Summary

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.

Features

  • 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!

Links

Twitter: twitter.com/TheIndieForge
Development Blog: claustrophobiagame.tumblr.com
Steam Greenlight: Steamcommunity.com
Youtube: Youtube.com

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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!

Cheers,

Dan
@theindieforge

Claustrophobia Development Log #3

Claustrophobia Development Log #3

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

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

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

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  (10 - 20 of 511)
Heffro
Heffro

Love the game, but do you think you could do something about the squeaking noise your character makes when he moves? It's really unnecessary and makes me want to rip my hair out after awhile.

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ChrisHateZ
ChrisHateZ

In that case I think he should make it as an option in the game settings because I personally LOVE that noise lol.

I will be dissapointed if that squeaking noise when walking wont be available in the new version. Same with that funny sound when you attack enemies.

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Guest
Guest

Hehe, I had a feeling someone might say that, but I wasn't sure. That's why I said "do something" instead of "take it out". But yeah, it should be made an option then...I wouldn't want him to take out anything someone else enjoys, it just drives me crazy and I have to turn off the sound to play this game because of it.

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Heffro
Heffro

DOH! That was IndieDB I replied on so it made me a guest...

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7Fallen
7Fallen

not bad

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r4gegaming
r4gegaming

Keep it up i hope you can get greenlit its a awesome game a deserves thousands of support this game is really fun but one question can old saves be used in new versions?

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TheIndieForge Creator
TheIndieForge

That depends on the actual version in question. I try to keep things as compatible as possible, but sometimes character wipes are inevitable. The new build will not work with previous versions when it launches, as it is being written from scratch, and a lot of my data structures and the like have changed.

~TheIndieForge

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jax42
jax42

I am so excited about the new build, keep up the great work :)

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SabotageTheFool
SabotageTheFool

There's a lot of smaller tweaks needed. The ability to drop an item in the inventory by dropping it on the character rather than having to open the inventory would be nice (I know about shift clicking), pressing Escape closing open windows before opening the menu would be a massive plus, being able to click to pick up loose coins instead of walking on them, is there a hotley for skip or is it only click the character?
Looks interesting, very reminiscent of Dungeons of Dredmor :3 Keep up the good work.

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TheIndieForge Creator
TheIndieForge

Agreed, and I'm keeping a lot of the smaller things in mind for the redesign. Skip by default is R, but you can rebind it in the options menu.

~TheIndieForge

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r4gegaming
r4gegaming

Skip is space im sure sorry i have not played for some time!

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Claustrophobia: The Downward Struggle
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Windows
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TheIndieForge
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Addicted.

Jan 19 2013 by WiseCold

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Roguelike
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