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, multiple characters, multiple difficulties and quests, Claustrophobia is a love letter to traditional RPG rougelikes.

Features

  • Expansive Random Generation - Everything from the dungeons design to the enemies and gear you face is randomly generated on starting a new game. Like traditional roguelikes, each new adventure offers a unique experience, with hundreds of different room types to explore, and even more items and enemies to populate them.
  • 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.
  • 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.
  • 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.
  • Crafting – Various forms of crafting will be available, from Blacksmithing to Alchemy. Materials can be found in amongst your sea of loot, which can then become new, shinier loot.
  • Slick Combat System - Every character has six abilities (mapped to QWERTY) which are used in combat, and well as just attacking with your equipped weapon. Q and W's skills are determined by your main hand weapon, E and R by the character you are playing, and T and Y by a choice of your profession at the start of the game. Enemies also have skills unique to their type, which change how you combat different creeps. A spider for example, can web you to the floor if you get to close, and so is better taken out by using disabling abilities in return.
  • 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 in its current early build is playable on anything from a netbook upwards. It’s perfect for maybe a few minutes in your break, or for an hour to get down and seriously play.
  • Multiple difficulties – Keeping with the ‘playable on everything’ theme, here’s the ‘playable by anyone’ bit. Multiple levels of difficulty from ‘Pushover’ to ‘Impossible’ are available for players of any mind set or skill. Or just for those that fancy a challenge.
  • Massive Replay Value – Since every playthrough is unique, and every character, enemy, gear set, and room is different on each play, the game has tonnes of replay value.

Links
Development Blog: claustrophobiagame.tumblr.com
Steam Greenlight: Steamcommunity.com
Youtube: Youtube.com

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Alpha 1.1.0 Screenshot Alpha 1.1.0 Screenshot Alpha 1.1.0 Screenshot
Blog RSS Feed Report abuse Latest News: Patch Alpha 1.1.0 Preview & Other News

14 comments by TheIndieForge on Apr 23rd, 2013

Hello all! It's been a while since the last proper update, mainly because Alpha 1.1.0 is massive. I'm going to break down the major changes in this news post, but there is a lot more stuff going into it as well. Probably the most important piece of information is that 1.1.0 will be launching at the end of this week. So if that was what you wanted to hear... you've heard it. Now, what's in it?

New Map Generation

Probably the largest change is to the dungeon floor layouts. This is the first step toward a more interesting and logical generation system which I will be working on over the next few weeks. Instead of just rooms connected to each other by doors, floors now generate with blocks of rooms, single rooms, corridors, and mazes, as shown by a sample generated map below (rooms white, doors pink, corridors green):

 photo map2_zps2e6f0b41.png

This change not only makes exploration more interesting, but also prevents previous door and room spawning errors, and allows much greater customization of floors, both for me to work on more interesting layouts, and for later player customization options. 

Since the overall floor generation has changed, changes have also been made to individual room generation. Rooms can now follow set layout types when being generated, which in future means specific room types can house specific enemy and item drops (a similar system already existed in the form of gold rooms, libraries, dining rooms etc, but the new system is much more efficient and flexible).

Potions and Scrolls

The next change/addition is to how potions and scrolls work. Sticking true to the original Rogue formula, all potions and scrolls now start out both randomized and unidentified, leaving the player to identify its use. This can be done either by using a Scroll of Identification (which initially, it is unlikely you will have a huge supply of) or by biting the bullet and using them. This can of course be very risky, as there are an equal number of good and bad effects, but once identified, you will know what that specific scroll or potion does for the rest of your current game. Once you die, all potion and scroll effects will be randomized again. 

 photo newItems_zpsfe9ff5e0.png

I will be adding to the number of potions and scrolls steadily each patch, and certain ones will be rarer than others. Health potions and Scrolls of Identification are more likely to be identified since they are more useful. You never know though. Since you will be needing scrolls and potions a lot more post 1.1.0, scrolls can now be crafted by using a bottle of Enchanted Ink on a sheet of Paper, and Empty Potion Bottles remain after the contents have been drunk. Alchemy remains the same, just with mushrooms corresponding to potion colour, as seen above.

Graphics Update

A lot of Claustrophobia's graphics were made almost a year and a half ago now. The walls, for example, have had the same graphic since the very first PreAlpha version back at the start of 2012 (at that point the game had 1 item and a character that 9 times out of 10 went in the opposite direction when you clicked a cell).  So I decided it was time to revisit a lot of the main tiles and give them a bit of a retexture. I've tried not to stray too far from the original graphics, while still giving them a much needed facelift.

 photo 51_zpsa2a658bd.png

 photo 52_zps5e8913de.png

Enemy and Item Rescaling

One of the largest problems in Claustrophobia currently is the way that enemies and items scale. For anyone who has reached level 20 and higher, it becomes apparently quite quickly that you are fighting a losing battle. Although you could say that in a roguelike that is kind of the point, the balance for high (and low really) level just wasn't there. Enemies would level up as soon as you did, which made leveling more a punishment than an achievement. The exponential increase in needed XP also meant that at high level it was impossible to get to the level needed to take on enemies.

