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Announcements / Ruin of the Reckless (now available) $
« on: April 28, 2017, 08:39:12 PM » $14.99/Win

Ruin of the Reckless is a breakneck-paced, melee-focused roguelike brawler with very light persistent progression elements and a punishing difficulty curve. Play with a friend!

"What's that music in the trailer", Why, it's the Ruin of the Reckless Theme song by SLIME GIRLS.

Since the beginning of time, or maybe longer, this place has been here. It is a beacon of sorts, attracting the souls of those who both lived and died with recklessness in their hearts.

Bound by some unknown force, these wayward spirits cannot leave.

And so they remain… With time their souls will rot. They will fade away and they will be forgotten.

But even here there is hope… a legend whispered among the ghosts and specters. That any spirit to reach the tower’s peak will be granted one wish…

Ruin of the Reckless is a 2D action roguelike with a focus on fast-paced melee combat, speedy movement, and co-operative play.

Capturing the feel of 16-bit classics while providing a major graphical update, Ruin of the Reckless ups the pace, adds challenge and randomness - and lets you play with your friends! (LOCAL co-op only)

---- FEATURES ----
    Speed through the environment at lightning pace, crush giant hordes of enemies in melee-focused combat. Upgrade your weapons, find new equipment, level up your hero.
    Explore a detailed, mysterious, randomly-generated tower that changes with each ascent. Discover its purpose and you may see your one true wish granted... If you get that far.
    Accessible and easy to pick up and play, but ascending to the higher levels of the tower will take intense skill.
    Bring a friend for local co-op fast-paced fun.

---- MECHANICS ----
Weapons: Wield a variety of dangerous melee weapons, each one has benefits and drawbacks, and although some are better than others there is no 'best weapon' to fit every play style.

Spellbooks: Ancient secrets lie within these tomes. Spellbooks contain a set spell and a set amount of charges - when your spellbook is out of charges, it's time to switch! All spellbooks can be charged for more powerful effects, but it will drain them faster. Alter your spell abilities with orbs gained by leveling up!

Skill Orbs: Dangerous and fragile shards of knowledge. Consume them to permanently gain a new ability, or use them as powerful weapons to strike down your enemies. (Or maybe just mess up and have them blow up in your face instead.)

Dashing: Every one knows that you can't dash without boots! Explore the tower to find all kinds of stylish boots to change your dashing capabilities. Dash longer and further, chain multiple dashes at a time, stun enemie as you strike them with your body... Or maybe you just want to fly right past hazards, it's all possible if you have the right boots!

Cards: Complete special challenges to collect cards which you can keep between runs. Most cards have a benefit and a drawback, so choose carefully! Combine different cards to create your own custom rule set before your run starts, or just use them to alter rules you don't like; for example, turn friendly fire off with the 'Friends' card.

Announcements / Asura (now at #27655) $
« on: April 14, 2017, 11:58:29 AM » $9.99 Win/Mac/Linux
Asura is a top-down hack 'n' slash game inspired by Indian mythology. It features heavy rogue-like elements and a procedural skill tree which changes on every play through.

Take on the roll of a demon incarnate and obliterate your way through the randomly generated fortress of the Daeva empire. Equip weapons from a wide variety of arsenal and carefully craft your character using the ever changing skill tree. The game can be brutal but is always fair. Can you rise from the ashes? Can you defeat the Daeva empire?

Obliterate through 5 different randomly generated fortress each with its own unique aesthetic, enemies and adversities.
Craft your character using the procedurally generated skill tree with over 80 skills to choose from.
Unlock 3 different demons and unleash your fury.
Venture forth and get your hands on a wide variety of loot, altering your gameplay as you hack, slash and obliterate your foes in battle.
Confront and battle through hordes of enemies each with its unique characteristics and abilities, inspired from Indian mythos!
Duel and slay Heroes of the Daeva, Vanara, Naga and the Hathira race and unlock more as you destroy them in the battlefield!

Ogre Head Studio
Ogre Head Studio is two man indie game company by Zainuddeen Fahadh and Neeraj Kumar based in Hyderabad, India where we make games all about Hack, Slash & everything Epic!

For any issues or feedback with the game, join our discord HERE!
or contact us at support(at)ogrehead(dot)com

This is quite likely the most tantalizing of design fusions between the Roguelike and ARPG scenes since Triangle Wizard---and for completely different reasons/methods at that!   8)

Announcements / Tangledeep (now at 4/29 "~50% there")
« on: March 21, 2017, 02:14:52 PM »  $15K target    Win/Mac/Linux/???

"Tangledeep is an ever-changing labyrinth full of mysteries, danger and treasure. Yet, it is the only way to reach a world long-forgotten by time. Will you heed the call of adventure and face the challenges that await within?"

Tangledeep is an upcoming turn-based, dungeon crawling, roguelike RPG for PC, OSX and Linux. Its gorgeous 16-bit aesthetic is inspired by some of the most classic RPGs of the SNES era, such as Secret of Mana and Chrono Trigger, while its deep and strategic gameplay combines elements of modern titles like Diablo and Rogue Legacy.

