1.6.10
2020-02-22
- Hides the home bar whenever possible rather than showing it all the time.
1.6.9
2020-02-19
No more letterboxing: now supports full-screen on new iPhones with the "notch."
1.6.8
2018-04-15
Fixed a crash that caused the game not to run on iOS 9 and older.
1.6.7
2018-04-01
Fix another audio-related crash.
1.6.6
2018-02-16
Resolved a rare crash.
1.6.5
2017-12-19
Resolves a problem that prevented the app from running on older versions of iOS (iOS 9 and prior).
1.6.4
2017-12-14
Adds play statistics you can view in the Options screen: how many times you've played, how much treasure you've collected in total, how many meters you've descended in total, and so forth.
1.6.3
2017-11-30
If you had previously purchased Doug dug, this update fixes a problem you might experience unlocking the game. If the game blocks you with a wall of lava, tap "Restore Purchases", enter your iTunes password, and the wall should disappear forever.
At a player's suggestion, Spectres now move more quickly when they're far from you.
Dragons now give a little more treasure when you squash them.
Fixed options screen layout problems on iPad.
Improved performance throughout the app.
Note that a problem in iOS 11's Night Shift feature will cause most games to run slow when Night Shift is transitioning on or off.
1.6
2017-11-17
Doug is going free! Now new players can dig down 500 meters for free. You'll pay a small, one-time upgrade fee if you want to unlock the full game. And if you bought the game previously, the game remains fully unlocked for you.
1.5.6
2017-07-27
Updated for 64-bit devices.
1.5.5
2016-04-15
So listen, friends of Doug. I actually play this game myself as well as being its creator. From time to time I think, "Man these monsters are too hard! Poor Doug!" or "Man these monsters are stupidly easy!" and I tune the game to be more fun from my own perspective. A couple of versions ago I thought, "Whenever I fill up the 10-item high score table it gets really hard to place again, and then playing the game isn't as satisfying because a lot of times when you die it's just GAME OVER." So I made the high score table infinitely big and now you always get a "high score," and the satisfaction comes in trying to get as close to #1 as possible. Or a while ago I thought, "I never want to dig the really hard stones because it takes a long time," so I coded the game to hide really juicy treasures behind the hardest stones, which makes for a bit of a trade off. I'm always playing the game, always working to make it more fun, and always changing it.
So it makes me sad when I see reviewers complaining that the game is changing. Sometimes I probably do make the game worse in an update, but give it time. Sometimes what seems worse at first is actually better once you get used to it. Sometimes it really is just worse, but email me and I'll fix it in the next version. Just please don't complain about the game changing. Good games are always improving. And Doug cries when reviewers complain. You don't want Doug to cry, do you? He needs five star reviews and lots of treasure to stay happy.
In this version:
* Made monsters a bit harder again. They really were too easy recently: they rarely killed Doug. Now if they land on you they'll definitely kill you. If they hit you when you're facing away from them they'll kill you. Otherwise you generally win. To me it feels pretty fair, predictable, and challenging now. This is a really hard thing to get right. I think it might be right now.
* Resolved a bug causing saved worlds to sometimes be lost.
1.5.4
2016-04-04
Resolved an occasional crash affecting about 6% of players. Maybe YOU!
1.5.1
2016-03-30
A few fairly minor fixes:
* Resolved an occasional crash related to too many sounds playing at once.
* Added Crashlytics.
* Resolved a bug where you might accidentally add a high score multiple times by pressing the Okay button repeatedly.
* Digging downward now kicks up more dirt. I don't know it just looks a little cooler.
1.5
2016-02-06
Many, many improvements that (we think) take Doug to a whole new low.
* Expanded the high score table. Now it always shows you where your last run ranks against your friends' and family's scores, even if you're not in the top 10.
* Solid stone blocks now harbor lots of hidden treasure.
* Monsters now kill Doug only if they strike him at the top of his head. This resolves lots of confusing cases where you die without a clear reason why the monster "won." Trolls are still unkillable except in special circumstances (like you're using the Immortal potion, for example).
* Made it harder to accidentally run underneath a nearby block.
* The special sell blocks—the Jackhammer, Immortal Potion, and Helmet—appear a little more frequently.
