Game
Dragon Dreams: A Taste of Adventure


23 hours ago

V2.3.0 now available!


Happy New Year, adventurers!

After a decently big update earlier in December for Dragon Dreams: Christmas Nightmare, it's time for a similar, even bigger update for this one too!  It has roughly the same main new stuff, but lots of other changes and fixes too.

  • Rebindable keys!

  • A new modifier: Death Bombs.

  • New screen filters option. 

  • Cosmetic skins!

Now I'm getting back to work on the main game for the new year.
Full patch notes, as always, are at the bottom of this post, and in a text file included with the game.

Thansk for taking a look, I hope you enjoy!
Best wishes to you and your loves ones for 2026!

Happy adventuring! 

.

.

.

.

.

PATCH NOTES

ADDITIONS:
- ADDED NEW OPTION: Rebind Keys!  Because you're worth it.

- ADDED NEW OPTION: Hats (You can choose to turn off the cosmetic hats)

- ADDED NEW OPTION: Filter (Select between some screen filter effects, such as monochrome)

- ADDED NEW MODIFIER: Death Bombs (Enemies have a percentage chance to drop a live bomb on death)

- ADDED NEW FEATURE: Skins (Choose from a selection of 12 different skins for your character!)

- Added a little screen appearance effect to the main menu, for style

- Added ability to hold a direction in the main menu to repeatedly move the cursor

- Added information window pop-ups for Modifiers and Skins selections on the main menu

- Added icons to some statistics, to clarify what they're tracking

- Added currently held gold to the HUD

- Added "NEW" item indicators to the inventory, to highlight items that you recently discovered

- Added "NEW" item indicators to shop items when they're added

- Added a couple of visual variations for pots

- Added a little smoke puff when you extinguish flames

- Added attack telegraphs to Lava Bat, Lurker and Knight enemies.

- Added a boss name above its health bar

CHANGES:

- Increased size of game name subtitle on main menu

- Gave main menu cursor an outline for increased visibility in some situations

- Changed Gold (collected) statistic into Seconds (played). Gold wasn't being tracked correctly

- Clarified some credits

- Made the menu cursor return to the previous option selected when backing out, instead of to Start Game

- Made some more incompatible modifiers turn each other off when toggled

- Removed functionality of pressing a key to die and return to the save shrine

- Updated save shrine information text to reflect the removal of "Q to die" functionality

- Changed Magic Mode modifier's starting HP from 3 hearts to 2. Mages are squishy!

- Made any illegal items carried over into Magic Mode modifier unusable

- When using Magic Mode modifier, added X markings to unobtainable inventory slots

- Improved visibility of MP cost meter

- Changed Dash trail graphic to fit any chosen character skin

- Made dash trail slightly transparant

- Made warp light slightly transparant

- Made most HUD elements more visible within the inventory screen

- Made equipment HUD elements become temporarily more visible after switching/gaining/using them, etc

- Updated Hammer weapon visuals to more accurately reflect the item/inventory apperance

- Changed shade of purple used to represent weapon Dream power in every instance

- Changed Potion and Artifact inventory slot colours, to be consistent with later games

- Changed visuals of Inventory, to be more neat and pleasant to look at (I think)

- Changed large potion appearances to make them stand out more from their smaller variety

- Updated a couple of artifact icon colours to more closely match their functions

- Made Low HP warning happen at 2 hearts or less in New Game+, instead of 1 or less, due to increased damage

- Changed shade of blue for the mana bar, mana upgrade items, etc. for better visual clarity

- Added highlight colours and icons to some dialogue to indicate what they're referring to

- Added short invulnerability during/after screen transition

- Made Magic Mode's mana regeneration not happen while Frost spell is in use

- Made weapon hitboxes a bit more precise

- Limited Sword's Dream power travel distance, making it fade after a time

- Made Spear able to cut grass and bushes

- Made Barrier magic orbs be able to take 3 hits from most projectiles before being destroyed

- Changed Fierce Band artifact into coins when using Magic Mode modifier

- Reduced cost of Mana Potion from 30 to 25, and Mana Elixir from 100 to 80

- Made Fireball magic get blocked by enemy water shots

- Changed Level 3 Fireball spell's explosion trigger to the magic key, instead of attack

- Updated Level 3 Fireball spell's inventory description

- Added icon of a Gem to the pickup text. It looks nicer that way, I think

- Made Gem pickup notifications follow the screen, so that they don't scroll off if you leave

- Gave locks on chests and doors an outline flash to make them stand out more

- Changed some colours of the Knight enemies, partly to be different from the skin you can choose

- Changed wording of the Magic Ring hint, to be more of a hint

- Moved boss dialogue box, so that it doesn't hide the HUD, letting you prepare equipment before the fight

- Slightly changed sector A-8 layout, to look like the temple is more than just one screen without a temple!

- Made one of the fire basins in E-9 lit to start with, to hint at what to do

- Moved one of the unlit basins in £-9, to be easier to hit, and to light nearby spikes better

- Slightly changed sector H-2 layout, to make the button harder to get to

- Slightly changed sector I-1 layout, so you can't just grab the item and escape for free

- Adjusted some trap positions and amounts in Extra Traps modifier. It was a little much before

FIXES:

- Fixed some items/chests in map guide images not being highlighted in dark sectors

- Fixed slight graphical error in Statistics window

- Fixed state of any cheats toggled on carrying over if you return to menu and then back into game

- Hopefully fixed Travel Buddy (modifier) going behind some ground-based objects (pushable blocks, spikes, etc)

- Hopefully fixed held weapon sometimes showing on top of you when it shouldn't

- Hopefully fixed your weapon sometimes being incorrectly oriented when you transition screens at an angle

- Fixed dashing being limited to 4 directions. Now you can change directions, and dash diagonally

- Fixed being unable to attack mid-dash. Now you can

- Fixed invulnerability time at end of a dash sometimes being shorter than expected

- Fixed incorrect colouring in Fierce Band's HUD icon

- Fixed Life Bangle chest opening in one hit with any weapon

- Hopefully fixed weapon hit detection on various objects (such as doors and chests) sometimes failing

- Fixed drop randomising for breakables, to stop groups of them destroyed on the same frame from dropping the same thing

- Fixed levers being either re-usable, or too rapidly re-usable

- Updated battle lock-in barrier programming, to prevent weird wall movement sticking when they're not visible

- Updated spikes programming, to prevent weird wall movement sticking when they're not visible

- Updated shortcut bars programming, to prevent weird wall movement sticking when they're not visible

- Fixed Priestess' dialoue having "next" indicator on its final page in Poorly Translated modifier

- Fixed final temple gate becoming permanently locked if you save and quit after beating the boss

- Fixed special effects of dream weapons not damaging the Nightmare Core



0 comments

Loading...

Next up

Mar-May 2025 ~ Map 5 almost done!

Dragon Dreams v1.5.0 - Dash!

Map Compatibility with Randomisation!

The BIG v2.0 is here!

A Taste of Adventure goes "HD"!

Dragon Dreams v1.1.0 - New Modifier, & more!

Jun-Aug 2025 ~ Map 5's final push

The BIG v2.0 is here!

Jul 2024-Feb 2025 ~ Key Rebinding! (Back from hiatus)