<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.10.0">Jekyll</generator><link href="https://stfnjstn.github.io/feed.xml" rel="self" type="application/atom+xml" /><link href="https://stfnjstn.github.io/" rel="alternate" type="text/html" /><updated>2026-09-22T16:38:31+00:00</updated><id>https://stfnjstn.github.io/feed.xml</id><title type="html">Stefans Developer Playground</title><subtitle>Not much time at the moment, so this blog is in a &quot;keep the lights on&quot; mode. I try to post tutorials from time to time and will mainly use it to present my games.</subtitle><entry><title type="html">R4.9 Released - The Level Editor Moves Into the Game, Plus Spanish &amp;amp; French</title><link href="https://stfnjstn.github.io/escape-the-dungeon-maze-r49-released/" rel="alternate" type="text/html" title="R4.9 Released - The Level Editor Moves Into the Game, Plus Spanish &amp;amp; French" /><published>2026-09-20T12:00:00+00:00</published><updated>2026-09-20T12:00:00+00:00</updated><id>https://stfnjstn.github.io/escape-the-dungeon-maze-r49-released</id><content type="html" xml:base="https://stfnjstn.github.io/escape-the-dungeon-maze-r49-released/"><![CDATA[<p>The September 2026 update <span style="background-color: #4CAF50; color: white; padding: 3px 8px; border-radius: 12px; font-size: 0.85em; margin-left: 5px;">R4.9 - September 2026</span> for “The Dungeon - Get Out” and the corresponding Level Editor is now <strong>officially released</strong>!</p>

<p>This one is less about new things to find in the maze and more about where the maze itself comes from. For years the Level Editor has been a separate companion app: build a dungeon there, export it, import it into the game, go and play. As of this release that round trip is gone — the <strong>editor lives inside the game</strong>. Along the way the editor got a completely new interface, and the game learned two new languages.</p>

<h2 id="the-level-editor-moves-into-the-game">The Level Editor Moves Into the Game</h2>
<p><img src="/assets/2026/09/Editor0.png" alt="The game's main menu on iPhone with the new 'Buy the Level Editor' entry between Settings &amp; Controls and Info" /></p>

<p>The main menu has a new entry. Tap it and the full Level Editor opens right there in the game — the same level pack list, the same map editor, the same tile, monster and item tools you know from the standalone app. Design a pack with several levels, place monsters, items, doors, switches, traps and triggers, then step straight into your creation and play it, without ever leaving the app. Once you own it, the button simply becomes <strong>Level Editor</strong> and takes you there directly.</p>

<p>Level packs still travel as <code class="language-plaintext highlighter-rouge">.etdm</code> files, so sharing works exactly as before: export a pack from the built-in editor and hand it to a friend, or import one that somebody else made.</p>

<h2 id="one-purchase-no-subscription">One Purchase, No Subscription</h2>

<p><img src="/assets/2026/09/Editor1.png" alt="The in-game purchase screen for the Level Editor: a preview of the iPad editor, a feature list and a one-time 'Buy' button" /></p>

<p>The built-in editor is unlocked with a single <strong>in-app purchase</strong> — a one-time buy, no subscription, restorable on every device signed in with the same Apple account. The purchase screen shows what you get: draw mazes tile by tile or let the generator do it, place monsters, items, doors, switches and traps, build puzzles with triggers and actions, and share your level packs with other players.</p>

<p>The game itself stays free to download and play, as it always has been. The purchase is only for those who want to build.</p>

<h2 id="a-completely-reworked-editor">A Completely Reworked Editor</h2>

<p><img src="/assets/2026/09/Editor2.png" alt="The reworked Level Editor on iPad: the level map on the left, the monster inspector with position, behavior and skill level on the right" /></p>

<p>Building the editor into the game meant rebuilding it, and that is what this release delivers on both sides. Every screen of the Level Editor — the start page, the level pack overview, the level editor itself, the tile and trigger inspectors, the monster and item editors — has been <strong>rebuilt from the ground up</strong>. The map sits on the left, a sidebar with the tools on the right, and the inspectors switch between settings, textures, monsters and items with a single tap. Pickers are sheets, edits apply immediately, and the whole thing finally feels like one app rather than a stack of forms.</p>

<p>The <strong>standalone Level Editor app</strong> ships this same reworked interface and has exactly the same features as the built-in version. Both are fully supported, and level packs move between them as <code class="language-plaintext highlighter-rouge">.etdm</code> files, so nothing you have built anywhere is going to be stranded. Use whichever fits how you work: the standalone app if you like keeping building and playing separate, or — for a more integrated experience, editing and playing your dungeons in one place without switching apps — the embedded editor in the game.</p>

<h2 id="spanish-and-french">Spanish and French</h2>

<p>The game now speaks <strong>Spanish</strong> and <strong>French</strong> in addition to English and German. Menus, dialogs, item and spell names, the tutorial and the in-game texts are all translated, and the App Store listing follows in all four languages. If your device is set to one of them, the game picks it up automatically.</p>

<p>And as usual, both the game and the editor come with a round of <strong>stability improvements and bug fixes</strong> — the kind you should not notice, because things simply keep working.</p>

<hr />

<p>Thank you for playing! More adventures await in the maze. Development is still ongoing — stay tuned for the next updates!</p>