* Tuned the pacing to ramp up more gradually at higher levels.
* Adjusted UI placement for newer iPhone screen sizes.
* Trust Fall now appears more reliably.
* Spiders used to occasionally make sudden drop-attacks from above the screen. No longer.
* Made the instruction text at the bottom of the screen slightly more noticeable.
* Made the Immortal potion last a bit longer. It felt a bit miserly before.
* If you use a tool (like a potion or support) while you're touching another tool, you pickup the new tool immediately. Before, you had step away and come back.
* The "Warrior" bonus is now awarded consistently when you kill three or more monsters in a row in quick succession.
* Pickups no longer destroy the Support.
* Kill a dragon when he's (she's?) gulping or breathing fire and he spews out a bonus supply of treasure.
* Ghosts now aim to get above you rather than even with you.
* Trolls pace back and forth more consistently.
1.4.1
2015-04-22
* Added the Dragon. Inspired by the original Dig Dug, it breathes fire that you do NOT want to touch.
* Made immortality power-ups more rare, so that you can no longer surf from one to the next.
* Got rid of a bug where invisible lava particles at deep levels burned the player.
* Exploding bombs now push other bombs rather than popping them immediately. The new chain reactions make previously nerve-wracking situations even more nail-biting.
* Various performance enhancements to keep the game running at 60fps no matter what the situation.
1.3
2015-02-01
Many improvements and refinements in this version that amp up the fun even more.
* You now kill a monster if he touches you when you're facing him--you don't have to be moving. (He'll still stomp you if he lands on you from above, however.)
* Monsters now spew twice as much treasure if killed by a falling block.
* Monsters give a little bit better treasure. You'll see slightly more silver and gold from Rats and Spiders, for example.
* Fewer duplicate items: items tend to spawn of a type that isn't already available. So you'll see fewer situations where two Supports are sitting next to each other, for example.
* "Gold Rush" and "Feather Fall" are no longer purchaseable through crates. They are still available either as drops or as loot from treasure chests.
* "Gold Rush" and "Immortal" potions last longer.
* "Gold Rush" now digs even faster.
* Treasure Troves (getting 3 or more treasures in rapid succession) now award a $1,000 bonus per treasure.
* Renamed The Helmet to something funnier.
* Made TNT less common. There was just way too much down below about 800 m--it was ridiculous.
* Depth markers now appear more frequently (every 25 m instead of 100 m) so that it's easier to know how deep you've gone.
* The helmet is no longer spent when you're merely tapped on the head with a rock: you have to get nearly squished before it kicks in. This makes the helmet less fragile.
* The helmet now protects you from landing hard. (Previously it protected only against monsters and being squished by blocks.) You can still die from explosions and lava while wearing the helmet though.
* Explosions no longer destroy "fixed" treasure (the big gemstones embedded in the back wall).
* Explosions now push, rather than destroy, monster-dropped treasure and other items.
* Explosions now push lava particles, which sometimes makes for some beautiful (and dangerous) effects.
* Ogres are now even dumber. Previously they would try to generally move toward you. Now they go left or right on a purely random basis.
* Killing an ogre awards major treasure. You can't normally kill ogres, but they'll die if (1) you touch it while you wear the Helmet or are using the Immortal potion, (2) an explosive goes off near the ogre, or (3) it gets burned by lava.
* Lava is now more deadly to all monsters.
* Reduced the purchase costs of the Jackhammer and the helmet.
* High score table: fixed bug with long numbers overflowing their bounds or getting cut off.
* Changed the color of hint text to make it more obvious.
* Spectres no longer make noise after death.
* Spectres no longer float in mid-air after death.
* Crate "COST:" text no longer writes off the edges of the screen.
* Fixed sort order bug that caused fixed treasures to draw on top of other things.
* Performance improvements.
1.2
2015-01-07
Added local high score table. Compete against yourself and your friends!
Fixed bug with high scores being lost if the game is stopped at "Play Again" screen.
Treasures dropped by creatures are no longer destroyed by blocks. Killing monsters by dropping things on them is now just as lucrative as hitting them yourself.
Monsters no longer open chests.
The delay between when a treasure is dropped and you can pick it up is now shorter.
1.1
2014-05-08
Fixed a bug that sometimes made lava look blockier than it should.