Tangledeep is designed with all the depth that is the hallmark of the roguelike genre - wonderfully diverse items, monsters, procedurally-generated locations, strategic gameplay, endless replayability, and deep customization.

And just like console RPGs in the 16-bit era brought accessibility to an often dense and arcane genre, so too does Tangledeep offer a portal to the incredible depth of roguelikes with beautiful, easy-to-understand presentation and gameplay.

Of course, this is not to say the game is easy! The trials will be great, the battles intense, and you will surely die. But you will see every challenge coming - nothing is unpredictable or hidden - and come away from each playthrough with more knowledge and better strategies for the next one.

If the concept of 'permadeath' is intimidating, fear not - Tangledeep also has elements of metagame progression, inspired by such games as Rogue Legacy, Dungeonmans, and Shiren the Wanderer. For example, through the memorable and lovable Banker character, you'll be able to store items for future heroes to use in their journey.

No two adventures in Tangledeep are the same! Each time you play, the dungeon, its monsters, and items are all procedurally generated. The challenges you'll face will always be fierce, and it's up to you to build the character you want to play, with a highly flexible job system and 12 unique jobs planned.

Want to sneak up on monsters, catch them by surprise and use dirty tricks like bombs and backstabs? Try the cunning Brigand!

Do you prefer to carefully plan your encounters, laying down traps and dispatching enemies before they can get close? The swift Hunter is for you!

Or how about using powerful elemental magic, modding and manipulating it to create custom spells? Give the Spellshaper a try!

Not only does each of these jobs (and all the rest) have a distinct playstyle, but you can also mix and match skills from multiple jobs, along with hundreds of items and magic properties to completely customize your character!

We could talk about Tangledeep all day, but why not give it a try yourself? We've been releasing public builds for 6 months now and lots of people are already playing and enjoying the game, even in its pre-alpha state!

If you like what you see, remember that we have over 8 months of additional development left - think about much greater the game will become!

Been watching this for awhile in pre-alpha land---absolute confidence that this can become an especially fine Roguelike!   8)

Recent builds have gained:

The Banker
This cute lil' guy in town is Tangledeep's first instance of metagame progression. He'll store your items - for a fee - and if you die, you can then retrieve the items on your next character. He can only store up to 9 items, and you'll have to weigh whether you want to save that badass weapon you found OR use it on your current character... But it overall, this will help you progress further!

Combat Numbers
We've changed the font for damage text and the way it animates - instead of a boring straight crawl up, it 'bounces' off the character. This, along with the jab animation added last patch, really helps with combat 'feedback' and makes it feel nice.

Recovery Changes
The Flask was a little OP, and it didn't feel great to use it to restore Stamina and Energy when you were at full health. So now, it ONLY restores health. On the other hand, I've removed Health powerups, and significantly increased the powerup drop rate. In other words, you'll now be relying on Stamina/Energy powerups as a regular source of resource restoration, along with food & other consumables.

Damage Types Streamlined
I've done away with Slash, Blunt, and Pierce damage. It felt like unnecessary bloat and didn't add any real depth. It was also hard to guess or communicate whether a monster was strong or weak to a certain damage type. However, all the other elements still exist, so you'll still have to think twice about using Fire on a Salamander or Lightning on a Thunder Spirit. And remember, some terrain interacts with elemental damage - like Lava boosting Fire damage!

UI Revisions
The UI has received an overall polish/visual pass, particularly the Equipment screen, which now also includes item comparisons so you can tell at a glance whether an item is better or worse than what you're currently wearing. (The shop comparison UI also got an upgrade.) Along the same lines, I rewrote a lot of the 'list' code from scratch which I believe should make both keyboard + mouse scrolling behavior a lot better.

Game Over Feedback
When you die, you'll now be presented with a summary of: what killed you, how far you got in Tangledeep, monsters slain, steps taken, AND... how many restorative items you died carrying  ;)


* More equipment screen visual cleanup
* Improved the info display when you hover over an ability (or weapon) on your hotbar
* Updated sprite font for numbers
* Skill icon update - now, all job skills are colored based on job
* Status effect icons are now bigger
* New attack animation for Floramancer's starting weapon
* New title screen art!

