Wednesday, 24 August 2016

Berserker's Rage Skill Changes

Update 2.4.3 will be arriving for Dash Quest for many players within the next day or so, and in this update, we'll be addressing something that's been a cause of annoyance for players for some time: the Berserker's Rage skill.

For those who are unaware, Berserker's Rage is a skill that gives players a chance to cast Berserk when they are at low health. The skill could be maxed at 5 points for a total chance of 2.5% to proc Berserk under the required circumstances.

The issue for players until this point has been this: our skill code doesn't currently display half-points. The skill in question had originally been designed to max out at a higher proc percentage prior to testing, at which point we found it was occurring far too often. In scaling it back, we made a shortsighted decision and were left with the confusing messaging. Players could spend a skill point in Berserker's Rage and would gain 0.5%, but the skill would display 0 in spite of this.

Our solution in update 2.4.3 is as follows:

  • Berserker's Rage will now max out at a 2% chance to cast Berserk at low health;
  • Each point of Berserker's Rage will now cost 2 skill points each, for a maximum of 4 total skill points to max out the skill;
  • Players who have already spent 5 points in the skill will have the skill maxed out after updating, and will have one skill point refunded;
  • Players who have spent 3 points in the skill will have one point in Berserker's Rage after updating, and will have one skill point refunded;
  • Players who have spent 1 point in the skill will have that skill point refunded after updating
We apologize for any inconvenience this situation has caused and appreciate all of our players who've reported the issue and expressed their frustration with it. We felt this was the best solution to the problem, in that it would have the most minimal impact on players.

Thanks as always for your support, everyone. Happy dashing!

Monday, 22 August 2016

Update Round-Up: Aug. 22, 2016

In the last 3 weeks, we've put out two large updates to both our main games, Tap Smiths and Dash Quest (sorry, Happy Cube fans). The response to both has been overwhelmingly positive, and we're grateful to our players for their ongoing feedback.

Dash Quest 2.4.2 saw the beginnings of our classic mode update, including new environmental details in Goblin Hills, Dark Forest and Gloom Caverns, some new mid level gear, a new Quest system, events and a slight, long-needed tweak to difficulty in the early game for new players.

Tap Smiths saw the release of 1.1.0 just last week and was the biggest content update for the game to date! It contains six new Smiths (including two Smythical), 14 new Blueprints, eight new Relics (including the introduction of Background Relics to further personalize your Smithy), level 11 and 12 Upgrades, four new secrets and an enhanced prestige system with Trade In Bonuses.

We've been very busy!

Our next updates will provide a bit of clean up and "quality of life" polish for both titles. Optimization, improved UI and small bug fixes are on the horizon for Dash Quest 2.4.3 and Tap Smiths 1.1.1, with some new smiths and Blueprints for good measure. You can expect to see both of these updates within the next two weeks. 

After that, Dash Quest will get a content update. Update 2.5 will continue to add classic mode improvements, but players will also see a new Daily Dungeon and a brand new feature we aren't quite ready to talk about just yet. Stay tuned for more on this update in future posts! 

Be sure to keep up to date on all announcements by Liking us on Facebook, Following us on Twitter, subscribing to the Dash Quest and Tap Smiths subreddits and joining our forums

Monday, 15 August 2016

Update 2.4.2 Overview

Update 2.4.2 of Dash Quest went live on Android on Thursday night and is currently in review for iOS,  and it's a big one! A small overview of features in the Google Play Store update list isn't enough to capture all this patch had to offer, so instead we're dedicating a whole weekly blog post to it. What is new in this patch? Lets break it down, point by point!

Classic Mode Revamp

Don't panic! We aren't doing a full overhaul of classic mode. The great arcade style feel and Endless Runner RPG aesthetic is staying right where it is, but that isn't to say we can't improve on it! As you play through Classic Mode you'll immediately notice a change. Dash now runs out of his house at the start of Goblin Hills, and faces off against the Goblin King outside his own hut deep within the Goblin Camp. These new "entrance" and "exit" areas can also be found in Dark Forest and Gloom Caverns, to add a fresh look and bring a bit more character to your gameplay experience.

