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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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!



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TheIndieForge Creator
TheIndieForge Jan 29 2013, 1:18pm replied:

1. Between 5-10, not really decided.
2. Yes, each floor will have a unique style, range of enemies, and layout.
3. For achievements, yes, there will be various pieces of visual unlockables.
4. Bosses are already in the game.
5. Yes, there will be difficulty multipliers as soon as the main game is balanced.
6. We are already on Greenlight (we were on Greenlight first)
7. There will be no Kickstarter campaign.
8. The alpha is already out, it can be bought here on Desura, and a demo will be released once we hit Beta.

Thanks for you questions, if you have any more, feel free to ask!

+1 vote   reply to comment
pos_car Jan 26 2013, 11:16pm says:

Is there a way to split stacked items without having to set them on the ground individually?

+1 vote     reply to comment
TheIndieForge Creator
TheIndieForge Jan 27 2013, 7:21am replied:

With a stack in hand, right click on an empty slot in your inventory to place as many as you want.

+1 vote   reply to comment
LudoDestro Jan 26 2013, 9:33pm says:

The game is fun but to me it felt like our progression is controled to much, our levelling go up to fast which make monster higher level and the loot we find is not really enough to keep up even with the crafting(which give even more exp)and the loot is always very close to our level, I always like being able to find something good in rogue-like dungeon crawler, it never meant that you did not die after finding one but it was exiting to find.
my suggestions would be either:
- make levelling slower or
- make monster level based on how far from ours starting point they are.

+1 vote     reply to comment
TheIndieForge Creator
TheIndieForge Jan 27 2013, 7:20am replied:

I understand what you mean about the level scaling, and it's something that will kep changing every patch until everything balances just right. At the moment I'm trying to get a balance between there being enough good gear and skills, but still enough challenge and enemies that can defeat you. So expect everything to change over time. At the moment one of the main issues is that the gear spawns each level, so there isn't currently any 'good gear' low level, because of balance issues. I will be altering that soon.

+1 vote   reply to comment
pos_car Jan 27 2013, 10:29pm replied:

It'll be difficult to pinpoint when "balance" is unanimously achieved. With random dungeons, items, baddie placements and such, some games will definitely feel less challenging than other playthroughs. For a dated example, Diablo - if you find Bonesnap early on with a Pally, you pulverize the living fecal matter out of critters quite effectively for a good chunk of the game. It is also a ridiculously hard-to-find weapon too, though.

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Claustrophobia: The Downward Struggle
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Released Oct 2012
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Highest Rated (8 agree) 10/10

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Jan 19 2013, 10:43am by WiseCold

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