<div style="display: flex; justify-content: space-around; align-items: center;">
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</div>]]></content><author><name></name></author><category term="The Dungeon - Get Out" /><category term="Game Development" /><category term="ETM" /><summary type="html"><![CDATA[The September 2026 update builds the Level Editor right into The Dungeon - Get Out as a one-time in-app purchase, adds Spanish and French, and ships the standalone editor with a completely reworked interface]]></summary></entry><entry><title type="html">The Last F(l)ight Home Released - Ten Levels, Ten Bosses and a Very Long Way Home</title><link href="https://stfnjstn.github.io/the-last-flight-home-released/" rel="alternate" type="text/html" title="The Last F(l)ight Home Released - Ten Levels, Ten Bosses and a Very Long Way Home" /><published>2026-09-01T10:00:00+00:00</published><updated>2026-09-01T10:00:00+00:00</updated><id>https://stfnjstn.github.io/the-last-flight-home-released</id><content type="html" xml:base="https://stfnjstn.github.io/the-last-flight-home-released/"><![CDATA[<p>A brand new game <span style="background-color: #4CAF50; color: white; padding: 3px 8px; border-radius: 12px; font-size: 0.85em; margin-left: 5px;">1.0 - September 2026</span> is now <strong>officially released</strong>: “The Last F(l)ight Home”, an arcade side-scrolling space shooter for iPhone, iPad, Mac, Apple TV and Apple Watch.</p>

<p>You sit in the cockpit of a lone fighter with a very long way still to go. You fly right, the world scrolls past, and none of it wants to let you through: canyon walls closing in, gun turrets dug into the rock, crawlers working along the floor and the ceiling, and squadrons coming at you out of the distance.</p>

<h2 id="a-corridor-that-does-not-want-you-through-it">A Corridor That Does Not Want You Through It</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/09/iPhone_04_DeepRun.png" alt="The fighter deep inside a canyon, the ceiling stepping down towards it, with pods and a swarm of enemies filling the corridor ahead" style="width: 100%;" />
</div>

<p>Every level is a <strong>hand-built canyon</strong>, written out as a tile map and flown from left to right. The landscape is not scenery: rock, floor and ceiling are solid, the corridor narrows and steps without warning, and a wall met at speed ends the ship as surely as a bolt does. Between the walls stand the things that were put there on purpose — metal pillars and steel beams, drifting boulders, crystals, mines, spikes grown out of the surface, and rubble low enough to fly over if you commit to it.</p>

<p><strong>Turrets</strong> are bolted into the rock on the floor and on the ceiling, their cannons turning to follow you, some of them riding a rail along the wall they sit on. An obstacle is meant to be a decision rather than a wall of noise, so they are spaced out: never two hazards crowded together, never a turret sharing a column with anything else. The answer to a turret takes the whole width of the corridor to fly.</p>

<h2 id="a-gun-that-grows-with-the-run">A Gun That Grows With the Run</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/09/iPhone_02_FullyArmed.png" alt="A fully armed ship with a shield ring, satellites and a spread of bolts, the collected extras shown as coloured chips along the top of the screen" style="width: 100%;" />
</div>

<p>Shoot the right things and you fly on stronger. Pods drift through the corridor carrying <strong>eleven different extras</strong>, and collecting one changes what your gun is: <strong>rapid fire</strong> for a shorter interval between shots, <strong>power</strong> for a heavier bolt, a <strong>double</strong> or a <strong>triple</strong> shot, a <strong>rear gun</strong> firing out of the tail, a <strong>laser</strong> that makes your bolts bounce off the landscape instead of stopping at it, <strong>crawlers</strong> that lay a bolt down along the floor or the ceiling, <strong>satellites</strong> orbiting the ship and firing along with it, a <strong>shield</strong> that eats the next hit, and a <strong>spare ship</strong>.</p>

<p>They combine rather than replace each other: the rear gun, the laser, the crawlers and the satellites all pair with whatever pattern you are already firing, so a triple shot that has picked up the laser is three bolts that bounce off the canyon at the angles they arrived. You can read the whole loadout along the top of the screen — green keeps you alive, amber improves the gun you have, ice blue changes what it fires. Lose a ship and the gun goes back to basics: an armament that outlived its ship would make a round easier the longer it went on.</p>

<h2 id="ten-levels-ten-bosses">Ten Levels, Ten Bosses</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/09/AppleTV_05_BossFight.png" alt="A boss coming apart in a ring of fire at the end of a level on Apple TV, the score climbing past 45,000" style="width: 100%;" />
</div>

<p>Ten levels, getting quicker as you go: <em>Canyon Run</em>, <em>Iron Pass</em>, <em>Mine Belt</em>, <em>The Gauntlet</em>, <em>Glass Reach</em>, <em>The Hive</em>, <em>The Forge</em>, <em>Salt Drift</em>, <em>The Works</em> and <em>Landfall</em>, each with its own tile set and its own idea of how much room you deserve. Thirteen enemy silhouettes fly eight different paths through them — straight, waves, circles, dives, zigzags, swoops, spirals and hops — alone or in formations of up to eight: a vee, a column, an echelon, a line, a diamond, an arc, a wall, a snake.</p>

<p>Every level ends with a <strong>boss</strong>. The map runs out, the sky clears for a moment with nothing in it, and a warden comes out of that emptiness. A boss is not a large enemy — it is built of parts. Pods swing on arms, plates sit still and simply soak damage, and some pieces can be shot off while others cannot; a few wardens keep the body untouchable until the destructible parts are gone. Each one fires in a shape of its own — a fan, a ring, a sweep, rain, or alternating volleys — and each one has to be learned before it can be beaten.</p>

<p>And the run does not stop at <em>Landfall</em>. Past the last level the list starts again, still counting up, still paying more: an arcade game ends when the last ship does, not when the author runs out of maps.</p>

<h2 id="three-settings-one-map">Three Settings, One Map</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/09/iPhone_01_StartScreen.png" alt="The start screen of The Last F(l)ight Home with the Play button, the Easy, Normal and Hard settings, and the best score for the chosen setting" style="width: 100%;" />
</div>

<p><strong>Easy</strong>, <strong>Normal</strong> and <strong>Hard</strong> are chosen on the start screen and remembered between launches. What changes is the amount of pressure, not the map: enemy bolts fly faster or slower, guns fire more or less often, enemies drift a little quicker — and on Easy anything wearing armour has one plate taken off, though never its last. Where things <em>are</em> stays where things are, because a passage is learned as a place, and stretching that would turn Easy and Hard into two different games.</p>

