Author Topic: Claustrophobia: The Downward Struggle (now at Early Access Alpha v1.1.0) $  (Read 10502 times)

getter77

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http://claustrophobia-game.com/  $4.99  Windows

Back in action after a grand rewrite from the bottom on up!   8)


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About the Game
Grab your weapon of choice, polish your Rogue senses, and get ready to be thrown into the dark and oppressing dungeons of Claustrophobia! Experience deep character development, fast-paced tactical combat, and mountains of epic loot. Here begins a roguelike quest for glory, slaughter, and anything shiny!

Claustrophobia: The Downward Struggle is a Tactical RPG Roguelike, most heavily inspired by the combination of procedural gear and enemy generation found in games such as Diablo and Torchlight, with traditional Roguelike features found in games such as NetHack and Dungeon Crawl Stone Soup. Gameplay revolves around a classless, stat and gear-based progression system, procedural dungeon exploration, and unforgiving tactical combat.
Current Features

    Unending Procedurally Generated content: Procedurally generated gear, enemies, and terrain makes for infinite progression and adventure.
    Classless Character Development: Build the character you wish to play, and develop them through in-depth stat and ability customization.
    Tons of Loot: Collect vast amounts of weapons, armour, and active items, whose powerful abilities, stats, and passive bonuses enhance your gameplay.
    Fast-paced, Tactical Turn-Based Combat: Use positioning, clever skill use, and observation to best your enemies.
    Face Hoards of Challenging Enemies: From simple critters to deadly Elite Units, face off against a variety of monsters, each with their own set of abilities. Enemy Modifiers such as Teleportation, Invisibility, Lifesteal, and more, ensure that there’s always a new type of enemy to slaughter.
    Traditional Roguelike Features: Permadeath, a little luck, and unforgiving gameplay means your hero’s life is firmly in your hands.
    Scoring & Leaderboards: To remember all those poor souls who didn’t make it.
    Simple, easy to use Interface: All the details and functionality you need, without the clutter.

Features Coming Soon

    Multiple Dungeons: Featuring all new dungeon designs, enemies, rooms, loot, and more.
    Story mode: Dungeons will chain together for longer, more varied gameplay, and progression towards a final, endgame goal.
    More Character Development Options: More Class Roles, more Abilities, more talents.
    Further Item & Enemy Development: A much greater range of Item Abilities and Enemy Modifiers.
    Traps & Puzzles: More special room types will offer greater variation to exploration.
    Bosses: Extremely powerful monsters who reside on the final floor of each dungeon, who must be defeated before you can progress.
    Gear Crafting: Collect materials and salvage old gear to craft powerful new items.
    Achievements & Unlockables: New content unlocked for courageous feats of strength!
« Last Edit: January 09, 2015, 08:12:51 PM by getter77 »
Brian Emre Jeffears
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getter77

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Re: Claustrophobia: The Downward Struggle (now at Early Access Alpha v1.0.1) $
« Reply #1 on: September 18, 2014, 11:26:03 PM »
v1.0.1

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CONTROLS
Added Full Keyboard support for in-game Control.
Pressing the Rest Key or Button while moving will cancel all queued movement.
Melee attacks can now be initiated from distance, causing your character to pathfind to your target.
Movement will now stop if a new trap is discovered.

GAMEPLAY
Interaction added to Bookcases.
Hit Rating has been rescaled to result in less Missing. Dexterity now has more of an effect on Hit Rating.
UI
The Cell Selector now displays red when over tiles that cannot be accessed.

ENEMIES
Ratimus Maximux’s base damage reduced from 8-11 to 5-9.
Rat-at-tack’s base damage and DOT damage have both been reduced.
Changed all enemy stat progression to more accurately scale with their level.
Squish’s base stats have all been increased, and his base Health increased to 120, from 90

SKILLS
Fortify now requires a Shield.
Reworked Gluttony to also increase the amount of Hunger food reduces by 10% per point, and increased Gluttony’s Talent Point cap to 5, up from 1.

ITEMS
Plate Armour now has Dexterity as a base Stat alongside Strength, though at a decreased amount. This should help balance Melee Hit Rating.
Bonus Experience rescaled to +0.1 per item level, and capped at +5.
Magic Find Bonuses now act as bonuses to an items original Find Rate, not the overall chance to find an item type.
Spellbooks now correctly display their spell’s casting requirements.

