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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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!



Claustrophobia Development Log #3

Claustrophobia Development Log #3

1 year ago News 11 comments

In which I get a lot of work done, but you have to take my word for it. And a .gif of highly sophisticated door opening techniques.

Claustrophobia Development Log #2

Claustrophobia Development Log #2

1 year ago News 7 comments

Featuring a talk about the new statistic system, how they will effect classes, and pretty tooltips.

Claustrophobia Development Log #1

Claustrophobia Development Log #1

1 year ago News 3 comments

Featuring a discussion about the new dungeon generation algorithm, and some screenshots of it in action.

Claustrophobia: The Long Awaited News

Claustrophobia: The Long Awaited News

1 year ago News 13 comments

It's been quite some time. I finally detail exactly what's been going on recently, and reveal Claustrophobia's future, along with some big news.

Post comment Comments  (70 - 80 of 511)
pos_car Aug 19 2013 says:

Little bug: If an anvil and a cauldron are too close together (only one empty space between the two), the crafting system gets confused. I was attempting to use the anvil, but only the cauldron was usable even though I definitely clicked on the anvil had the components for crafting anvillish things. And as always, the game keeps getting better :) Thanks for the fine work!

+2 votes     reply to comment
TheIndieForge Creator
TheIndieForge Aug 21 2013 replied:

Thanks, this bug has been fixed for the next patch.

+2 votes   reply to comment
maVado99 Aug 8 2013 says:

This keeps getting better and better, keep up the great work!

+2 votes     reply to comment
maVado99 Aug 13 2013 replied:

Found two issues in the current build:
1. If you enter level 3 or 4 (not sure) and the map size increases the first time, you can use the stairs down to enter the dark area around the previous level. You can't really do something there but it looks out of place.
2. If there is only one way for the path finding to find and a monster blocks the way and you click behind the monster, the game will freeze for a short period of time. Just annoying but not game breaking.

+2 votes     reply to comment
TheIndieForge Creator
TheIndieForge Aug 14 2013 replied:

Hi, what do you mean by the the map size increasing? The map size should stay the same. If you're using a save file which was created before 1.1.1, there could be compatibility issues when the default map size was halved, although there should be validation in place to convert the floor data.

Your second point is an interesting one that's been mentioned before, but I have been unable to ever replicate it on any of the systems I've tried, and only a couple of people have had this problem. What hardware and OS are you running?


+2 votes   reply to comment
maVado99 Aug 14 2013 replied:

Windows 7 64Bit and AMD-E-Series-E2-1800-Notebook Lenovo Thinkpad Edge E135, with Radeon card.

I noticed that the freeze is not happening at every playthrough, at least not in my last two.

About the stairs down: maybe I got this wrong; when you leave the first few floors the number of rooms and corridors to explore increases and it just so happens that you can use a stair down outside of the explored area of the previous floors. It teleports you a level back but to a single stairs-up tile where you can only travel back down, surrounded by black tiles. Nothing game breaking, just looks weird because there are so many stairs up and down outside the previous dungeon layout. Those stairs up also show up on the minimap of the previous level.

+2 votes     reply to comment
Big_Shield Aug 7 2013 says:

Very cool update. Plays a lot smoother, but there are still some things,e.g. treasure chests you cant´t reach beacuse they´re hidden behind shelfs, and please, no unicorns on the first floor :-) Keep on the awesome work. Love your game :-)

+2 votes     reply to comment
Big_Shield Aug 4 2013 says:

Cool game. real fun. Is it possible that the lower levels are much bigger than the first ones., cause there are some stairs which lead to to nowhere when you take them

+2 votes     reply to comment
TheIndieForge Creator
TheIndieForge Aug 4 2013 replied:

The stairs leading to nowhere is a bug in 1.1.1 which has been fixed in 1.1.2

+2 votes   reply to comment
PurpleFiction Aug 9 2013 replied:

Any chance of Gamer's Gate getting updated to 1.1.2?

+2 votes     reply to comment
TheIndieForge Creator
TheIndieForge Aug 9 2013 replied:

Apologies, it completely slipped my mind that GamersGate had not been updated! I will upload the patch as soon as I'm at my main PC.

+2 votes   reply to comment
PurpleFiction Aug 9 2013 replied:

Groovy, it's very appreciated. Thank you for the quick response.

+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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