<p>Each setting keeps its <strong>own best score</strong>, and each one has its <strong>own Game Center leaderboard</strong>, so a Hard run is never measured against an Easy one.</p>

<h2 id="on-every-screen-you-own">On Every Screen You Own</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/09/Watch_03_Firefight.png" alt="The same firefight running on Apple Watch, steered with the Digital Crown" style="width: 100%;" />
</div>

<p>The same game runs on <strong>iPhone, iPad, Mac, Apple TV and Apple Watch</strong>, and each one steers it the way that platform actually works. On the phone and tablet it is one finger: you drag, the ship follows, and the guns fire themselves. On Apple TV the Siri Remote is a trackpad rather than a stick. Game controllers — DualShock, DualSense, Xbox and MFi — are supported everywhere they connect, as are arrow keys and WASD on a keyboard. On Apple Watch the <strong>Digital Crown</strong> steers, one notch at a time, and the game hands some time back for it: bolts fly slower, guns fire less often, and the loose hazards — mines and boulders — are left out of the map entirely, because a corridor that is a decision under a thumb would be a coin toss under a Crown.</p>

<hr />

<p>Thank you for playing! This is the very first release, so development carries on from here — stay tuned for the next updates!</p>

<div style="display: flex; justify-content: space-around; align-items: center;">
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  <p>Lite Version</p>
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      <img src="/assets/Download.svg" alt="Download" />
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    <p>Full Version</p>
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</div>]]></content><author><name></name></author><category term="The Last F(l)ight Home" /><category term="Game Development" /><category term="ETM" /><summary type="html"><![CDATA[A new arcade side-scrolling space shooter for iPhone, iPad, Mac, Apple TV and Apple Watch - hand-built canyons, a gun that grows with the run, and a boss waiting at the end of every level]]></summary></entry><entry><title type="html">R4.8 Released - Bows, Crossbows, Throwable Ammo &amp;amp; Glowing Items</title><link href="https://stfnjstn.github.io/escape-the-dungeon-maze-r48-released/" rel="alternate" type="text/html" title="R4.8 Released - Bows, Crossbows, Throwable Ammo &amp;amp; Glowing Items" /><published>2026-08-27T10:00:00+00:00</published><updated>2026-08-27T10:00:00+00:00</updated><id>https://stfnjstn.github.io/escape-the-dungeon-maze-r48-released</id><content type="html" xml:base="https://stfnjstn.github.io/escape-the-dungeon-maze-r48-released/"><![CDATA[<p>The August 2026 update <span style="background-color: #4CAF50; color: white; padding: 3px 8px; border-radius: 12px; font-size: 0.85em; margin-left: 5px;">R4.8 - August 2026</span> for “The Dungeon - Get Out” and the corresponding Level Editor is now <strong>officially released</strong>!</p>

<p>Until now, every fight in the maze happened at arm’s length. This release changes that: your heroes can shoot, sling and hurl. Seven new distance weapons, five kinds of ammunition, and a throwing system where the hero’s own skills decide how far and how hard something lands — plus a way to make the truly special finds unmistakable.</p>

<h2 id="take-the-fight-to-a-distance">Take the Fight to a Distance</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/08/IMG_0009.PNG" alt="The party facing a monster with a crossbow, bow and sling ready on the attack buttons, each showing its loaded ammo count" style="width: 100%;" />
</div>

<p>Seven <strong>distance weapons</strong> join the arsenal: a slingshot, three bows and three crossbows. A distance weapon is held in the weapon hand while its ammo rides in the off hand, and attacking fires a single piece rather than swinging. Each launcher accepts its own family of ammunition — <strong>bows</strong> take arrows, <strong>crossbows</strong> take bolts, and the <strong>slingshot</strong> takes stones — so what you carry decides what you can actually shoot.</p>

<p>A shot is scored as a proper weapon hit: the damage comes from the launcher rather than the projectile’s weight, Hunter proficiency applies, monster armor reduces it, and the shot carries the launcher’s full range. The three bows and three crossbows differ in reach and power, so there’s a real choice between a light, quick launcher and a heavy one that hits harder. And an unloaded bow simply does nothing — no shot, no improvised club swing.</p>

<h2 id="a-quiver-in-every-hand">A Quiver in Every Hand</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/08/IMG_0010.PNG" alt="Valerian's inventory with a slingshot equipped in one hand and a stone in the other, and a bow, arrow, crossbow and bolt waiting in the backpack" style="width: 100%;" />
</div>

<p>Ammunition is a new kind of equippable item, and there are five to find: <strong>arrows</strong>, <strong>bolts</strong>, <strong>stones</strong>, <strong>throwing stars</strong> and <strong>throwing daggers</strong>. Ammo is the one equippable whose hand you never have to pick — it takes the free hand on its own, and equipping a weapon pushes the stack over to the off hand rather than dropping it, so the quiver simply changes hands.</p>

<p>A quiver is worn as a whole stack rather than piece by piece, and it never splits across two inventory slots. The attack button shows the loaded ammo ahead of the weapon and carries a <strong>count badge</strong> so you can see at a glance how many shots are left. Throwing stars and daggers need no launcher at all — they’re simply thrown by hand.</p>

<h2 id="throw-anything-you-find">Throw Anything You Find</h2>

<p>Ranged combat isn’t limited to purpose-built weapons. Any item lying on the floor can now be picked up and <strong>thrown forward</strong>, and it behaves like flying magic on the way: it damages the monster group it hits, sets off an attack trigger on the wall it strikes, gets turned by rotators and carried through teleports. Wherever it stops, it ends up back on the floor — and stairs or an open pit will take it down to the level below.</p>