* Alchemists no longer have two AOE attacks, but their ranged attack is a little stronger.
* Summoned pets now scale a little more with the summoner's level
* Floramancer's Vine Swing now restores a bit more Energy when used
* Mint Herb and Mint Fat Brews (healing potions 1 & 2) now heal a flat amount instead of % based.
* Overall loot drop rate has been decreased slightly
* Consumables now drop less frequently.
* HP curve has been reduced somewhat
* Toughness perk has been reduced in power (it was scaling considerably higher than the regular HP curve)
* The overall number of champions spawning has been decreased
* The ICE/water debuff from Frosted Jellies now lasts longer
* Tornado Stance duration shortened by 1 turn
* Verdigrizzlies hit a little harder
* Final boss adds do more damage and have more HP
* Final boss itself has better stats
* Sludge Spirits can now add a debuff that reduces healing effectiveness by 50% ("Toxified") applied on hit and on ranged attack
* Swamp Toads now show up in the main dungeon floors, can no longer regen, but CAN knock you around
* Paladin SANCTUARY: Lasts longer, but now gets consumed when you attack or use an ability
* Craggans are more powerful overall.
* River and Ember Spirits have been buffed a bit
* Rock Vipers have also been buffed a bit
* Enemy Floracondas can now add Toxified on hit (33% chance)
* Some non-champion monsters were giving a little too much bonus XP; this has been toned down
* Swords now give a +3% chance to parry on top of auto-counter attacking when parrying
* Number of fountains per floor has been decreased
* King of Bandits has been toughened up

* Flavor damage type ("crushes", "slices") should read properly now
* Banker's interface has proper headers now
* Fountain sprite draw order is fixed
* Your summoned pets will no longer run from you
* Fixed game over screen not restarting properly... again?
* When rotating abilities, the targeting indicator will no longer disappear sometimes
* Adjusted gridlines visual to not allow "half tiles"
* Lava and mud should really, really not overlap anymore
* Fixed buggy interaction with certain abilities and destructibles
* Fixed some UI weirdness on Job screen
* List of active skills on the Skill sheet now scrolls and wraps properly
* Inventory and equipment lists should now refresh selected item when scrolling the list down
* Adjustments to UI 'dead zones' where the mouse was not triggering movement
* Magic fountains should no longer spawn on top of one another
* You can no longer press UI buttons in the upper right while dead
* Sound mix settings now apply to the title screen
* King's Champions will no longer attack the King (lol)
* Reduced instances of flashing numbers in the bottom left

* Budoka new ability: Qi Strike. Tricky to use, but deals heavy ranged damage and can strike vital points.
* NEW ACCESSORY: Claw of Violence - same stats as old Nord Helm
* NEW CONSUMABLE: Barrier Potion. Gives you +30% defense against elemental damage.
* NORD HELM: Now gives you a Nordic Shout that pushes enemies away
* NEW MONSTER: Dark Panthox. A nasty variation on the Cave Lion...

* Optimized 'ronin' monster behavior code by simplifying for now - may return to this later
* Game now runs at a max framerate of 144 (this will be an option later, 30/60/120/144 max)

* Julia (tutorial NPC) will now automatically talk to first-time players when you cross the bridge in town. This only happens once
* Level music, once assigned, will not be changed when you return to that floor
* "Loading" text has been added when you select Continue from the main screen
* Hovering over the Flask or Portal reveals info about each
* Hovering over weapons in your hotbar will reveal info about them
* Item comparisons now take into account block chance for shields
* Clarified display for damage resistance on items
* Default help binding is now "F1"
* New button for "Hide Player Hud", default mapped to H. A bit of a hacky workaround for dealing with issues when you can't click tiles due to UI...
* Added some help info in the banker's dialogue

* "Hiding" magic mod now called "Stealth"
* Frog Swamp -> Frog Bog
* Swamp Toad -> Bog Frog
* CT gain on light armor is spelled out explicitly

* Many damage-dealing abilities can now critically hit, increasing their damage by 33%. These are generally abilities that do upfront damage, NOT status effects (bleeds, poisons), tile hazards, or damage-over-time. The base crit chance is 5%.

* More attempts at blocking mouse movement while clicking on hotbar
* Mud and water tiles should no longer stack
* Fixed various problems with right-click pathfinding

* Minor optimizations to player right-click pathfinding
* Minor optimizations to vision blocking checks

* Right-click movement (pathfinding) has been improved. Now, the destination tile will remain locked as long as you hold the right mouse button down. Once you reach the destination, after a brief pause, you will begin pathfinding to a new destination. Also, your pathfinding will be cleared if you engage in some kind of non-movement action (attacking a monster, talking to an NPC)

* "Show Map" is now assigned to TAB by default, not M
* Removed the ridge collider in town, west of the bridge
* Several map objects like water, mud and lava which previously did not have hover displays... now do

Cheers to one of 2017's sure to be shining stars of Roguelikes if the dev pace holds about as outlined over the next several months!

Announcements / Hellcrawl (now at Release 5)
« on: March 19, 2017, 12:55:10 PM »

Hellcrawl is a meme-based fork of DCSS that you can play right now:

    It is a streamlined experience. Content, mechanics, and options from DCSS which are tedious, unpopular, or unnecessary have been removed.
    Notably, this include no food, no curses, no Lair branch, no player ghosts, no item identification, no poison magic, no halflings, no centaurs, and no felids.
    You can play it online. is the link for a USA-based server, and is a server in Australia.
    Downloads available at
    Information and discussion about Hellcrawl is primarily found on the Tavern discussion thread. Go to the following link in order to find the best, fullest changelog or to share your thoughts:
    You may also occasionally spot the project maintainer, hellmonk, in the ##crawl-forks or the ##crawl channel on the Freenode IRC server.

