Claustrophobia: The Downward Struggle is an indie RPG roguelike, with a retro graphic style and a terrible sense of humour. The game takes place in a series of ever descending randomly generated dungeon floors, packed full of monsters to slaughter and loot to pillage. The game plays like a traditional roguelike, but with a clean UI, a slick, action orientated combat system, and a massive range of enemy types, skills, gear and room designs. With features like crafting, skill trees, characters development, and just-one-more-room style gameplay, Claustrophobia is a love letter to traditional RPG rougelikes. Create your ideal hero, build your own custom class, then set out on your quest for glory, slaughter, and anything shiny!

Report article RSS Feed Patch Alpha 1.0.7 Preview: Character Customisation, Bows, and more!

Information detailing the changes and additions in Alpha 1.0.7, including character creation, pathfinding logic, item and enemy additions, and changes to ranged combat.

Posted by TheIndieForge on Feb 26th, 2013

So, this is a big update. I won't talk here, because I will need my fingers for the typing to follow. So: News!

Character Customisation


Your character can now have all sorts of wondrous hair styles and skin tones, and, probably more importantly, a name! On starting a new game, you will enter the character creation screen which allows this visual customisation. Due to your new found hair styling abilities, you can also choose to toggle the displaying of your helm on or off, and, once you die, your hero's name and appearance will be displayed on the leaderboard, allowing you to fondly remember your little adventurers and the expeditions that led to their eventual demise. New skins and hair styles will be added over time, including unlockables.

Bows and Weapon Swapping

Bows, from launch, have been overpowered, both in the fact that you could shoot enemies which were stuck, and could normally kill enemies before they even reached you. While an archer's job is to keep his enemies at bay, they had it too easy. Therefore bows now require ammunition, which can be both crafted and picked up. This means you must think more about how and when you spend your precious ammo.
However, due to this addition, ranged damage has been increased, and multiple weapons can now be equipped at once. This means you can have a bow and a sword equipped, and, if an enemy reaches you, you can switch to your melee (Q) and finish your target off, without wasting ammo at point-blank range.

Pathfinding and Enemy Logic

Proper pathfinding has finally been implemented! This means that you can now select any cell in sight, causing your player to jog over to that spot without any more player input. If an enemy appears, or the player takes damage, the movement will be cancelled.

Likewise, enemies also benefit from the new pathfinding. They will no longer get mindlessly stuck on bookcases, shops, doors, each other, or, in fact any animate or inanimate objects. They will actively search for you by any path they can find, and attempt to block you in and surround you. Ranged units will also stand out of the way of melee units, so long as they still have vision of you. Enemies now also have a chance of spawning/falling asleep when nothing has happened in their area for a long time.

Gear rescaling, new Items, and new Enemies

All gear stats and pricing have been reworked, and shops now spawn with much better quality items. Good gear is now much easier to find early level, which balances out the difficulty a little. Gear that is worse than the starting gear is less likely to spawn, and necklaces and rings have been fixed, meaning they now all spawn with stats (handy, that).

New items and enemies have also been added, but I will leave their purpose to either your own discovery, or the patch notes (your choice).

New Trailer and GamersGate

A new Trailer is up for the game! You can check it out here:


Secondly, if you watch that video, you will notice the "Available on GamersGate!" notice. While this is currently not quite true, it will be within the next few weeks. Yay!

The Closing Bit

There is so much more in this patch that I haven't talked about, but to save a post which is already tl;dr, I will be finishing here. As well as all this, 1.0.7 includes a new skill engine, healing rescaling, text window changes, UI additions, and a tonne of bugfixes. 

Phew. 
~TheIndieForge

Post comment Comments
jerrylongbones
jerrylongbones Feb 27 2013, 6:38am says:

Great update, can't wait to try out the new features. Keep up the good work! :D

+1 vote     reply to comment
maVado99
maVado99 Feb 27 2013, 12:59pm says:

Sounds good.

+1 vote     reply to comment
Conker3322
Conker3322 Feb 28 2013, 4:50pm says:

This patch is releasing this week right?

+1 vote     reply to comment
TheIndieForge
TheIndieForge Feb 28 2013, 4:58pm replied:

If not tonight, tomorrow :)
~TheIndieForge

+1 vote     reply to comment
Conker3322
Conker3322 Feb 28 2013, 5:40pm replied:

Awesome! Looking forward to it =D

+1 vote     reply to comment
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Claustrophobia: The Downward Struggle
Platform
Windows
Developed By
TheIndieForge
Engine
XNA
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Release Date
Released Oct 11, 2012
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XNA Public Domain Released Dec 31, 2006