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  (20 - 30 of 511)
SabotageTheFool Jan 2 2014 says:

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.

+3 votes     reply to comment
TheIndieForge Creator
TheIndieForge Jan 6 2014 replied:

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.


+2 votes   reply to comment
r4gegaming Jan 6 2014 replied:

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

+2 votes     reply to comment
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Tsusaku Jan 1 2014 replied:

This is not based on Mystery Dungeon games, its a classical roguelike game (on which the Mystery Dungeon games are based, with need to eat/drink, turn based movement unidentified scroll that can bless or curse your armor, or change you to an animal etc.).
So no there is no penalty for just walking around the floor, the "penalty" in this type of game is the permanent death (or yes in some there is need to eat and drink). When they kill you, you can't load the game from the last safe, because it deletes itself afterwards, you must start a new game. This is one of the things the Mystery Dungeons didn't take from roguelikes (instead they have the thing about forcing you from floor with a instant kill ghost, collapsing floor etc., but in the end even if you die you can still load your last save, even thou they are very scarce as you mostly need an item to be able to save in dungeon).

+1 vote     reply to comment
Guest Jan 2 2014 replied:

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Spacedino42 Dec 28 2013 says:

I just bought the indieroyal and tried to play this game, but when i start it it gets to the main screen but then i get a message saying it stopped responding. Any idea what the issue might be I would really like to play it.

+1 vote     reply to comment
TheIndieForge Creator
TheIndieForge Jan 15 2014 replied:

Hello, apologies for the lack of response, I must have overlooked your comment before. This is normally caused either by a lack of Windows Media Player (which XNA requires to play audio files, unfortunately), or no XNA installed at all. If the crash is occurring after the initial logos appear, then check to see if Windows Media Player is installed. Unfortunately there is no way around that dependency in the current build.


+2 votes   reply to comment
Tsusaku Dec 26 2013 says:

Hi i just buyed Claustrophobia and i like to ask, if it wouldn't be possible to be able to start the game in window mode? The thing is i am using a TV instead of monitor and it doesn't support so low resolution as the one in which the game starts ( i suppose its 800x600 or 1024x768) and it ends in a black screen. I tryed to force it to window through Alt+Enter, and through changing the path of the shortcut with -width 1280 -height 768 -window (and couple of other variants), but nothing works. In the end i was able to made the game work by forcing the game to fulscreen window mode through a program, but thats just too much of a hassle because of one game and its still not perfect.
Thanks for any help

+1 vote     reply to comment
TheIndieForge Creator
TheIndieForge Dec 27 2013 replied:

Hey there. You can change the resolution and fullscreen options manually in the Settings file located in Documents\SavedGames\Claustrophobia\SettingsData. Just change the resolution property to a resolution that suits you, and change full screen to true/false.


+3 votes   reply to comment
Tsusaku Dec 27 2013 replied:

Great found it, can you plese send me the line i should wrote there to change the resolution? Because i dont have any there, just the fullscreen one and scale (changing scale does not help).

+1 vote     reply to comment
TheIndieForge Creator
TheIndieForge Dec 27 2013 replied:

The properties you want are _width and _height, which correspond to the width and height of the game window. Scale is the size of the game's world, and scale2 is the size of the UI. Sorry that they're not more clearly labelled, I'll bear that in mind in future!


+2 votes   reply to comment
Tsusaku Dec 27 2013 replied:

Thanks for the help.
I tryed to reinstall the gama and found out that i did have instaled the older version of the game (don't know how this happened), now with the 1.1.4 its everything ok. I can change the resolution inside the game and dont need to change it in the setting file.

+1 vote     reply to comment
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Claustrophobia: The Downward Struggle
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Released 2012
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