Dungeons of Dredmor Shipping, Modding, and Pricing Update

New blog entries concerning shipping the game, supporting modifications, and recent preview coverage aren't the only things Gaslamp Games has been churning out, as I happened to catch this tweet that announces that the roguelike will be debuting at just $4.99 when it ships this summer.
We'll be going out the door with a starting price of $4.99.

And since I'm always excited to hear when a game has built-in mod support, I'll also quote the details on that:
Very briefly, because people keep asking: (Can you make mods for Dungeons of Dredmor? What is the plan for modding for Dredmor?) Emphatically: a) yes, b) what is contained below.

Dredmor has mod support built into it. You make mods in the same way you used to make them for Quake 3 you take your mod, you build a parallel directory structure for it, and you shove it in a ZIP file. The ZIP file then goes in a mod directory on your hard drive, and you can turn them on or off. A mod is listed as either being a patch-style mod in which case, it just loads after the core game or a total conversion style mod, in which case the core game by itself is not loaded and you must replace *everything* that Dredmor looks for. This is. a lot of stuff.

At present, you can mod items, rooms, skills, spells, monsters, and the game's tweak DB. This is all done with XML.