About the Game

In Quest Master, your wildest dungeon designs come alive and beckon adventurers from around the globe to test their mettle. It's a world where your imagination reigns supreme, and every challenge you craft is a siren call to glory-seekers eager for the thrill of your creation!
MAKE YOUR OWN DUNGEONS
An endless canvas. Add additional floors to your dungeon and make them as big as you can imagine.
Cycle between unique dungeon themes with the click of a button to give your dungeon a fresh coat of paint. Set your dungeon in a sand temple, a fiery cavern or in a lush forest. All components of the dungeon swap on the fly -- you're never locked into just one.
INTERACTIONS
Creating interactions is as simple as drag and drop! Place items in chests or make an enemy ride a minecart.
Use the context menu to change properties and add conditions using shape matching or predefined conditions.
IT'S DANGEROUS TO BUILD ALONE
Have some inventive friends? Round them up and work together to build and explore in local co-op with up to 3 friends.
Don't have friends? Use puppets to swap between other characters so you can play multiplayer dungeons even while alone.
SHARE YOUR CREATIONS
Built the perfect dungeon? Upload it for other players to test their mettle. Need a new challenge? Dive into another dungeon from the ever-growing list of community-uploaded creations and compete with other players for the world record.
EXPLORE CASTLE TOWN!
Take a break from dungeon creation and diving with side-activities and mini-games in Castle Town like Lucky's Locks.
Train your combat abilities at the dojo!
JEWELRY
A variety of rings can be equipped before tackling dungeons that give player various benefits like health regeneration or improved combat abilities!
THE STORY SO FAR...
In the verdant kingdom of Aetheria, beneath its serene landscapes and bountiful prosperity lies a hidden network of Aetherial Veins, mystic channels of magical energy that weave through the earth like the veins of a gigantic, slumbering dragon. These veins energize the Great Barrier, a mystical shield defending the realm from darkness. However, when a vile poison begins to corrupt the veins, monsters assail the kingdom, and the Great Barrier's weakening sends a shadow of fear across the land.
Step into the boots of Lanze, a fledgling Quest Master tasked with engineering intricate dungeons to protect his kingdom. In your journeys, ally with the Princess Javelyn and Shiv, the Rabbit Thief, to embark on a journey across six unique biomes to battle the corruption that threatens to infect the veins beneath their homeland.
A perilous and wondrous adventure awaits the trio - from the fiery depths of the Emberstone Quarry to the sun-bathed dunes of the Sandswept Ruins - as well as the signs of greater ambitions that taint Aetheria.
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
Hey y'all!
Sorry for the long duration of the rollback. There were some significant technical issues I had to fix, but it's finally completed now. In that time I also added a few new quality of life changes, so let's get into them!
Shadows Can Now Use The Bow
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Quite the challenge!
The Maker Mode Cursor Waves Through Grass
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Just a little game feel.
Duplex Bow Pattern Changed To Bursts
The duplex bow now shoots a burst of two arrows instead of shooting them in parallel.
Of course, you can still create a modded bow that retains the original logic of it.
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Arrow burst!
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A possible modded bow.
Debug Hotkeys
F1: Quick Reload Local Mods In Maker Mode (Excludes workshop mode, is destructive, use with caution)
F2: Screenshot (Saved to Screenshots folder in game installation directory)
F3: Toggle UI Visibility (Could be neat for screenshots!)
Player Defense Reduction
Previously, the player had a base defense of 0.5 which halved all incoming damage.
We've been getting increasing feedback that the game is too forgiving in terms of damage which results in people spamming their dungeons with enemies and traps.
As of version 0.11.14.20, that base defense has been removed.
The change is versioned, meaning old dungeons are unaffected.
Please let us know if this change is good or if we should revert it!
New Focus Type
A new focus type has been added which will make the object itself be ever only focused once, as opposed to each individual action.
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The new type in the context menu.
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Stepping off the pressure plate does NOT cause the door to be focused.
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You can still only use one at a time and cannot cheese the system.
Create your own custom tips for your modded items and parts, flesh out the base game's tip collection, or reference memes! The sky is the limit.
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They will appear in addition to the base game's tips on loading screens at random.
For reference, you can view all base game's tips in the Quest Master mod reference directory under Tips.Keep out your eyes out for proper content news soon...
Dojo Minigame Difficulty
We've gotten a new negative review stating that the third difficulty of the dojo mini game is still too unapproachable and difficult.
I just did another rebalancing of it, reducing difficulty and spacing out the timing of all the spawned logs.
New Update When?
I know everyone of you is eagerly looking forward to new content. We've made the conscious decision to focus on the remaining single player content of the game until 1.0 releases and thus stopped the plethora of content updates we've been releasing before, which we are still adhering to.
However, there's some great news coming soon, so look forward to that!
In the meantime there will be regular bug patch fixes again of course, and balancing patches like this one.
~ Julian
We even got two new negative reviews because of the this change alone, which is just unacceptable.
Making the game as accessible as possible is the most important thing, and ultimately you guys play the game, so we'll do whatever's best for the game.
No locked dungeon parts will ever be added again, with the exclusion of the pets, rings and full game exclusive parts of course.
The logs are now fully available from the get go in the full game.
Consumable Duration
Custom consumable items can now be given a duration to apply their attributes as a buff, instead of being permanent.
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Custom Item Animations
Items can now receive an animation they display ingame, instead of relying solely on the icon provided.
Just like how the heart is animated!
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Variant Sorting
You can now specify the index of your variants explicitly to customize how they are sorted.
If you do not want that, you can omit it as well.
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Unfortunately, I had to deal with ID conflict issues in the past two days where mod creators have unknowingly broken their mod compatibility with older dungeons because they did not account for making asset IDs backwards compatible.
This new update introduces two new safety measures which will prevent those mod compatibility issues in the future:
1. Manual Mod Version Increments
The "Version" property in your Mod.yaml no longer defines what game version the user requires, but rather denotes the version of your mod.
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It's recommend to start your mod at version "1.0.0.0" when you first upload it to the workshop.
If you want to update your mod after making changes, you have to manually increment the version number, let's say to "1.0.0.1". If you leave the mod version unchanged, the mod will not be updated in the workshop.
This change makes the mod creator's intent more clear and will also allow me to version mod's in the engine itself.
2. Asset Key Validation
From now on, when uploading or updating a workshop mod, all asset keys are added to the workshop item's metadata.
Let's say you have a tree entity with the id "MyTree" and your mod ID is "MyCoolMod".
The mod asset reference of that asset is "MyCoolMod:MyTree", and the asset key would be "MyTree".
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The ID is optional, but it's recommended to explicitly set it, otherwise it uses the file name as the ID, which is more prone to accidental breaking.
When attempting to update a workshop mod, the game checks to see if all the asset keys that the metadata contains are still valid in your updated mod.
If that is not the case, that means you have made a breaking change which in theory would prevent users from loading their dungeons, in case they have used your mod in the past.
Generally I don't encourage changing IDs, however if you need to do so, make sure to use the Alias property to make your assets backwards compatible.
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You can have as many aliases as you need.
Happy Modding!
Current Release
Build 24137471
Uploaded Jul 13, 2026
System Requirements
How to Install
Quest Master.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
894 MB
24137471
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