter, or joypad action button (X on PS Controller)
-Command popup will still be used for consuming, discarding, and moving items
- Item info description font size increased and color changed for better readability
- Added a new button to the command popup (Right click, ‘R’, or Triangle on PS controller) to use a power crystal to upgrade a piece of equipment in your inventory.
- Made items that hero collects automatically stack with the same item type that is equipped instead of creating a new stack in the inventory
- When any piece of gear is selected in the inventory, the corresponding equipment slot will flash to show where the gear can be equipped.

- Fixed pets getting in the way when you do the Crystal loop minigame
- Fixed mail delivery and secret message missions sometimes leaving quest items in the inventory
- Cost of reviving pets at the vet in the village will now scale with the level of the hero
- When crafting weapons and armor there is now a chance to get bonus stats on the gear. Items with these bonuses will be marked with a ‘+’ at the end of their name. Bonuses will be retained when the item is upgraded with a power crystal.
- Added a setting in game options to disable prompts for crafting.
- Changed combat log so that Enemy actions in the will be in red text
- Pressing and holding the turn counter will automatically skip turns without repeated clicking
- Added a shadow to all fonts in the Hud for better readability.

Key mapping turned out to be more complicated to work into the existing code than expected, and is still in the works. Don't worry, we still want to implement it.
Brian Emre Jeffears
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