BUGFIX
Fixed a crash that occured when a trap was placed on top of an existing trap.
Fixed an occasional crash when leaving a dungeon.
Fixed long distance interaction not cancelling when movement is blocked.
Fixed Level Up Stat notification.
Fixed a bug that was causing the player’s starting Defence Rating to be much lower than intended.
Soul Rip no longer heals from inanimate objects.
Fixed World Objects giving Experience on Kill when Bonus Experience was applied.
Fixed a crash that occured when attempting to attack with just a shield.
Fixed a rare occurance where attempting to equip an item would cause it to disappear.
Fixed a bug with Dem Bones Archer’s Dexterity scaling.
Fixed a bug where settings in the Options window could be edited outside the main panel.
Fixed the positioning of the Tutorial window after changing screen resolutions.
Brian Emre Jeffears
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getter77

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Re: Claustrophobia: The Downward Struggle (now at Early Access Alpha v1.0.2) $
« Reply #2 on: September 26, 2014, 02:06:26 PM »
v1.0.2

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HIGHLIGHTS
Added Second Weapon Loadout.
Added Full Screen minimap.
Large scaling rework to Melee Combat, Hit Rating, and Enemy Health & Damage.

GAMEPLAY
Added a second weapon loadout (Default Key Q).

CONTROLS
Slightly reworked movement controls to reduce the chance of accidentally moving more cells than intended at a time.

UI
Added a Fullscreen Map, complete with tooltips and movement (Default Key M).
Comparison Tooltips will now display all equipped alternatives when the item in question can be equipped to multiple slots.
Doors are now shown on the minimap.

ENEMIES
Enemy Health Scaling reworked.
Enemy Defence Rating reworked.
Enemy Damage Scaling reworked.

SKILLS
Shield Bash’s Stun Duration reduced to 2 turns, down from 5.

ITEMS
Two Handed Swords now scale correctly.

STATS
You now gain 1 Armour for every 2 points of Strength.
Armour Efficiency gain from Constitution increased to 20%, from 10%.
Resist Efficiency gain from Wisdom increased to 20%, from 10%.

BUG FIXES
Fixed a bug causing Keyboard Movement controls to rebind incorrectly.
Keyboard movement no longer occurs while rebinding keys.
Traps placed in doorways can now be removed.
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getter77

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v1.0.3
Quote
HIGHLIGHTS
Added the Ability to throw potions.
Added Wide Doorways fitted with double doors.
Redesigned all XP and Level Scaling (recommended to start a new game due to inconsistencies).

GAMEPLAY
Added the Ability to throw potions.
Added Wide Doorways fitted with double doors

UI
Added the Option to load your last Character’s appearance when creating a new Character.
Altered the colouring of the minimap for easier visability.
Leaderboard entries made before major balance changes now have an outdated tag, and will be overridden by all new entries.
Added a warning message that will display When attempting to load a save file that is no longer compatible with the current build.

ENEMIES
Elite, Champion, and Hellish enemies now have buffs to their base damage.
Elite, Champion, and Hellish enemies no longer have buffs to their Hit Rating.
Elite, Champion, and Hellish enemies awarded XP reduced.
Enemies with the Beserker mod’s damage modifer and Dexterity reduced.
Squish’s Base stats increased.
Rat-at-tack’s base Damage and Modifier reduced.
Constitution scaling of enemies increased to 3 Constitution per level, up from 2.

SKILLS
Execution’s base damage increased to 120% Weapon Damage, 30% Strength. In addition, Damage gained from the target’s lost health increased to 120%.

ITEMS
All potions now have effects when used on an enemy.

STATS
Redesigned all XP and Level Scaling (recommended to start a new game due to inconsistencies). This change also effects leaderboard scoring.
Critical Damage gained from Strength reduced to 1 point every 2 Strength, down from 1 every 1 Strength.
Critical Chance and Critical Damage now apply diminishing returns rather than having a hard capped value.

BUG FIXES
Fixed Interaction inconsistancies with the Dungeon Exit.
Fixed a bug causing the Armour gain from Strength to be incorrect.
Invisible Enemies no longer show up on the minimap.
Invisible Enemies no longer count during any condition checks for nearby enemies.
Various Tooltip typos corrected.
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getter77

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v1.0.4

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HIGHLIGHTS

Added Dynamic Leveling: Enemies will no longer scale 1:1 with the player’s level - instead, scaling is based on the amount of sources of experience per floor.
XP scaling is now exponential.

GAMEPLAY

Added Dynamic Leveling: Enemies will no longer scale 1:1 with the player’s level - instead, scaling is based on the amount of sources of experience per floor.
Likewise, undiscovered enemies will no longer scale up when they are below the player’s current level.
Preparations made for upcoming new content.

MUSIC

Added the final mix of Light6.

