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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0 comments by kraflab on Jan 17th, 2013

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
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kraflab Creator
kraflab Aug 26 2012, 7:32pm 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, 2:14am 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, 3:31am 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
kraflab Creator
kraflab Aug 20 2012, 10:27pm says:

v2.2 is uploaded and awaiting approval.

Details here:

+2 votes   reply to comment
kraflab Creator
kraflab Aug 16 2012, 12:18am says:

v2.11 is uploaded and awaiting approval.

Details can be found here:

+2 votes   reply to comment
kraflab Creator
kraflab Aug 5 2012, 2:46am says:

2.1 has been approved, and should pop up soon.

There is a note for linux users, where apparently something bugged out with the desura mcfs. You should be able to get the new stand-alone downloads when they are available if you want to get it asap, but I will get new mcfs uploaded soon.

+3 votes   reply to comment
slartie Aug 9 2012, 6:11am replied:

Any chance of us x86_64 (64bit Linux, that is) users getting a chance to play Epilogue at some point?

+2 votes     reply to comment
kraflab Creator
kraflab Aug 9 2012, 5:33pm replied:

You should be able to already since x86_64 can run 32bit apps. What error do you get when you try to run it? It is possible that you do not have some of the required 32bit libraries, which should be just a matter of using your package manager to grab them (on Ubuntu, it is "sudo apt-get install ia32-libs" afaik). If the problem is more complex, feel free to message me or start a forum thread.

The Blitzmax compiler only produces 32bit applications, which for instance run fine on my 64bit windows 7, so I would need to rewrite the game in a different language/engine to produce 64bit-specific executables.

+2 votes   reply to comment
slartie Aug 10 2012, 7:16am replied:

I have indeed installed the "ia32-libs" and I get the following error when running from the site: "Unable to calculate tex size". Desura can get a little wonky if you download the demo first and then purchase afterwards, so I wanted to test with the download from your own site first.

extra info: I get to see the loading text, then the "monster" .. after the monster fades out, the application exits with the above mentioned error.

Ubuntu 12.04 x64 (with ia32 libs), running at 2560x1440.

+2 votes     reply to comment
kraflab Creator
kraflab Aug 10 2012, 7:47am replied: +2 votes   reply to comment
slartie Aug 10 2012, 8:06am replied:

Segmentation Fault (core dumped)

+2 votes     reply to comment
kraflab Creator
kraflab Aug 10 2012, 11:18am replied:

That is a very odd response to the change I made in the test build...Try this one out:

Let me know what that prints. Unfortunately, it is very difficult for me to debug this without being able to do it on my own machine. I may have to make a rather print-copious build to narrow things down.

+2 votes   reply to comment
slartie Aug 10 2012, 5:50pm replied:

That one also coredumps. For the sake of testing, I'll try it out on a fresh install tomorrow, to stay as "vanilla" as possible.

+2 votes     reply to comment
kraflab Creator
kraflab Aug 12 2012, 8:42am replied:

I've started a thread here: so the details do not get lost in the comment pile.

+2 votes   reply to comment
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Released Jun 2012
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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, 12:19pm by AirmanKJE

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