The readme from DCSS trunk may also be of use to you:

Dungeon Crawl Stone Soup is a game of dungeon exploration, combat and magic, involving characters of diverse skills, worshipping deities of great power and caprice. To win, you'll need to be a master of tactics and strategy, and prevail against overwhelming odds.

New dungeon linearity! You can go forward, but you can't go back. This version is still somewhat experimental and is ahead of the cbro/cpo servers.

Windows binaries of hellcrawl. You can use the executables that are inside the zips in Wine on OSX or Linux, but probably can't use the installer.

Quite some variant activity in Crawl-world of late it seems--yet another with proper releases at that.   :P

Announcements / Yiufcrawl (now at v1.5.4)
« on: March 18, 2017, 01:05:15 AM »

This is a relatively simple fork of DCSS that brings back removed and experimental playable races.

1.4 stuff:

    imp teleportitis is now blinkitis
    plutonians malmutate a ton less often. they SHOULD only mutate when they accidentally explode from extreme contamination, and there's a small chance to get a good mutation, too.
    lots of fiddly apt tweaks partially based on player feedback and dev testing. maybe need to chill on changing apts so much
        (dev testing? which dev? that's me, I'm "the dev"! that still sounds weird.)
    adopted SKELETONS! from
        they don't have a home on any servers yet, so Yiufcrawl can take them in for now
    merged in a bunch of stuff from upstream, aka trunk, aka dcss, aka "normal crawl".
    look here for more details
    Spellbooks no longer cost any space in your inventory. You can simply carry all of them around for free! The "spell library" patch by Doesnty.
    A few god-related tweaks from Hellmonk, including simplifying Dithmenos and slowing down the gift-spam of Oka & Trog.
    Removed rings of flight, fire resist, and cold resist. Now rings of fire/ice provide one pip of resistance with no vulnerability. Thanks, Hellmonk!

Greetings, adventurer! Have you seen enough minotaur berserkers that you find yourself reflexively headbutting your coworkers? Have we got the change of pace for you! Come on down to Yiuf's Home for Lost and Forgotten Species to try playing one of these "relatively functional", "heavily discounted", "scratch & dent" species:


High Elf!



Sludge Elf!

Lava Orc!

Version 1.5, with a new (old) species, is probably happening this weekend too! Hint: even if you're an old-timer, you've probably never played this species. I'll put a comment in this thread and on Tavern when 1.5 is done.

Alread-built downloads for Windows and/or for running the game under Wine in OSX:

Somewhat-thorough README, including compile/install instructions for BSD/Linux. Also you can get it from the Arch User Repository if you're ok with being a version or two behind!

It's not a true Nostalgia branch, because rods are gone, Dorfs aren't a direct copy of MD, and I pull updates from trunk regularly. The target audience is primarily people who weren't around to play older species, or people looking for a wee change of pace.

The original Tavern thread.

    You can totally play this online too! is on 1.4.7 and will update in a couple days is on 1.4.8 already

Pull requests, bug reports, questions, answers, etc, all welcome. Thanks for reading!

The Circus has a compatriot it would seem~   :P

Announcements / Loot Rascals (now available) $
« on: March 08, 2017, 01:11:29 PM » $14.99 Win

Only you can rescue Big Barry - your huge robot head pal - from a space theme park that’s been invaded by a tentacled pan-dimensional godbeast.

Explore an alien planet, beat a menagerie of strange baddies and win Loot Cards which give you special abilities. Choosing which to equip requires strategic thinking - the way you lay them out is crucial, and some must be sacrificed because cards are also the precious resources you need to heal and use powerful abilities.

Careful though because baddies can loot you! The cards they steal drop into other players’ games. When you defeat an Elite Baddie you’ll get another player’s card: will you return it or keep it for yourself?

Either way, prepare for a visit from that player's Holographic Helper to shower you with thanks or terrible vengeance - Loot Rascals is a tale of friendship, loss, and redemption!

Every game is different in this procedurally generated roguelike: gather Loot Cards, show the Thing Below who’s boss, and fly Big Barry to victory!

Announcements / WizRogue (now available) $
« on: February 24, 2017, 08:57:09 PM » $11.99 Win/Mac
Collect and train characters, build your own mighty party, modify items you find, and take on Labyrinths! A new nostalgic experience is here!

The legendary RPG Wizardry is reborn as a Rogue-like game. Terrifying monsters and countless traps stand in your way. Infinite eerie Labyrinths filled with terrifying monsters and countless traps to snare Adventurers. Your destiny is in your hands! Never far behind are the deadly battles and the creeping fear of being trapped alive. Take on Labyrinths with your own mighty party! Collect and train characters, build your own mighty party, modify items you find, and take on Labyrinths!

A new nostalgic experience is here!