ENEMIES

Added Modifier: Illusionist
Greatly increased Elite, Champion, and Hellish enemies Health.
XP from defeating Elite, Champion, and Hellish enemies increased to co-inside with new balancing.
Enemies now have increased Hit Rate at greater levels.

STATS

XP scaling is now exponential.
Hit Rating and Defence Rating now suffer Diminishing Returns.
Altered scaling of Diminished values, such as Critical Chance, Armour Efficiency, etc.
Combat Efficiency and Dual Wielding now suffer Diminishing Returns.

BUG FIXES

Fixed a major bug causing a number of Skills (including Rat-at-tack) to deal damage based on user Health rather than the intended Stat.
Fixed a bug causing Diminished values to scale beyond their maximum values at high levels.
Fixed a crash caused by attempting to rebind NumKey0 while at the main menu.
Fixed Health, Mana, and Damage Multipliers on enemies.
Fixed incorrect values on the Tooltip for Dual Wielding.
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getter77

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v1.1.0

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HIGHLIGHTS

New Dungeon: The Crypts of Creepy Chaos.
New Item Type: Cursed.
Added Weapon and Armour Tier Appearances.

GAMEPLAY

New Dungeon: The Crypts of Creepy Chaos.
New World Objects: Altars of Blessing.
New World Object: Tombs.
Enemies who have no logical way of opening doors have lost the ability. Instead,
these enemies will now take up to 3 turns to break doors down.
Reduced the spawn rate of all Spellbook sources.

CHARACTER CREATION

Added Female Hairstyles.

ENEMIES

New Enemy: Pile of Grave Worms.
New Enemy: Phantom Spooker.
New Enemy: Hellbat.
New Enemy: Ancient Mummy.
New Enemy: Necromancer.
Illusions now spawn with remaining health proportionate to their parent.

SKILLS

Fortify now correctly uses Stacks instead of Turns.

ITEMS

New Item Type: Cursed.
Added Weapon and Armour Tier Appearances.
New Item: Scroll of Curse Removal.
New Item: Scroll of Enhancement.
Added Chance to Fear Weapons.
Added correct effects for Burning, Frozen, and Poisoned Weapons.
Rare Daggers now have unique names.
Daggers now have unique icons.
Shields now have unique icons.

BUG FIXES

Being hit from multiple sources at once no longer causes a delayed hit animation.
Fixed a number of other issues caused by out of sync animations.
Fixed a bug which allowed windows to be moved after they were closed.
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akeley

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Meanwhile on Desura we are still 4 months backwards on 1.02.  I understand Steam is the dominant platform but is it really so hard to submit an update to another shop you are selling your game at? It`s not like there are hundreds of them after all.

Well, I guess it could be worse - Pixel Piracy guys just completely abandoned their game on Desura a year ago.

getter77

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Well, Desura is in the middle of a transition of sorts with new owners and the like and greatly renovating/overhauling their systems...so yeah.  Might try shooting the dev a message on Twitter to get things poked a bit?
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akeley

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New owners? That`d explain the redesign (okay-ish) and inclusion of Steam-only titles (not okay). Thanks for the heads-up.

Just a bit frustrated because it seems to happen every so often with indie games these days. While sometimes the fault might be with the shop itself I feel more often than not it`s the attitude - people put their game up for sale here and there, but only care about the Steam massive. Tad unfair. (Though good folk like Mr Dungeonmans with his insta-help are a welcome exception :) 

I`m not on Twitter, but there`s a few messages on their Desura page regarding the subject, hopefully they will come around eventually.

TheIndieForge

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Hi, dev here!

I will be uploading the new patch to Desura tomorrow/tonight. Apologies, I was not aware that the last couple of patches did not go through, which I would assume is due to them falling around them same time as Desura's management switch-over. I'll make sure this one goes live.

Cheers,
Dan

getter77

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Re: Claustrophobia: The Downward Struggle (now at Early Access Alpha v1.1.0) $
« Reply #10 on: January 11, 2015, 12:30:58 AM »
A good deal for all and welcome to The Temple of the Roguelike.   8)
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akeley

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Re: Claustrophobia: The Downward Struggle (now at Early Access Alpha v1.1.0) $
« Reply #11 on: January 11, 2015, 01:28:15 PM »
Behold! the power of the Announcements thread ;)

Thanks for sorting that out, looking forward to checking the updated version.

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Re: Claustrophobia: The Downward Struggle (now at Early Access Alpha v1.1.0) $
« Reply #12 on: January 11, 2015, 10:03:38 PM »
Desura Patch 1.1.0_01 is up, let me know if there are any problems!