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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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!

Cheers,

Dan
@theindieforge

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Post comment Comments  (440 - 450 of 511)
Dancingg
Dancingg Jan 8 2013, 4:31am says:

Hey TheIndieForge. Been streaming your game on my Twitch channel and DAMN I love this game. The new crafting system is awesome. A few questions as well as a couple of suggestions.

- Are there going to be more types of crafting? I see the anvil is specifically for "Blacksmithing" although I'm not sure what i could combine to make potions using the empty vials as well as using the crystals.
- If the lettering is blue for weapons/items do they contain extra hidden properties? Or will it list them if they do

Here's some suggestions/random points
- The "Continue Game" thing is greyed out even though I quit and saved
- Having the ability to move with the keyboard would be nice. Wrist/hand hurts from clicking around so much
- Stores need to contain some better items. Currently sitting at about 14000 gold. Nothing to buy in store since all my crafted items are WAY better. I find just sitting there making the same item and waiting for a well built item with good stats is easier than buying something (I'm like a level 5-6 blacksmith right now).
- Also was it on purpose to make crafting items dependent on positioning of materials? (Ie. Two wood then one string in the third box will make a bow, but if I switch the positions and put one string first then two wood it won't allow me to create anything.)
- Will there be different bosses? So far two boss rooms both had level 10 vampire bosses and I'm so well geared out that they're not a problem. Explored about a quarter of the map so far and am level 12 and I've yet to encounter anything now that will put me in danger.

Thanks for the updates and looking forward to future things :)

+2 votes     reply to comment
TheIndieForge
TheIndieForge Jan 8 2013, 5:10am replied:

I'm afraid I missed the stream live, me being in the UK and all. If its still around I'll catch it later.
- Yes, completely. Alchemy and cooking will be implemented, but for now I just wanted to test one type of crafting.
-All stats are listened. The colouring is meant to be the rarity. White > Green > Blue > Purple > Orange. However, and this point stands for a lot of your points, the item stat spawning is currently broken - common items have stats way above their level (even more so for crafted items), and could be better even than orange items. I only began noticing this last night where the game begins to get much easier at high level. A patch later today should be altering the spawning a bit to fix this.
- I'm aware of this, the function should still work, the graphic just doesn't change.
- A keyboard based control scheme is on the way.
- The store problem is based on the glitch item stats.
- It was, but coming to think of it, that doesn't make much sense. I'll adapt that to allow crafting in every slot.
- Yes, more bosses will come in with later patches. But again, the reason for it being so easy level 10 onward is the item spawning.

Thanks,
~TheIndieForge

+2 votes     reply to comment
Dancingg
Dancingg Jan 8 2013, 11:42am replied:

Thanks :). Sorry I forgot to add one more question in regards to stats themselves.

Strength and Agility both say they'll raise damage to melee and ranged respectively. I've tested and it seems that just getting an item with a higher "flat" damage, raising your average damage stat is more beneficial than raising strength or agility.

How much strength or agility do I need to raise to actually see a benefit in damage being raised?

+2 votes     reply to comment
TheIndieForge
TheIndieForge Jan 8 2013, 11:50am replied:

10% of your strength / agility respectively is added to your damage. Bare in mind that they both alter other properties of your character too, strength modifies armour (same figures) and agility critical strike change.
~TheIndieForge

+2 votes     reply to comment
Dancingg
Dancingg Jan 8 2013, 12:15pm replied:

Yah with the item problems you mentioned earlier I'm finding it's most beneficial to just find a good flat average damage item and then dump points into Agility for good crit chance. Finding items with STR bonuses as well is just a bonus to me haha.

+2 votes     reply to comment
meshuggah12345
meshuggah12345 Jan 7 2013, 3:38pm says:

I have had no issues with the game since updating it...maybe I am just lucky?

+2 votes     reply to comment
TheIndieForge
TheIndieForge Jan 7 2013, 3:45pm replied:

Either way, rejoice :D
~TheIndieForge

+3 votes     reply to comment
TheIndieForge
TheIndieForge Jan 7 2013, 3:34pm says:

Quick Patch 2 out - No more anvils attacking everything, and hopefully no more breaking on startup.
~TheIndieForge

+3 votes     reply to comment
sturmkoenig2k
sturmkoenig2k Jan 7 2013, 2:38pm says:

This looks promising so i bought the alpha. Now i just need to buy some time to play it. :|

+4 votes     reply to comment
jerrylongbones
jerrylongbones Jan 7 2013, 2:59pm replied:

Just realised its not an issue with my saved data, its my settings data.

I did my first save and exit, first time I've saved and the same application stopped working issue happens, the game saves but of course won't start up.

Its is definitely the settings data file causing the issue as when I delete it the game works again and I can continue my save.

Very happy with the overall game and I am happy Luke told me you were making the game because its a lot of fun.

+3 votes     reply to comment
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Claustrophobia: The Downward Struggle
Platform
Windows
Developed By
TheIndieForge
Engine
XNA
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Release Date
Released Oct 11, 2012
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Highest Rated (8 agree) 10/10

One word
Addicted.

Jan 19 2013, 10:43am by WiseCold

Style
Genre
Roguelike
Theme
Fantasy
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Single Player
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