<p>How that throw lands is now the hero’s business, not just the object’s. <strong>Strength</strong> carries a throw further — every 50 points buys another tile of range — while <strong>dexterity</strong> decides how hard it hits, including the critical rolls that melee attacks already use. A trained thrower and an untrained one holding the same dagger will get visibly different results.</p>

<p>One more change to what ends up on the floor: <strong>fallen heroes now drop their worn equipment too</strong>. Helmets, shields and weapons used to stay on the corpse and were lost with it, but now the whole loadout stays behind for the rest of the party to recover.</p>

<h2 id="glowing-finds">Glowing Finds</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/08/IMG_0012.PNG" alt="A glowing skill potion lying on the dungeon floor, its coloured halo marking it as a permanent effect" style="width: 100%;" />
</div>

<p>Exceptional items can now carry a <strong>glow</strong> — a coloured halo that marks them out in the inventory, in every list and dialog, and on the model itself down in the dungeon, where it’s visible well outside the torchlight. The new <strong>Magic Sword</strong> wears one, as does every permanent skill potion, each in a brighter version of its own liquid colour. “Glowing means permanent” reads instantly, without losing the colour code you already know.</p>

<p>The halo follows the item everywhere it appears: the inventory grid, the worn slots, chests, the item info sheet and the watch views all pick it up. An equipped glowing weapon even lends its colour to the attack button, which also gained a darker recess behind the icon — a small change that makes every weapon icon easier to read against the light stone, glowing or not.</p>

<h2 id="building-it-all-in-the-level-editor">Building It All in the Level Editor</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/08/IMG_0013.PNG" alt="The Level Editor's weapon model picker showing the new long bow, light and heavy crossbows and slingshot alongside the Magic Sword, with a Bolt placed on the level" style="width: 100%;" />
</div>

<p>The Level Editor gets everything it needs to author the new gear. <strong>Ammo items</strong> have their own attribute panel: base damage, the launcher they fit — bow, crossbow, sling or thrown — and the elemental damage they carry. <strong>Distance weapons</strong> are built by picking a bow, crossbow or slingshot model, which locks the weapon class and lets you choose the ammunition it fires, so the editor and the game can never disagree about what shoots what.</p>

<p>Item <strong>glow colors</strong> are editable too, with a toggle and colour picker in the appearance section, and the halo shows up in both the icon and the 3D preview as you work. Validation has grown a matching check: it now warns when a level pack ships a distance weapon but no ammunition that fits it — a bow nobody can fire.</p>

<p>Triggers gained a genuinely new combination as well. An <strong>item-drop trigger</strong> can now wait for one specific item <em>and</em> spawn a different one in return, using two independent slots — so a niche can accept an offering and produce something else for it. The dropped item is never revealed to the player: the dialog still lists the whole inventory, and only the right offering makes anything happen.</p>

<p>This release also brings the usual round of fixes on both sides — pit rendering at the ceiling, iOS landscape layout and iCloud sign-out handling in the game, and a trigger dialog that now refreshes properly when you change the trigger type in the editor.</p>

<hr />

<p>Thank you for playing! More adventures await in the maze. Development is still ongoing — stay tuned for the next updates!</p>

<div style="display: flex; justify-content: space-around; align-items: center;">
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1502853397">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
  <p>Download the Game</p>
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      <img src="/assets/Download.svg" alt="Download" />
    </a>
    <p>Download the Level Editor</p>
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</div>]]></content><author><name></name></author><category term="The Dungeon - Get Out" /><category term="Game Development" /><category term="ETM" /><summary type="html"><![CDATA[The August 2026 update brings ranged combat to the maze with seven distance weapons, five kinds of ammo, skill-driven throwing, glowing items, and the Level Editor tools to build them all]]></summary></entry><entry><title type="html">R4.7 Released - Weapon Damage System, Career Bonuses &amp;amp; New Weapons</title><link href="https://stfnjstn.github.io/escape-the-dungeon-maze-r47-released/" rel="alternate" type="text/html" title="R4.7 Released - Weapon Damage System, Career Bonuses &amp;amp; New Weapons" /><published>2026-07-26T12:00:00+00:00</published><updated>2026-07-26T06:00:00+00:00</updated><id>https://stfnjstn.github.io/escape-the-dungeon-maze-r47-released</id><content type="html" xml:base="https://stfnjstn.github.io/escape-the-dungeon-maze-r47-released/"><![CDATA[<p>The July 2026 update <span style="background-color: #4CAF50; color: white; padding: 3px 8px; border-radius: 12px; font-size: 0.85em; margin-left: 5px;">R4.7 - July 2026</span> for “The Dungeon - Get Out” and the corresponding Level Editor is now <strong>officially released</strong>!</p>

<p>Weapons finally get real weight in this release — literally, in the new damage math, and figuratively, in how much they now shape your strategy. Every weapon class hits differently, gear can level up your career while it’s worn, and the Level Editor gained a whole toolbox for building new weapons from scratch.</p>

<h2 id="weapons-get-real-weight">Weapons Get Real Weight</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/07/IMG_7744.PNG" alt="Hero HUD showing the new weapon damage system in action" style="width: 100%;" />
</div>

<p>The headline feature this release is a brand new <strong>weapon damage system</strong>. Light, heavy, ranged and staff weapons each scale differently with your hero’s career and stats, so the same sword and the same axe now feel genuinely different in combat depending on who’s wielding them. On top of that, gear grants <strong>+1 career level</strong> to the hero wearing it for as long as it stays equipped, turning loadout choices into a real strategic decision rather than just a stat stick.</p>

<p>Fights should also feel fairer this update: monster speed and hero spell resistance have been rebalanced across the board. And under the hood, a batch of combat bugs got squashed — including damage that was silently being calculated twice, and kill rewards that weren’t always paying out correctly.</p>

