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  (290 - 300 of 511)
intergang
intergang

OK, so this game looks amazing, but it feels like I'm being sold a RPG with procedural generation elements, which if nothing else is a crawl. Is there any other roguelike elements to be found such as, cursed weapons, potions and such must always be identified, random status & equipment for enemies, ECT, ECT?

A features list would sum a lot of my questions up X3. I have a ton of roguelikes, some I paid for or thers are free. Again, game looks great just want to know more about the gameplay mechanincs and features.

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TheIndieForge Creator
TheIndieForge

Currently the base of the game is done, so procedual generation, gear generation, core items, crafting, combat, skills, traps, enemy level progression and main buffs and debuffs. A lot of the work now is (as well as the continual release of content for higher levels, and features such as the bestiary and character creation) adding many of the elements which you mention. Last patch saw the introduction of unidentifed potions, and next patch will see item enchanting, unidentifed gear, and sleeping enemies (among other things). Patches have been, and will continue to be, as regular as possible, and I will continue to update the game based on players reactions and responses. So, as Bennysloba said, feel free to post on the forums or send me a message detailing what you'd like to see added. I am of course happy to hear everyones ideas.

If you still want to know more about the games current state, feel free to ask any questions here, or look up Claustrophobia on YouTube, as there are a load of lets plays of previous and current versions (any videos with blocky lighting are before the 1.0.6 update).

Thanks,
~TheIndieForge

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intergang
intergang

You rock! Thanks for the concise reply x). I'm now set on and hope to pick this up very soon.

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MasterCoxy
MasterCoxy

Will there be character creation in the final? Or is it just generic human all day long? Don't get me wrong, it is still fun, and has a dungeons of dredmoor flavor, I was just wondering what features are planned.

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TheIndieForge Creator
TheIndieForge

If you mean visual changes, then yes, character creation is ready to be implemented, it's just waiting on the new game screen to be added. Here you'll be able to name your character, then choose between face/hair/skin options, some which will be unlockables from ingame achievements.
~TheIndieForge

Reply Good karma+1 vote
MasterCoxy
MasterCoxy

Excellent, that sounds like a lot of fun. I like to give my characters rude, vulgar names. Because when they die, I can just have a laugh instead of mourn them for the rest of the game like in Xcom. Great game you have going man, and I appreciate the response!

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Bennysloba
Bennysloba

A nice Roguelike that's quirky and pretty playable in it's early alpha stages. The final product is going to be well worth the price for alpha. I've never even seen a staircase down (the maps are just.. enormous and I am always careless at some point, thus never completeing one :P)

I say buy the game; the developer is quick to player concerns implimenting/bug-fixing/optimizing and if you like the roguelike genre, I don't think you'll be disappointed to where this one is going.

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TheIndieForge Creator
TheIndieForge

Thanks, just a quick note, staircases are currently disabled since the next level down is causing issues to save files, so you won't be seeing those yet. They will be appearing properly in the next patch :)
~TheIndieForge

Reply Good karma+1 vote
hardpenguin
hardpenguin

I'd love to see that one on Linux. Could be that made using MonoGame? Happened to Terraria which is made with XNA as well!

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TheIndieForge Creator
TheIndieForge

I keep being told about MonoGame. Since there seems to be a whole load of people who want Claustrophobia on a different OS, I'll look into it. Depending on how easy or difficult it is will depend on whether a port will have to wait until the final version is launched.
~TheIndieForge

Reply Good karma+2 votes
TheIndieForge Creator
TheIndieForge

New Screenshots added. News post and Patch 1.0.6 within the next 24 hours.
~TheIndieForge

Reply Good karma+1 vote
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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

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Fantasy
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Single Player
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