There was a time when mad kings and grand wizards feuded over magical artifacts. A time when stories of dragons and their lust for treasure were not stories at all.
That is, until they faded into legend, and the Kingdom of Ardéme was born. Yet the road to prosperity is fraught with strife – a foul mist swept across the land. Its rotten reach was not boundless, however. An endless source of divine protection was found flowing from a single sacred cup: Holy Water. Nevertheless, the kingdom's demise was sealed when King Arthurus' closest confidant, Grand Sorcerer Ambrosius, was bitten by a vampire lord and fled the land with the holy cup in hand, never to be seen again.
With the fall of the once-mighty realm, the Miasma ravaged the land without mercy. Ardéme became a desolate uninhabitable terrain, and with nothing to keep its evil in check, the malevolence reached neighboring Camrone. Ardéme's heir to the throne, the young Prince Danjaq, was granted refuge by Camrone's ruler, Duke Baudricourt. Dreaming year upon year of reclaiming the cup, when the moment came to face Ambrosius, he met the same fate as his father.
The Miasma grew denser, hungrier, and more powerful by the day, gushing forth from countless mysterious Labyrinths littered across the land. Baudricourt, resolved to see an end to the crisis, assembled a force to investigate. Many lost their lives, as he discovered all too late that the Miasma possessed the power to manipulate the Labyrinths to act out its evil will, and without sufficient Holy Water to protect his troops they were like lambs being led to slaughter. With his numbers dwindling fast, Baudricourt ordered his Overseer, Alah'wi, to send word to the four corners of the land... "To Arms Ye Courageous Adventurers, Heed The Call Of Duty!"

And so begins the Age of Adventurers. A tale of Holy Water, the Miasma, and Labyrinths!

Well, that's a surprise---out of Japan and via good old Taito at that.   :o

Announcements / Unexplored (now at v1.0) $
« on: February 22, 2017, 12:59:06 PM » $9.99 Win

Real-time Roguelite Dungeon Crawling at its Very Best!
Unexplored is an accessible yet challenging roguelite action rpg, featuring a fantastic level generator, and a surprising amount of content and depth.Explore dangerous dungeons, solve mysterious puzzles and engage hundreds of foes, big and small, in intense melee combat.

    Easy to Play, Easy to Die
    Fantastic Generated Dungeons (using brand new tech)
    Real Emergent Gameplay with many Tactical Options
    Intense, Real-time, Dual Wielding Melee Combat
    Stealth Mechanics (dungeon crawling like a real rogue…)
    Over 50 dangerous bosses
    Challenging, generated puzzles
    Adaptive, original soundtrack

In the Words Of A Player: What Do You Feel Makes the Game Stand Out?
Misery, one of Unexplored’s Early Access players, thought our description didn’t do the game justice. So, we asked: “What do you feel makes the game stand out?”
We really liked what Misery wrote, so here’s a summary:

    1. the Dungeon Generation
    2. It uses a ton of traditional roguelike concepts, but in non-annoying ways
    The fact that the game FEELS like a traditional one while still being real-time is a pretty major thing as far as I see it.
    3. The combat is pretty fun, yeah
    Lots going on there, particularly once things like potions and staves or whatever are thrown into the mix. Feels more tactical than the usual "shoot everything" sort.
    4. Pausing the game
    Being able to pause the game and deal with your inventory, use items, and examine things, without actually leaving the game screen, that's a big one. It all really opens up a lot of options for tactical play.
    5. The Puzzles
    [The puzzles] feel like the sorts that the old Zelda games used to use. That same satisfaction from that is here overall.
    6. The hub floors
    Ended up being a great feature.
    7. The huge variety of enemies
    Not just bosses, but monsters and traps and all sorts of stuff. I've been constantly impressed by this. Even after so much time with the game there's still plenty I haven't even seen yet.
    8. And of course the whole "lock and key" concept.

We continue with our own, inferior description:

The goal of Unexplored
The goal of Unexplored is to find the dragon in the depths of the dungeon of doom, slay it to claim the Amulet of Yendor and bring it back to the surface. Every run, the game will create an intricate map of dungeons, hinting at foes to come and solutions for puzzles you’ll face.
Lots Of Bosses
During your adventure through the dungeons, you’ll regularly face off with one of over fifty possible bosses. These range from the Queen Ant, to the Balrog and, yes, several menacing Dragons. Some of these bosses can only be slain with the right weapons, so make sure not to miss those on the previous levels.
Uncover Secret Items
In the spirit of roguelikes, the game does not tell you which potions will save you, and which will kill you. You’ll have to find out yourself either by taking risk or using the right Magic Scrolls. Same story for the Enchanted Weapons: are they blessed with divine powers or cursed with deadly spells?
Pitted throughout the dungeons you’ll encounter strange statues. Some of these are part of puzzles and solving those may reap great rewards. So, you may want to pick up and read the books you’ll see lying around. They may feature hints on how to solve a puzzle, even one a few levels deeper.
You’ll be able to equip two items and wield them both. In the darkest deeps you might want to hold a burning torch beside your axe. Bats tend to be killed easily from a distance by throwing daggers at them, so why not equip them in both slots? Or wield a whip, no better, the Flaming Whip you just plucked from that Balrog you managed to finally kill. Or… perhaps it’s best you start with a shield. A big, enchanted shield. Yes.
Your starting armor may not seem like much, but that’s only because… well, because it IS not that much. It will keep you safe from the bites of bats, but don’t try your luck with an Orc. Beat the right foes to collect their leather breastplates or chainmail. Or… equip the right cloak on go stealth…
Wait, Stealth?
Yes, that is an option. You can go unnoticed for a long time and execute surprise attacks for added damage. Like everything in Unexplored, it’s up to you to weigh the rewards versus the risk. Because a surprise attack on a Necromancer may sound like a terrific idea, but it’ll probably survive your first strike, leaving you quite vulnerable in your cloak of cloth.