<h2 id="new-weapons-to-wield">New Weapons to Wield</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/07/IMG_7745.PNG" alt="Per-hero inventory showing a weapon equipped in the hand slot" style="width: 100%;" />
</div>

<p>There’s more to find in the maze too: new items including <strong>Banana</strong>, <strong>Mushroom</strong>, and a fresh lineup of <strong>Weapons</strong> are now scattered throughout the dungeon. Combined with the new damage system, picking the right weapon for the right hero — and the right hand — matters more than ever.</p>

<h2 id="building-weapons-in-the-level-editor">Building Weapons in the Level Editor</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/07/Simulator Screenshot - iPhone 17 Pro - 2026-07-11 at 10.57.59.png" alt="Level Editor's new weapon item editor with damage and weapon class settings" style="width: 100%;" />
</div>

<p>The Level Editor gets a matching upgrade: a whole set of new weapon types — <strong>swords, axes, clubs, maces, sticks and knives</strong> — are ready to drop into your levels. Weapons built in the editor can now grant <strong>skill proficiency</strong>, <strong>basic stat</strong> and <strong>magic resistance</strong> bonuses, just like every other equippable item, so custom weapons fit right in alongside armor and accessories.</p>

<p>This release also brings its usual round of bug fixes and stability improvements on both sides.</p>

<hr />

<p>Thank you for playing! More adventures await in the maze. Development is still ongoing — stay tuned for the next updates!</p>

<div style="display: flex; justify-content: space-around; align-items: center;">
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1502853397">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
  <p>Download the Game</p>
  </div>
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1561041898">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
    <p>Download the Level Editor</p>
  </div>
</div>]]></content><author><name></name></author><category term="The Dungeon - Get Out" /><category term="Game Development" /><category term="ETM" /><summary type="html"><![CDATA[The July 2026 update brings a full weapon damage system, career bonuses while equipped, combat rebalancing, and a wave of new weapons in both the game and the Level Editor]]></summary></entry><entry><title type="html">R4.6 Released - Equipment System, Wearables &amp;amp; 3D Item Preview</title><link href="https://stfnjstn.github.io/escape-the-dungeon-maze-r46-released/" rel="alternate" type="text/html" title="R4.6 Released - Equipment System, Wearables &amp;amp; 3D Item Preview" /><published>2026-06-26T12:00:00+00:00</published><updated>2026-06-26T12:00:00+00:00</updated><id>https://stfnjstn.github.io/escape-the-dungeon-maze-r46-released</id><content type="html" xml:base="https://stfnjstn.github.io/escape-the-dungeon-maze-r46-released/"><![CDATA[<p>The June 2026 update <span style="background-color: #4CAF50; color: white; padding: 3px 8px; border-radius: 12px; font-size: 0.85em; margin-left: 5px;">R4.6 - June 2026</span> for “The Dungeon - Get Out” and the corresponding Level Editor is now <strong>officially released</strong>!</p>

<p>Gear up your heroes for the dungeon! This release introduces a complete equipment system, a host of new equippable item types, and a redesigned game item dialog with a live 3D preview.</p>

<h2 id="equip-your-heroes">Equip Your Heroes</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/06/IMG_7061.PNG" alt="Visual equipment screen with armor and accessories equipped" style="width: 100%;" />
</div>

<p>A brand new <strong>equipment system</strong> lets you outfit each hero with armor and accessories: helmets, body armor, gloves, leg armor, boots, shields, rings and necklaces. Every piece of gear boosts your heroes’ stats, so you can plan the perfect loadout for the dangers ahead of you.</p>

<p>The new <strong>visual equipment screen</strong> shows detailed item info, and you can drag and drop to equip and unequip items. Discover new armor, weapons and treasure hidden throughout the maze — and enjoy the adventure on iPhone, iPad, Mac, Apple TV and Apple Watch.</p>

<h2 id="new-wearables-in-the-level-editor">New Wearables in the Level Editor</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/06/IMG_7060.PNG" alt="Level Editor showing the new wearable game items" style="width: 100%;" />
</div>

<p>The Level Editor gains a new <strong>Wearable</strong> item type with its own dedicated editor, plus a range of new equippable items: helmets, boots, gloves, chest armor, shields, necklaces and rings. The redesigned game item dialog now features a <strong>live 3D preview</strong> you can zoom into, so you can see exactly how an item looks before publishing your level.</p>

<p>The <strong>Materials Editor</strong> lets you tint 3D models and adjust roughness, metalness and opacity per material, and game items now carry a <strong>weight</strong> attribute. This release also brings potion editor improvements along with bug fixes and stability improvements.</p>

<hr />

<p>Thank you for playing! More adventures await in the maze. Development is still ongoing — stay tuned for the next updates!</p>

<div style="display: flex; justify-content: space-around; align-items: center;">
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1502853397">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
  <p>Download the Game</p>
  </div>
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1561041898">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
    <p>Download the Level Editor</p>
  </div>
</div>]]></content><author><name></name></author><category term="The Dungeon - Get Out" /><category term="Game Development" /><category term="ETM" /><summary type="html"><![CDATA[The June 2026 update brings a full equipment system, new equippable item types, a redesigned game item dialog with live 3D preview, and a materials editor]]></summary></entry><entry><title type="html">R4.5 Released - Wearables, Weight System &amp;amp; Drag and Drop Improvements</title><link href="https://stfnjstn.github.io/escape-the-dungeon-maze-r45-released/" rel="alternate" type="text/html" title="R4.5 Released - Wearables, Weight System &amp;amp; Drag and Drop Improvements" /><published>2026-05-27T12:00:00+00:00</published><updated>2026-05-27T12:00:00+00:00</updated><id>https://stfnjstn.github.io/escape-the-dungeon-maze-r45-released</id><content type="html" xml:base="https://stfnjstn.github.io/escape-the-dungeon-maze-r45-released/"><![CDATA[<p>The May 2026 update <span style="background-color: #4CAF50; color: white; padding: 3px 8px; border-radius: 12px; font-size: 0.85em; margin-left: 5px;">R4.5 - May 2026</span> for “The Dungeon - Get Out” and the Level Editor is now <strong>officially released</strong>!</p>

