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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Blog RSS Feed Report abuse Latest News: Claustrophobia Development Log #4

1 comment by TheIndieForge on Jan 24th, 2014

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

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Post comment Comments  (240 - 250 of 511)
lonewolfs202
lonewolfs202 Mar 13 2013, 9:09am says:

@ leandro213: rated a game still in beta is ridiculous ... if you is not happy, give your problems to developer. It's not as if it was the final version huh? it's so much easier to criticize than to explain things lol

I just hope that the problem with amd card will be correct, otherwise I like the game and I'm waiting of seeing it's going to the end

sorry for the mistakes I do not speak very good English ...

+1 vote     reply to comment
leandro213
leandro213 Mar 12 2013, 11:00am says:

Whats with all the ranged nerfs, basically pidgeon holed into being melee. No build variety whatsoever atm. While the game has potential, its currently very overrated, pales in comparison to free games like TOME 4. Had to give it a 2 for the sake of balancing out the ridiculous 9.5 it had.

(*Massive amounts of Customization) This is false advertising.

-2 votes     reply to comment
TheIndieForge
TheIndieForge Mar 12 2013, 1:47pm replied:

Rather than just down rating to balance your opinion on the overall score, could you rather outline your problems so that they can be worked on, or at least let me explain things? As has been stated many times, this game is still in early alpha (which I am aware is not an excuse, merely a promise that changes will happen), and the balance of the game engine changes every patch.

The patch before last, ranged weapons worked in exactly the same way as melee weapons, which I didn't want, I wanted more variety. Ranged weapons have not been nerfed, instead, the damage is based not only on the bow, but on the arrow used. Ranged weapons still do the same damage as melee, and arrows can be found in abundance in crates, or by crafting from wooden planks.

I am not trying to focus everything on melee, far from it. The main thing I am working on at the moment is the skill engines for the three main classes, to make sure that every class has an interesting play style. The lack of build variety is due to that fact that the skill trees are currently temporary to test certain abilities. This, and many other reasons, is why this game is under the alpha funding section of Desura. It is in no way a finished product, and should not be treated as such.

I am sorry if you feel that you are not satisfied with the current game, and encourage you to let me know what you would change (there is a thread for this on the forums).
~TheIndieForge

+2 votes     reply to comment
leandro213
leandro213 Mar 12 2013, 5:49pm replied:

Alright, maybe the 2 vote was excessive, rather than voting it based on the total score, I'll vote it to what I think the game should personally receive, which is a 6.

The problem is that you said bows were overpowered because you could get enemies stuck and then shoot at them ad infinitum until they die. This really was a problem that needed to be fixed, and sure enough you fixed it with the pathfinding patch. Now that that problem is settled, you still force bows to use arrows, which in of itself isn't that big of a deal. Furthermore you implement fog of war, which is a stealth nerf to ranged characters.

The issue arises in two ways. One, I just never find enough arrows and I do not want to waste resources on constantly having to craft them. Two, the fog of war never lets me take advantage of my ranged abilities, nearly always putting me in melee distance. Example: I open a door and there is a barrel blocking my way, this barrel seems to be so massive that it blocks my entire view of the room (ridiculous). After breaking the barrel, enemies appear right next to me in melee distance.

This forces me to have to melee enemies constantly because the above situation is so common, and no it's not to just "finish them off". I can only bring enemies to 70-80% before I have to rely on melee. This leads to zero build diversity, max melee output and then ranged afterwards.

0 votes     reply to comment
TheIndieForge
TheIndieForge Mar 12 2013, 6:17pm replied:

The lack of arrows will be fixed next patch, both with a chance for arrows to be retrieved on killing an enemy, and with a passive skill which increases that chance. On the subject of the fow, you make a good point. I had not considered the lack of sight on entering a room. I will change the fow so that only tiles such as bookcases can block your sight (these can't spawn in front of doors). The next patch is rescaling all health and damage too, so that both the player and enemies die in less hits. This means that ranged attacks can kill units over the space of time that they walk towards you, rather than only doing a bit of damage before 'swapping out'. This also means that you use less arrows to kill things.

Thanks,
~TheIndieForge

+2 votes     reply to comment
leandro213
leandro213 Mar 12 2013, 7:21pm replied:

Awesome, I don't think I have ever met a developer as responsive and supportive as you are. Will be watching closely for any updates.

+2 votes     reply to comment
kmkenpo
kmkenpo Mar 13 2013, 12:01am replied:

THIS is what endears me to Indie games...
...A complaint about a game that is in development is made.
...The developer asks for clarification / suggestions.
...Before you know it, game changes get implemented in a patch.

Fantastic atmosphere and attitudes. Big name developers need to pay more attention to TheIndieForge.

Have a blessed day,
-kmkenpo

+2 votes     reply to comment
blackout32
blackout32 Mar 11 2013, 12:22am says:

Are you planning on adding more suport for keyboard controls? One of the nicest things about the old rougelikes (ie: NetHack, Rouge, Stone Soup...) was that I could controll them entirely with keyboard. Therefore, they were very easy to play on a laptop without a mouse. If not, i understand, just something that would be cool at some point.

+2 votes     reply to comment
TheIndieForge
TheIndieForge Mar 12 2013, 1:25pm replied:

More keyboard shortcuts are on the way, but the game will never be fully controlable via keyboard controls, as the game has been designed around being more user friendly towards mice users.
~TheIndieForge

+1 vote     reply to comment
karltier
karltier Mar 5 2013, 1:23pm replied:

Fixed it, thank you for the fast support!

+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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Highest Rated (8 agree) 10/10

One word
Addicted.

Jan 19 2013, 10:43am by WiseCold

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Genre
Roguelike
Theme
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Single Player
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