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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Post comment Comments  (420 - 430 of 511)
ds39uuca Jan 10 2013 says:


Game was HARD until i got vamp necklace, that i used overpowered warrior stun to get, then i got the one ring later
I did craft everything i got to get my craft lvl up though

And in a shop, u get paid WAY ~too much for items, 700 gold for a crappy item i wouldnt even wear, i prefer to get items rather than food

Anyway, i was over powered about lvv 6, when i got the vamp amulet, big defense and that amulet makes u immortal atm.
i played hours and hours dont get me wrong, its a fun game, and i can nearly die if many mobs

when i hit them for 14, and i get 4 hp leech from vamp amulet. They hit me 8, is like 4 if include hp i get from amulet

u can see how its too easy, i can kill rooms of monsters without useing any abilities, except the one that fires fire arrows, that one is annoying

+1 vote     reply to comment
ds39uuca Jan 10 2013 says:

cant edit comments so ill say how its overpowered

spoler follows, i got to lvl 11 so far and i decimate ALL

the stun from warrior, + vamp amulet from boss + the one ring
= im immortal

i did keep my crafting up though, i kept all i could craft so i have good defense, its just ridiculously easy, and i play 1.0.3

+1 vote     reply to comment
TheIndieForge Creator
TheIndieForge Jan 10 2013 replied:

Hmm, I've had reports that the game is much harder now. I'll need more reports in before I can judge at what point the game's difficulty fails. Was it increasing in difficulty up to a point or was it just always easy?
Right secondly, bosses at the moment are a bit hit and miss, their mechanics aren't finalized so I'll rethink them later on.
Minimap scaling is something that will be in the next patch, so don't worry about that.
And just about everyone has asked for keyboard controls, so again, don't worry a keyboard control scheme will also be present in the next patch.

+1 vote   reply to comment
meshuggah12345 Jan 10 2013 replied:

I found the game more a fair bit more difficult, but not overly so...please make sure you don't overdo it. I'd hate to have another Hack, Slash, Loot...which I love, have put 12 hours into, and gotten nowhere in it. If possible maybe have a few difficulty settings?

+1 vote     reply to comment
TheIndieForge Creator
TheIndieForge Jan 10 2013 replied:

Once there is one main difficulty working well, I can add multipliers for different difficulty settings. Don't worry about overdoing it, I'll change it and tweak it until everyone is happy. It's just very difficult to balance a game based entirely on random generation from the off without loads of testing. So I'm glad I'm getting the input back.

+1 vote   reply to comment
ds39uuca Jan 10 2013 says:


Great game, now i played it a while

One minor niggle, the one ring that gives one to all stats, well for my lvl is underpowered, and
for the strength vampire amulet gives, im a GOD now.

i used the warrior stun to kill vampire, specifically, i stunned it and ran and closed a door behind me. Made first boss vampire EASY. THen i got vamp amulet fromj boss, and rest of it was a cakewalk
You NEED make bosses able to open doors, not normal mobs though,

Anbd i had an idea how to improve the minimap, when u mouse over minimap, u should be able to choose, full [what it is atm], top right, top left, bottom right, bottom center
would make game a LOT more enjhoyable

I have to say, i played 5+ hours so far, and its a very good game, just neds a few quality isues
I cannot understand why u dont allow wsad movemont, i know u thought about pathfinding, but, wsad is more important i think

+1 vote     reply to comment
meshuggah12345 Jan 10 2013 says:

I am just wondering how much of the crafting is in the game as of the latest patch? I am able to build common armors, but are the boards, string and leather usable yet? No rush, just wondering if I am missing something.

+1 vote     reply to comment
TheIndieForge Creator
TheIndieForge Jan 10 2013 replied:

All of the crafting materials except potion bottles have a use. Currently though you need the exact order of items for crafting to work. That will be fixed soon. Also bare in mind that you can only use crafting materials of your crafting level. 1 - White, 2 - Green, 3 - Blue, 4 - Purple.

+1 vote   reply to comment
meshuggah12345 Jan 10 2013 replied:

Ok, and all of them are able to be used at the anvil?

+1 vote     reply to comment
TheIndieForge Creator
TheIndieForge Jan 10 2013 replied:

Yes. Ignore the fact that you can make bows at an anvil...

+2 votes   reply to comment
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Claustrophobia: The Downward Struggle
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Released 2012
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Jan 19 2013 by WiseCold

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