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We've just released a sneak peek at some of the Battle Dungeon character animations. Check out the video below!
The game is now heavily into the testing phase with different groups of internal testers trying it out each week to ensure it's the best it can be before release.
We'll give more details of when you can expect to play it on your iPhone/iPod in the next update :)
We've made great progress with our first iPhone game over the last few months. We're currently developing the environment and character models and our 3D engine for the game is nearing completion. The game is on target for release later this year and we'll update you with a definiative date as soon as we have it!
Below is Zaelin's amazing concept art which shows samples of our vision for the Cleric character class:
Today we're revealing the Archer – the first class in Battle Dungeon. Keep your archers well back from the action. There they can minimise the risk of being hit, while still firing volley after volley to decimate the opponent's forces.
I'm proud to announce the first actual, real screenshot of Battle Dungeon's engine on the iPhone.
As you can see I've been hard at work getting this thing looking really awesome. The 3D world being used is just a quick sample to show a little demo showing the power of the engine, so you can expect things to look even nicer when Battle Dungeon is finally released!

This week is going to revolve around getting the basics of the engine in there. I've got mesh loading written, and am working on skeletal animation stuff at the moment. Lots of fun for now, but I'm guessing that in a few hours, once it's written, I'll be tearing my hair out from staring at a screen on which my models are resolutely not rendered. Hopefully by the end of the week I'll have some pretty models loading and displaying properly.
Every good soldier needs equipment, and this week's been spent giving them it. The equipment selection screens are pretty complex to work on, there's just so much you need to be able to do! ^jt and I spent a good chunk of time designing a really slick UI for this section, and I have to say it's feeling pretty awesome now that it's all built. It's had it's standard run past Hoofmaster who has routinely broken it all, so a couple of days of bug fixing and I should be working on the game renderer again :).
Beelsebob Writes: Hi, I'm Beelsebob, I'm Hunted Cow's main developer on Battle Dungeon. I'm getting pretty excited about Battle Dungeon at the moment. I've stopped working on networking code, and can now focus on producing a game. Actually seeing parts of the game take shape is a really good feeling. It's also great to see the first artwork from Zaelin, it's giving the game much more emotion and feeling.
Zaelin writes: They say that starting something is the hardest part, and when your coming up with the entire look and feel of a game its definitely true. But finally after much contemplating, tea and overtime, the concept for the mage has appeared! I originally had her in pastel colours with her arms extended, but she didn't look as funky as I wanted. So took her arms in and added more colour, more fire and some fiery eyes and now she looks pretty cool.
The look at this stage is never set in stone, but I do know that I would like to move away from the traditional fantasy look without going too far away! Medieval European but with a twist. Loads more concepts to go!
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