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  (470 - 480 of 511)
meshuggah12345
meshuggah12345 Jan 3 2013, 6:59pm says:

Just bought this! Looks amazing!

+1 vote     reply to comment
TheIndieForge
TheIndieForge Jan 3 2013, 7:15pm replied:

Thanks! Let me know what you think!
~TheIndieForge

+1 vote     reply to comment
meshuggah12345
meshuggah12345 Jan 3 2013, 7:17pm replied:

I am having just one issue, My mouse cursor seems off, I have to move it slightly to the right of anything I am trying to use, equip, etc. Is this just me or is it a known issue? Absolutely loving the game otherwise!

+1 vote     reply to comment
TheIndieForge
TheIndieForge Jan 3 2013, 7:20pm replied:

What resolution is your monitor? Mouse cursors can sometimes be thrown off if the game window is being scaled down or distorted in some way.

+1 vote     reply to comment
meshuggah12345
meshuggah12345 Jan 3 2013, 7:25pm replied:

My resolution is set to 1280x1024.

+1 vote     reply to comment
TheIndieForge
TheIndieForge Jan 3 2013, 8:20pm replied:

Yes, at the moment the window is locked to 1366x768, which is of course outside your resolution. The next patch defaults the resolution to 1024x768, which will be much better for you. Resolution options will make their way into some patch after that.
~TheIndieForge

+1 vote     reply to comment
meshuggah12345
meshuggah12345 Jan 4 2013, 6:24pm replied:

Ok, awesome....it definitely isn't going to stop me from playing the hell out of it 'till its fixed though. :)

+1 vote     reply to comment
klatschbatsch
klatschbatsch Jan 3 2013, 4:37pm says:

This game is fun. I made it to level 7, THEN remembered something about skills, died, and actually used those skills with my second character. For me, it is way more fun than Hack Slash Loot, since I actually have a chance of survival instead of getting vanquished by the first enemy I encounter. Just my opinion, though.

One more thing: I picked somethig up with Shift + Right click while my inventory was full, and the item... well, I think it vanished. The console stated that my "inventory is not empty. Nor is it full.", which is strange, since it WAS full, or are there other hidden item slots? I also experienced some rare graphical jitters, where the whole window turned white for a frame or some other minimal graphical error.

Oh, I almost forgot: How about moving around with the keyboard? Like WASD or the arrow buttons? It may be a more convenient way to move quickly, but walking diagonally may be a little problem. With this in mind, custom keymappings should be considered, too.

+1 vote     reply to comment
TheIndieForge
TheIndieForge Jan 3 2013, 7:14pm replied:

I'm glad you liked it! One of the aims of this project is to let the player have more choice over events in game rather than just luck based as some other roguelikes are entirely based. I'm glad I've succeeded in that sense!

The Inventory thing is a bug which I've now fixed. I can't say I've experienced the graphical errors on any of the computers I've tested on, but I'd say that's probably frame skips due to too much stuff being drawn each frame. That should reduce as I work on optimizing.

Moving with the keyboard is definately comething I've been looking into, but it would require a slight rework of the key layout. I'll start working on multiple control schemes and keybinding.

Thanks,
~TheIndieForge

+1 vote     reply to comment
TheIndieForge
TheIndieForge Jan 3 2013, 12:14pm replied:

The music is all composed by Chris Kukla, and he's doing a wonderful job at it too! I'm afraid I don't know much about composing myself.
Thanks
~TheIndieForge

+1 vote     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

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Genre
Roguelike
Theme
Fantasy
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Single Player
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