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.


  • Expansive Random Generation - Everything from the dungeon's design to the gear you collect is randomly generated on starting a new game. Like traditional roguelikes, each new adventure offers a unique experience, with tonnes of different rooms to explore, and even more items and enemies to populate them.
  • Slick Skill System - Combine skills from multiple different roles to craft your own class tailored to your play style. Bind your active abilities to hotkeys to unleash fiery death and destruction in the heat of battle, lay sneaky traps, or even raise an army of your fallen foes to fight for you.
  • So Much Gear - If you're the sort of person who loves collecting gear which has lovely brightly coloured names depending on the item's rarity, then this is the game for you. Gear drops are frequent, and the gear variety extensive.
  • Crafting – Various forms of crafting will be available, such as Blacksmithing, and Alchemy. Materials can be found in amongst your sea of loot, which can be used to craft new, shinier loot, or dangerous potions and scrolls that enhance or reduce your ability.
  • Customization – What with all the gear, skills, characters and all, there really is a huge amount of room to make each playthrough of the game truly your own.
  • Permadeath - Your characters are not cats.
  • Clean Integrated Interface - All information you need about your character is on screen at once, and has been carefully optimised and integrated into the main game. Stats show gear progression on highlighting gear in the floor, and all loot can be dragged and dropped from the game world to your inventory.
  • Easy to control, easy to run – The game is simple to pick up and play at any time, for any amount of time. Load times are instant, as is saving and closing, and the game itself is playable on anything from a netbook upwards. It’s perfect for maybe a few minutes in your break, or to spend hours building and enhancing your perfect adventurer!


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Hello everybody! Welcome to Development Log #4! I'm afraid I'm running very late today (it's 1:00am here as I'm writing this), and as such, this will have to be short and to the point. First of all, the most important news. As you may have seen, Claustrophobia has been Greenlit! A massive thank you to you all for your continued support throughout the campaign. I still can't quite believe that we made it.

Secondly, I'd like to talk about my release plans. Now that we're Greenlit, the new version of Claustrophobia will be hopefully heading to Steam Early Access around July 2014. While this may seem like quite a while away, please bare in mind that this is just an estimate, and is based on both when I consider the new alpha presentable, and on how much time I have to work on the project while I am at University. The current version of Claustrophobia will not be made available on Steam at all - instead it will remain on Desura until the new version, at which point it will be made available as a free download from our site. Please note: any purchases on Desura, including those made after today will be guaranteed the new version on both Desura and Steam, once it launches.

Finally, I'll quickly sum up what I've been working on this week. Unfortunately, I don't have anything to hand that I can show right now. I know I said I would have some new graphics, but nothing's really in a presentable state. We'll hold out for next week! This week has comprised of:

  • Stairs and multiple level generation
  • Hair styles with colour sliders
  • Stat level scaling
  • Wood textures. Everywhere. I now see wood textures in everything. Help me.
  • Sorting out a lot of the pre-Steam requirements (today particularly)

And that's that. Just like last week, a lot of work is going into the code structure. I won't be making the same mistakes as last time. It's now 2:00am. Goodnight everyone. Until next week!



Claustrophobia Development Log #3

Claustrophobia Development Log #3

1 year ago News 11 comments

In which I get a lot of work done, but you have to take my word for it. And a .gif of highly sophisticated door opening techniques.

Claustrophobia Development Log #2

Claustrophobia Development Log #2

1 year ago News 7 comments

Featuring a talk about the new statistic system, how they will effect classes, and pretty tooltips.

Claustrophobia Development Log #1

Claustrophobia Development Log #1

1 year ago News 3 comments

Featuring a discussion about the new dungeon generation algorithm, and some screenshots of it in action.

Claustrophobia: The Long Awaited News

Claustrophobia: The Long Awaited News

1 year ago News 13 comments

It's been quite some time. I finally detail exactly what's been going on recently, and reveal Claustrophobia's future, along with some big news.

Post comment Comments  (90 - 100 of 511)
FlyingShisno Jul 10 2013 says:

Great update! Is there a way to add an option where weapons will compare and replace with weapons in the main slot? It's kinda annoying how it always defaults to the secondary, even though switching equipment takes no turns.

+2 votes     reply to comment
FlyingShisno Jul 10 2013 replied:

Wait, or does it already do that? I'm having a hard time telling. ;_;

+2 votes     reply to comment
TheIndieForge Creator
TheIndieForge Jul 10 2013 replied:

The stat comparison will always be with the primary weapon. Right clicking will assign to the first empty weapon slot, or, if both are used, the secondary slot. You can click and drag the weapon to the slot you want if you want to just replace the primary weapon.

+3 votes   reply to comment
FlyingShisno Jul 10 2013 replied:

Thanks! For some reason, I assumed since it went to the secondary slot when right clicked, then it was comparing it with that. Thanks for clearing it up for me!

+2 votes     reply to comment
graspee Jul 8 2013 says:

Thanks for adding the numpad support- it makes the game a lot more comfortable to play. The numpad does fairly frequently stop responding though. Moving the mouse over the game area without pressing a mouse key causes it to start responding again. I hope that's an easy bug to fix.

Another small issue is that it seems you can't mouseover your headgear to see the tooltip, because of the helm display preference minibutton.

+3 votes     reply to comment
TheIndieForge Creator
TheIndieForge Jul 8 2013 replied:

The numpad control scheme is still in it's early stages, and has a couple of issues which will be ironed out soon.
Thanks for pointing out the head slot issue, I believe there is also an issue regarding the mouseover region of the display button which is causing difficulties with dragging items to that slot.

+4 votes   reply to comment
f2pelerin118 Jul 5 2013 says:

Is it just me or is the 1.1.1 patch up? I've been lurking around waiting for news and noticed it just now.

+2 votes     reply to comment
TheIndieForge Creator
TheIndieForge Jul 5 2013 replied:

It is! Desura authorised it while I was asleep, so I couldn't advertise it!

+3 votes   reply to comment
f2pelerin118 Jul 5 2013 replied:

Wicked, lol - so much cool stuff in the update, the new dungeon generation is awesome and the crafting interface is so much more helpful.

Good work, I really enjoy this game - thx

+3 votes     reply to comment
PurpleFiction Jul 5 2013 replied:

The new dungeon generation actually makes me a little sad. I much prefer the insane and occasionally illogical layouts of the maps beforehand, they had more of a classic dungeon feel.

+2 votes     reply to comment
TheIndieForge Creator
TheIndieForge Jul 6 2013 replied:

For the vast majority of people, the previous dungeon layouts were hindering player progress, since they constantly forced you to backtrack. I'm afraid I have to go with the majority of feedback I receive, although, to be honest, I prefer the new layouts myself as well. However, I appreciate that people's tastes for exploration are different, and I am looking into terrain generation tools, and how feasible that would be as a feature. I am already planning on adding options for dungeon generation at the start of a new game, but it will require a fair bit of research to determine whether or not I could develop the engine for different layout styles, while keeping the game's balance.

+3 votes   reply to comment
william.roeben Jul 2 2013 says:

Now that you're back, I'm looking forward to a million regular updates adding even more great stuff to this already fun game! Update on! :)

+2 votes     reply to comment
TheIndieForge Creator
TheIndieForge Jul 2 2013 replied:

First update hopefully before the end of the week, it's a big one!

+1 vote   reply to comment
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Claustrophobia: The Downward Struggle
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Released 2012
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Jan 19 2013 by WiseCold

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Claustrophobia: The Downward Struggle
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