Welcome to this week's content update. Let's get right into the goodies for today! [h2]Introducing The Spawner And Multispawner[/h2] There are two new dungeon parts available for spawning objects at will, the [b]Spawner[/b] and [b]Multispawner[/b]! The [b]Spawner[/b] allows you to spawn a [b]single object[/b]. Once that object is used up or destroyed (for example killing the enemy), it will spawn another one to replace it. You can of course tie it to a condition too, to only spawn while something is happening, like a pressure plate being pressed. One application for it would be the common [b]big key softlock [/b]where you lose your big key by throwing it to an inaccessible area, for example over a pit. In that case, you'd had have to restart from your checkpoint or the entire dungeon. [img]https://clan.cloudflare.steamstatic.com/images//44218979/e339bce977b572a44a894e074ede7e294e72096b.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//44218979/d4489a7fb0fc7c81f78dc0c8234a6a0133d975db.png[/img] The Multispawner spawns [b]unlimited objects[/b] one after the other. This is super useful for enemy ambushes for example, spawning fairies in a healing room, or spawning items to guarantee that every player gets one without stealing. [img]https://clan.cloudflare.steamstatic.com/images//44218979/a8379d5117d90968fd4ef3c7d449e38e9f1a1827.png[/img] [h2]Introducing The Lit Bomb Trap[/h2] The [b]Lit Bomb[/b] can now be placed specifically in your dungeon, not just put into a container. This way, you can have lit bombs fall from the ceiling with a condition for example! [img]https://clan.cloudflare.steamstatic.com/images//44218979/913512bd8f7820c1485eb5005ac86f08a9c386d6.png[/img] [h2]Introducing The Metal Trapdoor[/h2] A trapdoor variant has been added, the [b]Metal Trapdoor[/b]! It requires [b]more weight[/b] to open. You can for example use this to [b]prevent players from taking objects with them into other rooms[/b]! [img]https://clan.cloudflare.steamstatic.com/images//44218979/4523a82dc95b1214328bbba8446a99d370d2ab69.png[/img] [h2]Automatic Dungeon Cloud Synchronization[/h2] Dungeons you create are now [b]automatically synchronized with a custom cloud system[/b] we've implemented using mod.io. [img]https://clan.cloudflare.steamstatic.com/images//44218979/e16abb74135564659149d6b1e7ceb7b2192eb4be.png[/img] Unfortunately, Steam Cloud did not work properly for synchronizing dungeons, so we came up with this custom solution. A huge benefit of this custom system is that it's [b]cross-platform[/b]! Meaning if you eventually get the game on Nintendo Switch, you can start building a dungeon on PC, and continue building it on the go on your Switch. [h2]Changes To Time[/h2] The in-game time system has been changed to be based on [b]real-life time[/b]. This means you are required to wait an entire real day to play another round of Lucky's Locks. The previous system unfortunately was very easy to exploit. There was a dungeon on the trending page which was used for farming rings! Which is totally against our intention. We intend to use this real-life time system a lot more extensively for cool [b]unique events[/b], and a proper [b]day-night cycle[/b] too! Most mini games (there are a lot more to come!) will not use the time system though, so don't worry. The majority of them will be [b]skill-based[/b] and [b]repeatable at will[/b]. [h2]Boo Now Appears On A Set Schedule[/h2] The traveling gambler Boo has gotten a new set [b]schedule[/b]! She now appears [b]every weekend[/b] (Saturday and Sunday) and also on a [b]random weekday[/b] which changes per week. We hope this spawns some community engagement, so keep an eye out for her! We also changed Boo's shell game to now be [b]skill-based[/b] as opposed to RNG. With this, we also slowed down the animation of her shuffling the cups. It feels a lot better and more fair like this. [b]Thanks for your input![/b] [h2]Four New Rings Have Been Added Into The Prize Pool[/h2] [b]Four brand new rings[/b] have been added into the prize pools of [b]Lucky[/b] and [b]Boo[/b]! Can you find them all? [h2]Throwing The Big Key Now Deals Damage[/h2] Throwing the Big Key now deals [b]damage[/b] to objects, just like throwing a pot for example does. This enables some cool new mechanics, like a swordless dungeon where you have to escort the big key to the exit while also using it as a weapon for example. [img]https://clan.cloudflare.steamstatic.com/images//44218979/413710873747893fe76bba85608570b7c1858c31.png[/img] [h2]Another Week Of Progress[/h2] We hope you guys are excited about all these new features. See you all next week!