You'll also notice random events to help the game world feel more alive. You might be swarmed by a colony of bats flying overhead before they swoop down and attack in Dark Forest, or contend with a wave of oozes while blocked by an obstacle in Gloom Caverns. These events have a chance to randomly occur and are unique to each of the stages they appear in.

This is only the start! In the future, we'll be adding more visual flair and random events to the levels in Classic Mode to improve look, feel and player experience, no matter how many times they defeat the Lich.

Also, as some of our players may be aware, we refactoring enemy levels and difficulty a couple of updates ago, and it became clear to us based on your feedback that things were skewing more difficult than we'd intended. As such, we've made some adjustments to difficult and enemy scaling in Classic Mode to hopefully make it feel a little closer to "original recipe" Dash Quest.

New Items

We've added two mid-tier weapons and two new Legendary gear items to the game:

  • Inferno Scythe
  • Chilling Club
  • Trinity Bangle
  • Shield of the Paladin
Our intent is to continue adding items for high-level characters to experiment with, but we also want to address some gaps in the level progression path with gear that's seeded into earlier level ranges. We have new players installing the game every day, and we want to ensure that everyone is getting the best "first game" experience possible.

Quest System

Dash Quest has had a quest system since the game launched, but it was limited and not especially interesting. The new quest system follows a daily system, inspired by the daily task system that we used in Tap Smiths. The new system in the game is intended as a starting point, and we feel it's more simple, sleek and rewarding, and unlike the Tap Smiths quest system, you can still take advantage of these daily tasks without an internet or wi-fi connection.

What new challenges would you like to see appear in the updated quest system? Head over to our Facebook, Reddit or our forums to let us know what you think of the change and where you would like to see it go!


We'd like to take this opportunity to once again apologize to any players who have had issues losing their save files when updating on Android. For those players affected, thank you for your willingness to reach out with reports and details on your situations and for your efforts in helping us try to find a resolution. We greatly appreciate the patience and the continued support of our amazing Dash Quest players.

Tuesday, 9 August 2016

Dash Quest: Classic Mode Updates

Last week saw our first bi-weekly update to Tap Smiths. More of a pre-patch than a full patch, it did add new smiths and patterns and set up the background code for us to easier update the game in the future. This week, Dash Quest will see the same treatment! Update 2.4.2 will add some new gear, but more significantly, it marks the beginning of our Classic Mode revamp. While it won't be completed in this single update, we'll lay the groundwork for the future. 

Recently, we introduced a new enemy level system designed to help make enemy difficulty more flexible and to keep combat interesting for high level players. It's become clear to us that in the process of implementing this, Classic Mode is definitely feeling harder to both new and returning players than we'd intended. With that in mind, update 2.4.2 will introduce re-balanced difficulty. Along with that, we'll be adding events to the first three levels of Classic Mode: Goblin Hills, Dark Forest and Gloom Caverns. These areas will also see new openings and boss areas, as well as some variation in the areas themselves and a handful of new enemy types. Deadly Marsh, Castle and Dark Castle will see the same treatment in future updates. Our goal was to polish our new player experience and help communicate a little more character in our levels. Many of our players have told us that they want to see more story in the game, and some of the visual cues we've added will, we hope, give those players some new hints to help their imaginations fill in those gaps.

A big addition to Dash Quest in this update is the inclusion of daily quests, designed to replace the current, and very limited, quest system in the game. We're taking a page from our own book (or fax machine in the case of Tap Smiths) and adding in a system for players to earn quick bursts of gold when playing Dash Quest in short sessions. These quests will take place across various modes and will encourage players to try new things while playing for a bonus reward. As more content is released, the list of quests will be expanded and improved upon, but your first taste will be in only a few days!

We'll have a few other updates to Classic Mode in the near future, so check back for more details. If classic mode isn't your thing, future updates will focus more on other areas of the game, like daily dungeons, pets and legend levels. For the time being though, watch your head: this is bat country!