Unexplored features several kinds of progression for you and your character. The most important is simple: experience. Expect to die a lot in the beginning, whilst learning exactly how to play the game. But you will learn and before you know, you reach a deeper level every run. However, there’s more than just experience. Within each run, you’ll find Potions of Strength, drink those and your power increases for as long as your stays alive. A Potion of Life not only completely heals your hero, it increases the amount of Hit Points. Upgrading your equipment by combining it with certain magic items on an anvil will grant you perks for the time being. Offer to the Gods, and you may receive another upgrade.However, if you die, your powers die with you. Unexplored is a game featuring perma-death.
Nevertheless, some upgrades are permanent. When you unlock achievements, you unlock equipment and items you can purchase before you start a new run. You pay for these items with the other permanent feature: gold. Your hero will inherit all the gold your previous one owned. So it is always an absolutely fabulous idea to try an open as many chests as possible, you might get rich trying.
Or, just spend it all during your run when you meet one of the vendors. Yes, you heard that correctly: during the game you will be able to spend your gold on new equipment and potions. Obviously, if you subsequently fail, all that gold is lost. Like in forever.
Crafting and Mixing
The deeper you go, the more dangerous the dungeons will be. So, make sure to pick up the right equipment, potions and scrolls along the way. You can even craft better items and mix healthy or plain deadly drinks.

Part of Unexplored’s allure is the way it generates the dungeons. Not just the levels themselves (see this video about Cyclic Dungeon Generation), but all the dungeons in their entirety. The game knows what you’ll face on the deepest levels even before you start wandering the first one. So, it will provide you with hints, keys and notes about what to expect down the line. Best keep an eye out for those.
That’s It?
No, of course not. Unexplored is a game filled with content, with lava and water, plants and trees (flammable trees that is), with hidden doors and locked doors (use lockpicks!), with small bosses and big bosses and with so much more. But we won’t spoil everything here. It’s up to you to find out! So, go have yourself an adventure! You’ll love it!

Unexplored has a fantastic community of players helping each other out. They have been an integral part of the development of this game. So, if you're really stuck, let us know in the Steam forum, and we, or one of the other players, will try and help you out.

Announcements / The Binding of Isaac: Antibirth Mega Mod (now available)
« on: December 17, 2016, 02:29:53 PM »


Five years ago, a young boy took his first trip down into the basement, facing the endless threats below to escape from the murderous delusions of his loving mother. Three years later, he found himself facing the same predicament but with an even greater plague of horrors and peril. Very shortly afterward, a modest few among us decided that even this was not enough. In the two years since then, fate has worked tirelessly to place by far the most fearsome challenge yet in his path. This time, Isaac faces our free The Binding of Isaac: Rebirth expansion, Antibirth. So what exactly is in store for him?

    2 new characters with unique playstyles
    90+ new collectible items to help Isaac fight
    18+ new trinkets to swap and strategize with
    80+ new enemies to face one after another
    16+ new bosses to kill or be killed by
    4000+ new rooms to explore and survive
    A new secret final chapter for Isaac to endure
    Bigger and greater secrets than ever before
    Several new or enhanced features for local cooperative play
    A nearly full and original new soundtrack, evocative of classic Isaac

The Binding of Isaac has had one of the most involved and robust communities of fans around since its initial release and has inspired countless players and developers with its peculiar sensibilities and creative blend of roguelike flavor. As its zealous modding community has proved, it’s only natural that many among us would feel the urge to try to help carry the torch and make it partly our own, but Antibirth was the first and is presently the only Isaac mod to reach deep into the core of Rebirth to enable the depth and scope of a full expansion, aspiring even to the size of the official DLC, Afterbirth. If you’ve become as enraptured with Isaac as the rest of us and you still want more, we’re here to provide our absolute best — and more of it than you’ve ever dreamed of — all for free. If you can watch this spot and wait a few short days, Antibirth will be right in front of you before you know it.
Questions & Answers

“Is this free?”

