Deliberate combat
Combat is slower paced than an action game. Positioning, ability timing, crowd control, buffs, debuffs, and group coordination matter.
MMO in development
DungeonSlice is an MMO with deliberate combat, distinct character builds, dangerous dungeons, and long-term progression.
DungeonSlice is still in prototype. Current builds focus on one dungeon while we implement combat, loot, progression, persistence, movement, and enemy behavior.
Endgame raiding
At endgame, teams enter dangerous encounters with their inventory and equipment at risk. Successful extraction secures the raid rewards. Failure to extract means losing what the character brought in.
The game
Combat is slower paced than an action game. Positioning, ability timing, crowd control, buffs, debuffs, and group coordination matter.
Our goal is for every character to be crafted by the player. Characters at the same level should still differ through race, class, attributes, equipment, learned abilities, and rare off-class scrolls.
Development
Online Entry Flow Players can sign in, create or select a character, and enter its assigned game zone.
Combat Feedback and Logs The combat log now records damage, healing, effects, loot, XP, and system events with separate filters.
Enemy Levels and Dungeon Scaling Enemy level now determines HP and combat stats, adjusts damage and XP, and appears on the selected target. Public roadmap
14 completed milestones have public write-ups. The roadmap lists finished work and the next planned updates by month.
See the full roadmapFollow development
Dev logs cover completed milestones from the prototype. Join the Discord for discussion, or use the email list for major updates.