Void Dungeon is a classic pixel-art hack’n’slash we first discovered through a YouTube video. The game’s positive reception from the community – combined with the quality of its early version – convinced us to reach out to the developers and support the project with publishing. Our goal was to streamline the production process and build a roadmap that would help the team deliver their full vision – from a rich loot system to online co-op. At the same time, we wanted to preserve the project’s unique character: balancing a serious approach to progression with the light-hearted humor brought in by quirky costumes and loyal companion pets (yes, there are cats!).

- inline_featured_image:
- footnotes:
- alternatywny_tytul:
- alternatywna_mala_grafika:
- dodatkowy_podtytul: From YouTube to a publishing journey
- klient: TRIK Soft
- gra_label: Game
- gra: Void Dungeon (before: Singularity Dungeon)
- najwazniejsze_wyniki_naglowek: Najważniejsze wyniki
- wyniki:
- elementy_case_study_0_naglowek: From early build to full vision
- elementy_case_study_0_tresc: "From the very beginning, the project had an ambitious scope - multiple character classes and races, item sets, a dynamic progression system, and competitive ranking events. Our role was to help structure the process so that each feature would arrive in the game at the right time. We were also responsible for the game’s rebranding - starting with a new visual identity and renaming it from Singularity Dungeon to Void Dungeon, and continuing with ideas to diversify gameplay and introduce multiplayer mode. What mattered most to us was keeping the game’s unique spirit intact: alongside demanding combat, we made sure to preserve the lighthearted touches - from bunny costumes to snail companions - that give the whole experience its distinctive charm."
- elementy_case_study_1_grafika: 964
- elementy_case_study_1_header: Void Dungeon
- elementy_case_study_1_subheader: A tongue-in-cheek tribute to Diablo and Tibia fans
- elementy_case_study_2_naglowek: A roadmap to an epic adventure
- elementy_case_study_2_tresc: The scale of the project made it tempting to keep adding new features. That’s why from the very beginning we established a clear division of work into milestones: from redesigning the UI and inventory system, to introducing new enemies and an open world, and ultimately delivering the planned co-op mode, ranking events, and a complete questline. This structure ensured that every development stage had a clear goal, allowing the team to work at a steady pace without the risk of “feature creep,” while consistently moving toward release.
- elementy_case_study: a:3:{i:0;s:19:"akapit_z_naglowkiem";i:1;s:30:"grafika_z_podwojnym_naglowkiem";i:2;s:19:"akapit_z_naglowkiem";}