<p>This release adds a brand new wearable item type, a weight system that affects gameplay, a refreshed action bar, and a big step forward for Drag &amp; Drop on iOS.</p>

<h2 id="wearables--refactored-item-editor">Wearables &amp; Refactored Item Editor</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/05/IMG_7045.PNG" alt="Wearable item editor with live 3D preview" style="width: 100%;" />
</div>

<p>The Level Editor gains a new game item type: <strong>Wearables</strong>. These come with a dedicated editor and a fully refactored game item dialog featuring a <strong>live 3D preview</strong> — so you can see exactly what an item looks like before publishing your level.</p>

<p>The <strong>Materials Editor</strong> now lets you tint 3D models and adjust roughness, metalness, and opacity per material, giving level creators much more control over item appearance.</p>

<h2 id="weight-system--gameitem-info-screen">Weight System &amp; GameItem Info Screen</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/05/IMG_7047.PNG" alt="GameItem info screen with detailed stats" style="width: 100%;" />
</div>

<p>Game items now have a <strong>weight attribute</strong>. Carrying too much will penalise your heroes’ movement speed and food consumption — so managing your inventory becomes a real strategic consideration. A new <strong>GameItem info screen</strong> shows detailed stats so you always know what you’re picking up.</p>

<h2 id="improved-drag--drop-on-ios">Improved Drag &amp; Drop on iOS</h2>

<p>Drag &amp; Drop has been significantly extended on iOS — you can now drag items:</p>

<ul>
  <li>From and to the <strong>floor and alcoves</strong></li>
  <li>Between <strong>chests and inventory</strong></li>
</ul>

<p>Combined with the per-hero inventory introduced in R4.4, item management is now smoother than ever.</p>

<hr />

<p>Thank you for playing! More adventures await in the maze. Development is still ongoing — stay tuned for the next updates!</p>

<div style="display: flex; justify-content: space-around; align-items: center;">
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1502853397">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
  <p>Download the Game</p>
  </div>
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1561041898">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
    <p>Download the Level Editor</p>
  </div>
</div>]]></content><author><name></name></author><category term="The Dungeon - Get Out" /><category term="Game Development" /><category term="ETM" /><summary type="html"><![CDATA[The May 2026 update brings a new wearable item type, a weight system, a refactored action bar, and major Drag & Drop improvements]]></summary></entry><entry><title type="html">R4.4 Released - Per-Hero Inventory, New Illumination &amp;amp; More</title><link href="https://stfnjstn.github.io/escape-the-dungeon-maze-r44-released/" rel="alternate" type="text/html" title="R4.4 Released - Per-Hero Inventory, New Illumination &amp;amp; More" /><published>2026-04-27T12:00:00+00:00</published><updated>2026-04-27T12:00:00+00:00</updated><id>https://stfnjstn.github.io/escape-the-dungeon-maze-r44-released</id><content type="html" xml:base="https://stfnjstn.github.io/escape-the-dungeon-maze-r44-released/"><![CDATA[<p>The April 2026 update <span style="background-color: #4CAF50; color: white; padding: 3px 8px; border-radius: 12px; font-size: 0.85em; margin-left: 5px;">R4.4 - April 2026</span> for “The Dungeon - Get Out” and the Level Editor is now <strong>officially released</strong>!</p>

<p>This release brings a long-requested inventory overhaul, a completely reworked illumination system, and a solid round of bug fixes.</p>

<h2 id="per-hero-inventory">Per-Hero Inventory</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/03/InventoryLS.png" alt="Per-Hero Inventory" style="width: 100%;" />
</div>

<p>Each hero now has their own dedicated inventory. A new hero selector lets you switch between party members to manage their items individually — making party management more strategic and flexible. Items can also be rearranged directly via <strong>Drag &amp; Drop</strong> within the inventory.</p>

<h2 id="improved-illumination">Improved Illumination</h2>

<table style="width: 100%; border-collapse: collapse; margin: 20px 0;">
  <thead>
    <tr>
      <th style="text-align: center; padding: 8px;">Before</th>
      <th style="text-align: center; padding: 8px;">After</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td style="padding: 8px;">
        <img src="/assets/2026/03/IlluminationOld1.png" alt="Old illumination 1" style="width: 100%;" />
      </td>
      <td style="padding: 8px;">
        <img src="/assets/2026/03/IlluminationNew1.png" alt="New illumination 1" style="width: 100%;" />
      </td>
    </tr>
    <tr>
      <td style="padding: 8px;">
        <img src="/assets/2026/03/IlluminationOld2.png" alt="Old illumination 2" style="width: 100%;" />
      </td>
      <td style="padding: 8px;">
        <img src="/assets/2026/03/IlluminationNew2.png" alt="New illumination 2" style="width: 100%;" />
      </td>
    </tr>
  </tbody>
</table>

<p>After months of chasing a non-deterministic lighting bug — torches sometimes casting shadows, sometimes not, and the dungeon occasionally going flat gray — the root cause turned out to be SceneKit’s shadow map budget. An omni light needs 6 shadow maps (one per cube face), and a dungeon with multiple torches silently exhausted that budget, dropping lights unpredictably.</p>

<p>The fix: a completely new illumination system with better lights and shadows that stays within the hardware budget. To preserve the atmospheric torch shadows in key spots, the Level Editor now lets you assign a <strong>shadow priority</strong> to up to 3 torches per level:</p>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/03/TorchShadowPriorityEditor.png" alt="Torch Shadow Priority in the Level Editor" style="width: 100%;" />
</div>