Therefore enemies are now leveled based on the floor which you find them on, and reward XP based on the amount of experience needed to reach the next level, and the amount of enemies on that floor to dish that XP out. This makes leveling a much smoother experience, especially at high level.

The second change in terms of scaling is to do with both the gear you find, and how frequently you find it. Gear has been rescaled for a third time. The rarity of an item is now dictated by the amount of different stats on it, and the item level dictated by the amount of points in each stat. Shops will now sell much higher quality items, and have a preferance toward gear. Gear drops less frequently, with a higher chance to drop potions, scrolls, and crafting materials. Scrolls have a greater chance of dropping in libraries.

New UI and Resolution Options

There's already a whole news post on this, so if you want more information on it, you can go check that out here.

Two IMPORTANT Closing Messages

Right, this one's kind of important. As I said at the top of this post, Alpha 1.1.0 will be launching at the end of this week. A couple of weeks after 1.1.0, updates and news will temporarily slow down for a month or so. This is because in a couple of month's time from now, I have a number of very important exams, which I really need to dedicate majority of my time to. My 'revision' at the moment consists of Physics and Mechanics books lying open around my keyboard, and unfortunately, I have not developed the power to absorb knowledge from around me.

I will still try hard to keep up to date with any messages/questions/suggestions/comments sent to me, and I will be working on Claustrophobia in any other time I have. There will just be less news and updates in that time. As soon as my exams are done, I'll be straight back to the normal update schedule.

Secondly, due to that changes to items and world  generation, it is not advised that you continue a saved game into the new patch. While the save file will work, there may be some issues caused by items you were carrying pre patch, the level of enemies you have already encountered, and of course, floors which you have already visited.  I don't say this often as I know how annoying it can be, but for the best game experience, I strongly suggest you start a new game for 1.1.0. 

Whew. And that was the news. Time to go resolve some forces or something.  
~TheIndieForge

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Post comment Comments  (60 - 70 of 403)
TheIndieForge
TheIndieForge Apr 9 2013, 12:40pm says:

Please be aware that current save files will not work across to the current patch, attempting to run them will result in a crash. These save files will work again after this patch, but due to the need to remove the Featherbrains, which were causing crashing, they will not work this time round.

Apologies for any inconvenience, I am again working on a third patch to correct this problem.
~TheIndieForge

+1 vote     reply to comment
Grimmkyu
Grimmkyu Apr 9 2013, 5:13am says:

I'm sorry; but can you tell me how you fixed your fps issue? I'm getting it extremely bad on floor 3; and I mean BADDDD to the point of being unable to do anything at all. But on floor 1/2/4 it's perfectly fine. But I'd rather figure out what's wrong and fix it as opposed to be satisfied with that.

+1 vote     reply to comment
TheIndieForge
TheIndieForge Apr 9 2013, 5:45am replied:

That was a different FPS issue. This problem is entirely to do with Featherbrains, and I will be patching today to disable them.
~TheIndieForge

+1 vote     reply to comment
Heffro
Heffro Apr 8 2013, 2:52pm says:

Ok, so Count Vampir...Why is there a lvl 10 mob on lvl 1? Don't you think that's a bit much? I've been killed by him I dunno how many times, I can't get anywhere because of it. Is he a random spawn? Does he only appear on lvl 1?

+1 vote     reply to comment
TheIndieForge
TheIndieForge Apr 8 2013, 6:29pm replied:

He's a boss, and sits in a lair dictated by a red blob on the map, and golden doors. I suggest not trying to take him on before level 10, so if you come across him, close the door.
~TheIndieForge

+1 vote     reply to comment
Strand
Strand Apr 15 2013, 3:33pm replied:

Should two or more of Vampierre show up on a single level? I've had several generate with multiple golden door rooms? Without the Banhammer I have a hard enough time killing even one of him!

+1 vote     reply to comment
Heffro
Heffro Apr 8 2013, 6:50pm replied:

Oh ok. I didn't realize he was marked on the map, and never noticed the doors. Thanks for the advice, lol. I thought he was just some random bit of heinousness.

+1 vote     reply to comment
TheIndieForge
TheIndieForge Apr 8 2013, 9:25am replied:

FlyingShisno explained it all very well! But to answer your second question, yes, if Claustrophobia gets on Steam, you will get a free Steam key if you ask for one.
~TheIndieForge

+2 votes     reply to comment
MrMas35
MrMas35 Apr 8 2013, 7:29pm replied:

Now, who do i contact...You guys?

+1 vote     reply to comment
TheIndieForge
TheIndieForge Apr 8 2013, 7:57pm replied:

Yeah, anything related to the game just drop me an email, or message me on Desura, Steam, my site, Twitter; I'm pretty easy to get hold of :)
~TheIndieForge

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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 (7 agree) 10/10

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Addicted.

Jan 19 2013, 10:43am by WiseCold

Style
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Roguelike
Theme
Fantasy
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Single Player
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