the jungle of its corruption. In Creeping Winter, the location is changed to an island trapped in an eternal winter and the final boss is the "Wretched Wraith", but the premise remains the same. In Howling Peaks, the location is the windswept peaks of a mountain and the final boss is the "Tempest Golem". Flames of the Nether, set in the Nether, is the only expansion to feature no story elements. Hidden Depths returns to the premise of the first three expansions, and has players travel to the murky bottom of a deep ocean corrupted by an Orb shard. The final boss is the "Ancient Guardian". Echoing Void is the conclusion of the Orb of Dominance storyline, and sees the players traveling to the End to destroy the final shard, facing various monsters along the way, with the "Vengeful Heart of Ender" as the final boss. Development Dungeons is developed by Mojang Studios for Xbox One, Windows 10, PlayStation 4, and Nintendo Switch using Unreal Engine 4. Console ports are being done by Double Eleven. With the continued success of the original Minecraft, Mojang thought about other possible games that could bring something new to the Minecraft universe. Experimenting with different ideas, the game was originally meant to be a single-player dungeon crawl game, inspired by The Legend of Zelda series, for the Nintendo 3DS. However, as the game began to take shape, these elements were changed or removed. For example, after adding in multiplayer features, the development team realized that these changes made the game more fun. According to game director Måns Olsen, the game was inspired by Diablo and Torchlight, as well as co-operative first-person shooter games like Warhammer: End Times – Vermintide and Left 4 Dead. One of the primary challenges the development team faced was figuring out how to adapt the gameplay of dungeon crawl games like Diablo into the world of Minecraft. Since Minecraft characters did not have any special innate abilities, Mojang had to think of alternatives to things such as character class that would normally be found in games of that genre. Their solution was to focus on creating weapons and armor that the player could make more powerful through enchantments, allowing the player to explore their creativity through customization. In addition, Mojang wanted to streamline the traditional dungeon crawl game experience into something more accessible. Olsen remarked that other games in the