<p>At runtime, 0–3 priority torches cast shadows depending on the device’s hardware capabilities — giving level designers control over atmosphere without sacrificing performance.</p>

<h2 id="what-else-is-new">What else is New</h2>
<ul>
  <li><strong>Cure spells</strong> now target a single hero</li>
  <li><strong>Drag &amp; Drop items</strong> in inventory</li>
</ul>

<h2 id="bug-fixes">Bug Fixes</h2>

<ul>
  <li>Fixed: Pit rendering artefacts</li>
  <li>Fixed: Glitches in menu navigation</li>
  <li>Fixed: Hit animations</li>
  <li>Fixed: Heal animation</li>
  <li>Fixed: Attack button rendering in phone landscape</li>
  <li>Various other improvements and fixes</li>
</ul>

<hr />

<p>More is on the way — new features, new content, and surprises are already in the works. Stay tuned and keep exploring the maze!</p>

<div style="display: flex; justify-content: space-around; align-items: center;">
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1502853397">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
  <p>Download the Game</p>
  </div>
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1561041898">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
    <p>Download the Level Editor</p>
  </div>
</div>]]></content><author><name></name></author><category term="The Dungeon - Get Out" /><category term="Game Development" /><category term="ETM" /><summary type="html"><![CDATA[The April 2026 update brings per-hero inventory management, a completely overhauled lighting system, and a wave of bug fixes]]></summary></entry><entry><title type="html">Fixing a Months-Long Lighting Bug - New Illumination System</title><link href="https://stfnjstn.github.io/escape-the-dungeon-maze-illumination-overhaul/" rel="alternate" type="text/html" title="Fixing a Months-Long Lighting Bug - New Illumination System" /><published>2026-03-27T17:00:00+00:00</published><updated>2026-03-27T17:00:00+00:00</updated><id>https://stfnjstn.github.io/escape-the-dungeon-maze-illumination-overhaul</id><content type="html" xml:base="https://stfnjstn.github.io/escape-the-dungeon-maze-illumination-overhaul/"><![CDATA[<p>With a little help from Claude Code, I finally tracked down a bug that had been haunting me for months. Sometimes the torches would cast shadows, sometimes not — and occasionally everything in the dungeon was bathed in a flat, boring gray. Completely non-deterministic, nearly impossible to reproduce reliably.</p>

<p>The culprit? An omni light casting shadows requires <strong>6 shadow maps</strong> — one per cube face. A dungeon level with multiple torches quickly blows through SceneKit’s shadow map budget, causing it to silently drop lights, sometimes including the player’s own spotlight. The result: unpredictable lighting depending on how many torches were active at runtime.</p>

<h2 id="a-completely-new-illumination-system">A Completely New Illumination System</h2>

<p>Once the root cause was clear, the fix was straightforward: rebuild the illumination from the ground up, dropping the shadow-casting omni lights in favour of a new approach that stays within the hardware budget. Here is what the dungeon looks like now compared to before:</p>

<table style="width: 100%; border-collapse: collapse; margin: 20px 0;">
  <thead>
    <tr>
      <th style="text-align: center; padding: 8px;">Before</th>
      <th style="text-align: center; padding: 8px;">After</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td style="padding: 8px;">
        <img src="/assets/2026/03/IlluminationOld1.png" alt="Old illumination 1" style="width: 100%;" />
      </td>
      <td style="padding: 8px;">
        <img src="/assets/2026/03/IlluminationNew1.png" alt="New illumination 1" style="width: 100%;" />
      </td>
    </tr>
    <tr>
      <td style="padding: 8px;">
        <img src="/assets/2026/03/IlluminationOld2.png" alt="Old illumination 2" style="width: 100%;" />
      </td>
      <td style="padding: 8px;">
        <img src="/assets/2026/03/IlluminationNew2.png" alt="New illumination 2" style="width: 100%;" />
      </td>
    </tr>
  </tbody>
</table>

<h2 id="shadow-priority-for-torches">Shadow Priority for Torches</h2>

<p>I still wanted to keep those moody, atmospheric shadows in at least a few spots per level. To make this possible without blowing the shadow map budget, I added a <strong>torch shadow priority</strong> feature to the Level Editor. You can now assign up to 3 torches per level a shadow priority — and at runtime, depending on the device’s hardware capabilities, 0 to 3 of those torches will actually cast shadows.</p>

<p><img src="/assets/2026/03/TorchShadowPriorityEditor.png" alt="Torch Shadow Priority in the Level Editor" /></p>

<p>This gives level designers fine-grained control over where the atmospheric shadow effect appears, while keeping performance stable across all supported devices.</p>

<p>The fix will ship with <strong>R4.4 in April</strong>. There is plenty more in the pipeline — new features, gameplay improvements, and surprises I can not wait to show you. Stay tuned!</p>

<div style="display: flex; justify-content: space-around; align-items: center;">
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1502853397">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
  <p>Download the Game</p>
  </div>
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1561041898">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
    <p>Download the Level Editor</p>
  </div>
</div>]]></content><author><name></name></author><category term="The Dungeon - Get Out" /><category term="Game Development" /><category term="ETM" /><summary type="html"><![CDATA[How I finally tracked down a non-deterministic torch shadow bug in The Dungeon - Get Out and rebuilt the entire illumination system]]></summary></entry><entry><title type="html">R4.3 Released - Apple TV, Game Controller Support &amp;amp; More</title><link href="https://stfnjstn.github.io/escape-the-dungeon-maze-r43-released/" rel="alternate" type="text/html" title="R4.3 Released - Apple TV, Game Controller Support &amp;amp; More" /><published>2026-03-23T09:00:00+00:00</published><updated>2026-03-23T09:00:00+00:00</updated><id>https://stfnjstn.github.io/escape-the-dungeon-maze-r43-released</id><content type="html" xml:base="https://stfnjstn.github.io/escape-the-dungeon-maze-r43-released/"><![CDATA[<p>The March 2026 update <span style="background-color: #4CAF50; color: white; padding: 3px 8px; border-radius: 12px; font-size: 0.85em; margin-left: 5px;">R4.3 - March 2026</span> for “The Dungeon - Get Out” and the corresponding Level Editor is now <strong>officially released</strong>!</p>

