Years ago, the last heroic types failed to defeat Slith, the demonic overlord. Now, all peoples live as mindless slaves to him, and have for many generations. In this great absence of combat, your mind has been left to wander and you have started to realize who Slith is and what has happened to your people. Now you are free from his control and must defeat him once and for all! Dive down through 10 dungeon levels of fierce tactical roguelike gameplay and face your greatest fears!

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This version adds a new optional boss to level 6. Good luck with him! I also added elemental affinity information to the enemy mouse-over and removed stamina from items and Kagh buffs. In exchange, I added max health bonuses that are received when you kill bosses (which also adds extra incentive to kill optional bosses).

If you use steam and like Epilogue, I would very much appreciate your vote on Greenlight.
NOTE: Save games are incompatible across versions!


  • Added a new optional boss: Private Hell
  • Added “Hold E to Heal” to the log message when the player is bleeding out
  • Added a max health bonus received when killing bosses (including optional ones)
  • Added elemental strength/weakness info to enemy mouse-over in exchange for damage expectation
  • Added ingredients to level 8-10, although they are in lower numbers than in level 1-7
  • Added a “Yes/No” confirmation to quitting (when your character is still alive)
  • Fixed loaded tiles having the wrong lighting level
  • Fixed the ‘Running’ effect being mishandled in the effects window
  • Modified the character help menu to correctly describe shield effects
  • Removed Stamina effects from items
  • Removed Stamina effects from Kagh buffs
Epilogue v2.99b Released

Epilogue v2.99b Released

2 years ago News 0 comments

A new version of Epilogue is out, featuring balance changes and bug fixes.

Epilogue v2.9 Released

Epilogue v2.9 Released

3 years ago News 0 comments

A new version of Epilogue is out, featuring a new depth to character creation and a new class.

Epilogue v2.8 Released

Epilogue v2.8 Released

3 years ago News 1 comment

A new version of Epilogue is out, featuring some fixes, adjustments, and a new boss.

Epilogue v2.7 Released

Epilogue v2.7 Released

3 years ago News 0 comments

A new version of Epilogue is out, featuring a new class and an upgraded old class.

Post comment Comments  (40 - 50 of 105)
kraflab Creator
kraflab Sep 7 2012 says:

Finishing up another small update which will fix tablets. It also fixes some buffs and changes some of the fonts. You'll see it over the weekend.

+2 votes   reply to comment
kraflab Creator
kraflab Sep 5 2012 says:


Looks like tablets are broken in *loaded* games. So avoid them unless you have not saved the game until the next version rolls out.

+2 votes   reply to comment
kraflab Creator
kraflab Sep 3 2012 says:

There's a bug in v2.3 that is causing way too many traps to spawn....I'm uploading a hotfix right now, and you may want to wait until 2.31 is available before updating. It isn't necessarily game-breaking, but it definitely increases the difficulty.

+2 votes   reply to comment
kraflab Creator
kraflab Sep 3 2012 replied:

I ended up calling it 2.3b, but I'm sure you can figure it out ;)

+2 votes   reply to comment
justin_c._rounds Sep 1 2012 says:

Any chance of a Mac version? I really liked the demo (which I played via Wine), but would love a Mac build. If you make it I will buy it! :D

+2 votes     reply to comment
kraflab Creator
kraflab Sep 1 2012 replied:

The only thing preventing me from porting to Mac is the fact that I do have access to one for testing. Since I don't exactly have limitless assets, I wouldn't expect a port any time soon unfortunately. I realize I could virtualize it, but I want a real dedicated environment on which to test things, not to mention that unlike linux I would still have to purchase the OS. If Epilogue got onto steam, I imagine a Mac port is the first thing I would work on.

At any rate I'm glad you liked the demo, and I'll let you know if anything changes.

+2 votes   reply to comment
kraflab Creator
kraflab Sep 1 2012 says:

Version 2.3 is uploaded awaiting approval.

Details here:

+2 votes   reply to comment
kraflab Creator
kraflab Aug 31 2012 says:

Oh my there are some very silly graphical "improvements" coming. This will be a good release, should be out over the weekend!

Let's just say there is a "Character Wobble" option now ;)

+2 votes   reply to comment
kraflab Creator
kraflab Aug 30 2012 says:

It's steam greenlight day, and you can find epilogue right here:

I would love it if anyone here who enjoys the game could spread the word and support the effort.


+2 votes   reply to comment
kraflab Creator
kraflab Aug 26 2012 says:

I've been messing around with some stuff, and there is definitely an infinite dungeon coming in the next update. It will be populated with every monster you have killed, and all equipment gets scaled to be right for the level you are on. As it is unending, think of it as a completely score-based arcade mode.

+2 votes   reply to comment
Nefaro Aug 29 2012 replied:

That's great!

Does this mean that the difficulty doesn't ramp up as quickly in this new mode, as it does in the 10-level dungeon?

+2 votes     reply to comment
kraflab Creator
kraflab Aug 29 2012 replied:

Currently it ramps up in the same way. You're right though in that maybe it shouldn't. On the one hand, I recognize that the regular power curve is such that the player is severely at a disadvantage later in the game, and that eventually it would become impossible to proceed. On the other hand though, with the enemies randomly chosen, levels would be a lot easier. (If anyone has made it to levels 8-10, they know what I'm talking about!)

I'll have to give it a lot of play, and maybe release it and see what people as a group have to say about it. You wouldn't want it to to be too easy because no one wants to really play for an infinite amount of time, but perhaps it should get to some point and then settle down somewhat. I have also thought about making the difficulty increase in alternate ways, such as causing equipment to have the same stats after level 10 but have the number of enemies and rare enemies increase.

Another option would be to slowly decrease the size of the levels, reducing the amount of space you have to maneuver.

So basically there are a lot of options. I've got to think about it and test things out a bit :)

+2 votes   reply to comment
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Released 2012
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26 votes submitted.

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Highest Rated (3 agree) 10/10

Very nice and detailed. Everything down to explanations to properly color coded text help make the experience great. Keeps the nice complications of a detailed roguelike rpg while providing an interface that is simple to use.

Jul 6 2012 by AirmanKJE

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