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  (20 - 30 of 511)
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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Guest
Guest

I'm a huge fan of dungeon crawlers, having started with Torneko's Mysterious Dungeon (the 1993 Super Famicom game), then Shiren The Wanderer (another Mystery Dungeon game), some other crappier dungeon crawlers, then Dungeons Of Dredmor a whole lot.

I bought Claustrophobia in the current Indie Royale package. It was actually the reason I bought the whole thing.

So, as such a fan of dungeon crawlers, I say the following.

This game has great potential. It's not the best dungeon crawler I've played, but it's definitely not the worst. I love what you're doing with the skill system, which looks exactly like the thing from Dungeons Of Dredmor, which may have gotten it from somewhere else. Anyway, my main issue with it currently is the apparent weakness of casters and ranged. You have a hugely limited supply of arrows and the spell cooldowns are all excessively long. You're forced to melee or run around between spells instead of being able to cast a weak ranged ability every turn. Switching weapons doesn't take a turn, so you must switch weapons to optimize your attack. IMO, the game should at least weigh your choices for melee attack damage and automatically choose the most optimal choice of the 2 weapons you've chosen. In the end, I opted for the obvious power of Duelist and Berserker to start, then Assassin later.

Also, there doesn't seem to be a penalty for just waiting for your health bar to refill after every encounter before opening any doors. In Mystery Dungeon games, there's hunger and there's also forced floor advancement if you spend WAY too long idling (though I think that only triggers when the whole floor is clear except for respawns). I know those mechanics are not fun, by not forcing the player to advance, you're encouraging skipping turns to refill your health bar, which is less fun. Maybe just a simple "wait until refilled or enemy spotted" button would work.

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Tsusaku
Tsusaku

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).

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Guest
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Spacedino42
Spacedino42

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.

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TheIndieForge Creator
TheIndieForge

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.

~TheIndieForge

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Tsusaku
Tsusaku

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

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TheIndieForge Creator
TheIndieForge

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.

Thanks
~TheIndieForge

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Tsusaku
Tsusaku

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).
Thanks

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TheIndieForge Creator
TheIndieForge

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!

Cheers
~TheIndieForge

Reply Good karma+2 votes
Tsusaku
Tsusaku

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.
Thanks

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Claustrophobia: The Downward Struggle
Platforms
Windows
Creator
TheIndieForge
Engine
XNA
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Highest Rated (8 agree) 10/10

One word
Addicted.

Jan 19 2013 by WiseCold

Style
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Roguelike
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