<p>This is a big one — Apple TV support is finally here, and game controllers now work across all platforms!</p>

<h2 id="apple-tv">Apple TV</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/03/ETMTV1.jpg" alt="The Dungeon - Get Out on Apple TV" style="width: 100%;" />
</div>

<p>“The Dungeon - Get Out” is now available on <strong>Apple TV</strong>! Explore the dungeon on the big screen — crawl through corridors, battle monsters, and solve riddles from the comfort of your couch.</p>

<h2 id="game-controller-support">Game Controller Support</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/03/GameController.jpg" alt="Game Controller Support" style="width: 100%;" />
</div>

<p>Game controllers are now fully supported across <strong>iOS, iPadOS, Mac, and Apple TV</strong>. Connect your favourite controller and enjoy a more immersive dungeon crawling experience on every platform.</p>

<h2 id="improved-apple-watch-controls">Improved Apple Watch Controls</h2>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/03/ETMWatch1.png" alt="Apple Watch Improvements" style="width: 48%;" />
</div>

<p>The Apple Watch experience has also been improved with better and more responsive controls, making it easier to navigate the dungeon on your wrist.</p>

<h2 id="whats-new">What’s New</h2>

<ul>
  <li><strong>Apple TV port</strong> — play on the big screen</li>
  <li><strong>Game Controller support</strong> — iOS, iPadOS, Mac, and Apple TV</li>
  <li><strong>New door textures</strong> — dungeons look better than ever</li>
  <li><strong>Improved Apple Watch controls</strong></li>
  <li><strong>Render fixes</strong>:
    <ul>
      <li>Fountain</li>
      <li>Alcove</li>
      <li>Hero magic view</li>
      <li>Monster kill animation positioning</li>
    </ul>
  </li>
</ul>

<h2 id="bug-fixes--stability">Bug Fixes &amp; Stability</h2>
<ul>
  <li>Various bug fixes and stability improvements throughout the game</li>
</ul>

<hr />

<p>Thank you for playing! More adventures await in the maze. Development is still ongoing — stay tuned for the next updates!</p>

<div style="display: flex; justify-content: space-around; align-items: center;">
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1502853397">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
  <p>Download the Game</p>
  </div>
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1561041898">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
    <p>Download the Level Editor</p>
  </div>
</div>]]></content><author><name></name></author><category term="The Dungeon - Get Out" /><category term="Game Development" /><category term="ETM" /><summary type="html"><![CDATA[The March 2026 update brings Apple TV support, game controller integration across all platforms, and render improvements]]></summary></entry><entry><title type="html">Apple TV Port is Back in Development!</title><link href="https://stfnjstn.github.io/escape-the-dungeon-maze-appletv/" rel="alternate" type="text/html" title="Apple TV Port is Back in Development!" /><published>2026-02-26T12:00:00+00:00</published><updated>2026-02-26T12:00:00+00:00</updated><id>https://stfnjstn.github.io/escape-the-dungeon-maze-appletv</id><content type="html" xml:base="https://stfnjstn.github.io/escape-the-dungeon-maze-appletv/"><![CDATA[<p>Exciting news! I’ve finally resumed work on the <strong>Apple TV port</strong> of “The Dungeon - Get Out”. <span style="background-color: #4CAF50; color: white; padding: 3px 8px; border-radius: 12px; font-size: 0.85em; margin-left: 5px;">R4.3 - End of March 2026</span></p>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/02/AppleTV1.png" alt="Apple TV Gameplay" style="width: 48%;" />
  <img src="/assets/2026/02/AppleTV2.png" alt="Apple TV Screen" style="width: 48%;" />
</div>

<div style="display: flex; gap: 10px; margin: 20px 0;">
  <img src="/assets/2026/02/AppleTV3.png" alt="Apple TV Controller Support" style="width: 100%;" />
</div>

<p>I know the future of the Apple TV platform is somewhat unclear, but “The Dungeon - Get Out” was designed as a multi-platform app from the very beginning. The Apple TV version was always part of the vision - I just ran out of time to integrate the Game Controller SDK, and then Apple’s transition from UIKit to SwiftUI put things on hold for a while.</p>

<p>Now everything is ready and development is moving forward. Hopefully it all goes smoothly and I can release the Apple TV version soon. And who knows - maybe Apple will surprise us with new Apple TV hardware in the future!</p>

<h2 id="game-controller-support">Game Controller Support</h2>

<p>Along with the Apple TV port, <strong>Game Controller support will also be added to iOS</strong>. This means iPhone and iPad players will be able to connect their favorite game controllers and enjoy a more immersive dungeon crawling experience on their devices too.</p>

<p>Stay tuned for more updates as the Apple TV port progresses. There’s still plenty of dungeon crawling adventure ahead!</p>

<div style="display: flex; justify-content: space-around; align-items: center;">
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1502853397">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
  <p>Download the Game</p>
  </div>
  <div style="text-align: center;">
    <a href="https://apps.apple.com/app/id1561041898">
      <img src="/assets/Download.svg" alt="Download" />
    </a>
    <p>Download the Level Editor</p>
  </div>
</div>]]></content><author><name></name></author><category term="The Dungeon - Get Out" /><category term="Game Development" /><category term="ETM" /><summary type="html"><![CDATA[Resuming the Apple TV port of The Dungeon - Get Out with game controller support]]></summary></entry></feed>