“Will there be updates?”
Definitely! In fact, there are still so many significant updates planned that we would consider this to be an Early Access release, so please stay tuned!

“Is this official?”
No, we are not affiliated with Edmund McMillen or Nicalis in any way. We're just really really dedicated fans!

“Is this compatible with Linux/OSX?”
Unfortunately no, due to the way the mod works. We are looking into Wine compatibility, but in the meantime we would suggest playing it on a virtual machine.

“Will there be support for consoles?”
That is extremely unlikely, again due to the way the mod works.

“Is this mod compatible with Afterbirth/Afterbirth+?”
No, this is a Rebirth only mod. However it can co-exist with Afterbirth and you can easily switch between both at any time. We are also planning to add support for all DLCs within the next few months.

“Will this mod affect my Afterbirth progress?”
Antibirth uses your Rebirth savefiles, which are completely independent from Afterbirth. It will never have any impact on your Afterbirth savefile.

Did not see that one coming at all---let alone now just a few weeks prior to Afterbirth+'s full on release that will include proper modding capabilities.   :o    The irony is magnificent given this is exactly the sort of thing that the latter was intending to champion as a thing that could happen via communal wranglings...

7DRLs / Snowfallen (by Almondbun)
« on: December 14, 2016, 01:08:45 PM » Win/Linux

Snowfallen is a little but cute turn-based roguelike that was the result of a personal 7-day challenge.

You play as a heroine who has to slay a mountain troll to save her people. You gather equipment, fight enemies and try to survive for your final confrontation with the troll.

Keep in mind that this game was made in only 7 days from scratch. It is fully functional and playable but may lack advanced features.

    a fully explorable 2d map
    16 different enemies, some with unique abilities

Announcements / Dream Quest (now available) $
« on: December 12, 2016, 02:13:35 PM »  $9.99 Win/Mac

Play cards! Kill monsters! Level Up!

Dream Quest is a roguelike deckbuilding game inspired by the likes of Ascension, Magic: the Gathering, and Shandalar. Explore randomly generated levels as one of 13 classes in short, 30 minute, sessions. One floor might find your wizard in the crypt, another your warrior underwater, and a third, your assassin stalking a volcanic wasteland. As you progress, your characters earn achievements, each making your future runs a little easier or more interesting.

Combat is a card game. Your abilities are a deck of cards that you develop as you gain power. For example, a thief starts with a handful of Slice cards and a Backstab, but can learn defensive moves like Dodge or powerful finishing moves like Coup de Grace. Carefully choosing which cards to add to your deck is the heart of the game: wise choices will find you slicing through monsters while poor ones will leave you tripping over your own two feet.

13 different classes, with wildly different play styles
Over 300 cards, ranging from the defensive Kick and Armor to the devastating Meteor and Curse of Doom
More than 70 monsters carefully catalogued in the Bestiary as you encounter them
Infinite replayability – easily 50 hours to see the majority of the content
No In App Purchases – the price of the game is the price of the game. Everything is unlocked only by playing.

Legends of iOS folks say this is something of a hidden gem---so here's hoping for a bright and lively future here on Steam for it!   8)

Announcements / Expect the Unexpected (now available) $
« on: December 10, 2016, 01:35:09 PM »  $12.99/Win

Expect The Unexpected is a rogue-like, fast-paced turned-based game with RPG elements. The player interacts with generated maps (random) in which he has to deal with hundreds of different events and situations. What will you be? What will you become?


In the lands of Lorhaven, the Gods chose you to carry out the hardest and dangerous task, you must collect the 12 Runes of Power to restore the order.

As the chosen Hero you have to travel from place to place, fight with monsters, deal with bandits, fight feral creatures, loot items to equip or sell, trade goods in villages or cities to get better equipment and profit, accept jobs for money and reputation and face much more unique events. After skirmishes you gain experience that can be used to upgrade and learn spells and skills.
Main Features

    New events will happen each time you travel
    Factions will be either your enemy, friend or neutral, depending or the choices you'll make throughout the game
    More than 100 unique events filled with action, comedy and suspense

    Reputation system based on your actions and choices

    Every time you begin a new game, the world will be different

    Freedom of choice, you can be either the 'hero' or the 'villain', it's all up to you

    Different types of characters with specific skill sets

    After you die, you are sent to afterlife (playable)

    Travel from city to city through many pathways fill with life, different random events, from pirates, raiders, assassins, animals, traders asking for help, beggars, traps, ambushes, choose faction's sides in battle and much more!

Announcements / Chaosforge's DRL/D**m RL goes open source
« on: December 07, 2016, 12:59:36 PM »

Announcements / A Magical High School Girl (now available) $
« on: November 23, 2016, 01:44:10 PM » $9.99 Win

"The magic beckons you."

A Magical High School Girl is a magic crafting rogue-like RPG!

The only weapon you possess is the magic you conjure from within.
You can freely name your magic. The elemental properties and effects are generated automatically with what you typed in.

Develop the magics you obtain, gain magics from magic stones within the dungeon, and combine to develop even stronger magics.

