148fc96d91
- preparation incorrect killing enemies at health threshold, instead of below it - preparation incorrectly ignoring boss phases and death resistance effects - talisman of foresight vision marking effects incorrectly persisting between depths - packs filling past capacity in some cases - fireblast incorrectly setting adjacent cells on fire when not flammable - typos in the description of shields - game incorrectly closing when back button is pressed in new hero select - memory leaks on Android phones when the game is closed/opened - cursed wand gas zaps not using new SFX |
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android | ||
core | ||
desktop | ||
docs | ||
gradle/wrapper | ||
services | ||
SPD-classes | ||
.gitignore | ||
build.gradle | ||
gradlew | ||
gradlew.bat | ||
LICENSE.txt | ||
README.md | ||
settings.gradle |
Shattered Pixel Dungeon
A Roguelike RPG, with randomly generated levels, items, enemies, and traps! Based on the source code of Pixel Dungeon, by Watabou.
Shattered Pixel Dungeon currently compiles for Android and desktop platforms. It is available from GitHub, Google Play, Amazon, and F-Droid.
If you like this game, please consider supporting me on Patreon!
There is an official blog for this project at ShatteredPixel.com.
The game also has a translation project hosted on Transifex.
Note that this repository does not accept pull requests! The code here is provided in hopes that others may find it useful for their own projects, not to allow community contribution. Issue reports of all kinds (bug reports, feature requests, etc.) are welcome.
If you'd like to work with the code, you can find the following guides in /docs
: