Archive for January, 2011

Empires & Dungeons 2: The Sultanate – released!

January 27, 2011

Today I have released “Empires & Dungeons 2: The Sultanate”!! The game offers an exciting new desert scenario with new artwork and new challenges. Mind you it is not a complete new game, but improves the original game idea just at the right spots. Do not expect something radically new, but instead a proven and fun game engine in a new setting.

Get more info & the newest demoversion here:

Buy the game for just 14.95$ here:

And remember: If you want to play Empires & Dungeons 2 in a cool ice scenario, please immediately order Empires & Dungeons 2: Ice Queen right away, here:



Empires & Dungeons 2: Item system (revised)

January 8, 2011

The game is currently being tested and it appears my item ideas didn´t work out. You can forget everything I wrote in the previous post. Right now this are the differences to the Empires & Dungeons 1 item system:

  • You can carry more than one weapon.
  • There are no primary and secondary weapons anymore. There is a new attribute called “Slash/Smash weapons” and “Thrust/Shoot” (literally “Pierce”) weapons. To use one of the three combat attacks (Thrust [meaning “shooting” when having a bow], Slash, Smash) you should use the corresponding weapons for best effect. It doesn´t make sense to smash with a dagger or thrust with a club?
  • You have to “equip” a weapon to use it and you can only “equip” one weapon at a time. You can change the weapon you use during combat.
  • Some monsters are invulnerable to certain kinds of attack. For example you shouldn´t try to stab a skeleton.
  • You can carry more than one magic ring and ALL of them will effect your ratings (despite what I wrote in the earlier post)
  • The game still measures the items strengths in “lesser”, “greater” etc., but there is a number rating displayed showing it´s total strength. Like “lesser” [3].
  • You cannot sell items from your backpack. I want you to make the decision at the moment you find the treasure whether to use or sell an item.
  • No weapon breaking.