A high school girl lost in a magical world against a variety of unique monsters with a mysterious coven of witches. Her survival in this cruel yet alluring world all depend on your crafting skills!

Announcements / Hydra Slayer (now at v18.0) semi-$
« on: November 12, 2016, 02:03:40 PM »  $5.99 Win/Mac/Linux

You are facing a nine-headed hydra. Your flaming longsword cuts five heads in each swipe (no more, no less), which will kill a five-headed hydra, but a larger one will regrow two heads after each swipe. Your storm scythe cuts exactly seven heads, but it makes ten heads grow back if the hydra is not dead. Is it possible to kill the hydra? What if you also had a silver dagger, which cuts just one head, but makes five heads grow back?

Solution: It is impossible without the silver dagger (the number of heads always stays divisible by 3), but possible with the silver dagger, for example: 9 -> longsword -> 6 -> longsword -> 3 -> dagger -> 7 -> scythe -> 0.

If you liked this puzzle, and you also like dungeon crawling, Hydra Slayer is for you!

Hydra Slayer is a roguelike (randomly generated dungeon crawler), with unique combat mechanics based on the puzzle above. It is challenging both at a short term tactical level (each hydra is a unique challenge, bumping into it with your weapon almost never works), and at a long term strategy level (you have to build a set of weapons which slays hydras effectively). While the early levels could be used to teach arithmetics and tactical planning in a fun way, building an effective set of weapons for late levels is a challenge even for expert number theorists!

Hydra Slayer currently features a tutorial, 5 player character races with distinct characteristics, 28 enemy types (10 common hydras, each in two varieties, and 8 special enemies), 28 types of equipment including rare artifact weapons with special properties (not counting material and size variations), 15 weapon materials, 18 types of magical items which help you in your quests, three game geometries to choose from, 8 level topologies on very deep levels (including the Möbius strip and Klein bottle), 11 level generators, and two endings (a small victory for quick challenges and more casual players, and a big victory for those who want more challenge).

Hydra Slayer is available for free from its website. By buying the Steam version, you get typical Steam features, and more frequent updates -- currently, the Steam version has the following bonus features:
online achievements and leaderboards
Steam trading cards
cloud-based saves
daily challenge
automatic updates
a "challenge" mode for short but very interesting games (much more unpredictable than the normal play)
updated interface and performance (watch those heads fly!)
new music
traps to lead hydras on
Orbs which provide a powder/potion effect many times at the cost of a weapon slot
source code (except the Steam features)

v18.0   8)

The highlights of release 18.0 are the following:
A new player race, the Atlanteans. Most characters in Hydra Slayer would meet vulture hydras, who grow one head for every wound they deal to the player. The Atlanteans have been cursed by the gods, and this will happen for all hydras. Will you be able to turn your curse into an advantage? The curse significantly affects the equipment and strategies to use, especially in the first 12 levels. Thanks for Patashu and Nick for the idea!

Evolving hydras. They start to appear after level 25. Their resistance to the given weapon material is increased by one after each attack. These are inspired by a (slightly trollish) post by IchigoMait.

Previously, each level below Level 12 contained just one special hydra (not counting bloody or dragon variants of standard colors) -- since there are 9 types, some of them will appear just a few times. The new version changes this -- some levels will replace one of the standard ones with another special, and some will almost lack normal hydras and include most of the special types instead. Challenge levels now tend to have two special hydras per level too.

One new exotic weapon -- I will leave that for the players to find :)
New special graphics for scythes (Atlanteans start with a scythe), hecatoncheires and monkeys. Thanks to tehora for requesting these!

Removed some exploits. It is no longer possible to enhance the titanic club easily with the Reforging+Ambidexterity combo (thanks to vo3435 for abusing this). A tighter limit is placed on using time-daggers on mushrooms.
Some features have been added to help with "head draining" attacks (all hydras for Atlanteans, Vultures for all characters). When fighting head-draining hydras, the number of wounds caused by the hydra's next attack is given in the UI. For other hydras, when you select your shield, "+1" is displayed for the hydra whose damage is reduced by your shield. Also, you can now press 'w' in the hydra description, to view the amount of wounds the given hydra would deal for every size. Enchanted Mersenne Twister (when trying to roll a 'good' number of heads) will now take into account that extra heads could be drained.
In the cheat mode, shift+H can now also summon equipment.

Minor bugfixes: better display of the in-game achievement screen, capital letters accepted in the scores menu, better handling of the app going out of focus, the generation of Giants' weapons in challenge games, crash bug with Vulture + Ambidexterity + Knowledge/Growth, using Twister even though runes are active, inexact calculation of wounds in the PoK algorithm by head drainers, 'use count' for traps, dragons attacking in a wrong direction on non-orientable levels, number of stunned heads is no longer displayed in the PoK hint for large hydras (the algorithm does not care about them anyway), potion of knowledge correctly counting wounds for shadows, capital letters accepted in the scores menu

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