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Let's Discuss: 1.0 Dungeon Reset!

Quest Master · Community Announcements · September 16, 2026

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[p align="start"]Hey everyone!

[p align="start"]I wanted to get your thoughts on something I've been considering for the 1.0 release.

[p align="start"]With more and more major gameplay changes going into 1.0, it's becoming increasingly apparent that Quest Master is turning into a bit of a versioned mess.

[p align="start"]We're talking about pretty fundamental changes: 3D physics, players being able to exist in different rooms and floors at the same time, seeing and simulating the floor below through pits, the full inventory system, and quite a bit more.

[p align="start"]At this point, these changes go beyond what I think can reasonably be handled by simply version-gating individual features. Maintaining compatibility with every Early Access dungeon is becoming increasingly complicated and unintuitive, especially when 1.0 will hopefully bring in a lot of new players who shouldn't have to worry about which version of Quest Master a dungeon was built for.

[p align="start"]So, I've been thinking about doing a soft reset of the dungeon browser with 1.0.

[p align="start"]The idea would be:

[p align="start"]To make that transition easier, I'm also considering giving Early Access players access to a preview build of 1.0 a few weeks before release.

[p align="start"]The campaign would remain locked until the actual launch, but you'd be able to explore the new gameplay changes, try out the updated Maker Mode, and get some of your favorite dungeons ready for 1.0 ahead of time.

[p align="start"]The goal isn't to erase everything people have made during Early Access. I want to preserve those dungeons while also giving 1.0 a clean foundation instead of carrying years of compatibility mess into what will essentially be a substantially different version of the game.

[p align="start"]Curious what you all think about this approach!

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