Through is an RPG with a focus on tactical combat and resource management. It is heavily inspired by other Roguelikes. However, Through carries some key differences. There is a large focus on accessibility and ease of use as well as simplicity and transparent design (for instance, your character only has a Strength and Intelligence stat). If you're looking for a deep RPG system thats easy to pick-up and play but difficult to master, give Through a shot. Open Source Art Credits: Oryx: Characters, tilesets | Atuun: Menu Music | Aaron P: Floor 1-5 music | Craig Stern: Floor 6-10 music | cheapshot: Floor 11-15 music | Ails: Icons and Items art

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Through 2.3 Released

3 years ago News 1 comment

There were two main goals with patch 2.3: Get the difficulty a bit spikier and to make playing a caster require a bit more tactical challenge.

I addressed the first goal with a Vaults. Vaults are rooms hidden behind doors on most floors. Each one is either a monster or treasure vault. Monster vaults contain a challenging encounter with an elite monster and his cronies. Treasure vaults contain a bunch of items, including an elite. The number of treasures vs. monster vaults evens out enough to allow some intense difficulty spikes without bringing the game into unfair territory. But you will have to play on your toes a bit more.

I tackled the next goal in a bunch of ways. The first and most obvious is a whole gamut of new enemies. 4 in total. Each one tailored towards making life more difficult for ranged characters. For instance, the Spirit pulls characters towards him. The Other teleports adjacent to characters. The Illithid will disable your character. Each of these enemies provides a distinct challenge to melee characters as well. But they’re tailored to get mage players into the tactical positioning strategic level of the game as well. Next, I added Magic Resistance. This requires a separation of all damage types into either magical or physical damage. Physical damage works like it always has: it’s reduced on hit by the damaged characters defense value. Magical damage is no longer reduced by defense (so those stoneskin postions won’t help you with Demonologists and Flaming Skulls anymore). Instead, characters can get Magic Resist which gives the character a chance to completely nullify incoming magic damage.

There’s now three types of shields in the game to compensate for this defense change. Steel shields have the highest defense, but provide no magic resistance; emerald shields provide lots of magic resistance but no defense; onyx shields sit somewhere in between, with a small amount of defense and magic resistance. All shields also require a lot of strength to equip. This means high strength melee focused characters will have a great source of magic resistance, but casters will have a lot of trouble defending from magic attacks.

Many of the enemies old and new now have magic resistance as well. This will make the casters job of figuring out who to take out first considerably more complicated. The goal is for this to add tactical tension to playing a caster throughout the game.

Detailed Changelist:
-Lots of UI tweening polish
-Rewrote item spawning system to be more easily extensible
-Rewrote damage system to support Physical and Magical damage distinction
-Added Emerald Shield, a shield focused on magic resist
-Added Onyx Shield, a shield balanced between magic resist and defense
-Renamed Shield to Steel Shield, rebalanced to focus on defense.
-Made Elite enemies substantially harder
-Rebalanced a few enemies to have magic resist, making them more threatening to intelligence focused characters
-Flaming Skull idle anim polished
-All status effects now have mouse over descriptions
-Fixed fire trip and altar of pain bug that caused the game to randomly stop playing.
-Added Monster Vaults
-Added Treasure Vaults
-New enemy: spirit (+elite)
-New enemy: spider (+elite)
-New enemy: other (+elite)
-New enemy: illithid (+elite)
-Added stupidify effect
-Reduced normal item placement to compensate for extra items from treasure rooms, encouraging players to take the risk of entering vaults.
-Removed the ability to alchemize elite items into new elite items. Alchemy does not produce elite items anymore (except in extremely rare circumstances).
-Changed mouse input to allow holding mouse button while enemies are near but cancel generated paths, making input a little more lenient when near enemies.

Through v2.2

Through v2.2

3 years ago News 4 comments

This version adds a few new features: Elite enemies, elite items, and 3 new classes. It is also includes a series of bug fixes and balance changes.

Through v2.1

Through v2.1

3 years ago News 3 comments

The newest version of Through adds Altars and Ghosts.

Through 2.0 Released

Through 2.0 Released

3 years ago News 20 comments

A new Through release rebuilt in a new engine with every element closely reexamined.

Through v1.4 Released

Through v1.4 Released

4 years ago News 5 comments

This update adds class and race selection to the character creation process.

RSS feed Downloads
Through 2.3 Windows

Through 2.3 Windows

3 years ago Full Version 0 comments

Version 2.3 of Through adds vaults, new enemies, and magic resistance! This is the downloadable version for Windows users.

Through 2.3 MAC

Through 2.3 MAC

3 years ago Full Version 0 comments

Version 2.3 of Through adds vaults, new enemies, and magic resistance! This is the downloadable version for Mac users.

Through v2.2 WINDOWS

Through v2.2 WINDOWS

3 years ago Full Version 7 comments

2.2 brings elite monsters, elite items, and a few new classes, as well as a series of balance changes and bug fixes.

Through v2.2 MAC

Through v2.2 MAC

3 years ago Full Version 1 comment

2.2 brings elite monsters, elite items, and a few new classes, as well as a series of balance changes and bug fixes. This is the first mac downloadable...

Through v2.1

Through v2.1

3 years ago Full Version 0 comments

Newest version of Through adds altars and ghosts and removes the food clock. Check out the news for a more detailed description of the new features. Head...

Through 2.0

Through 2.0

3 years ago Full Version 0 comments

A complete rewrite of the game in a new engine. Totally rebalanced, new abilities, new items, and new monsters. If you liked it before, it's more of what...

Post comment Comments  (20 - 30 of 86)
earvesicle Apr 16 2011 says:

enjoy the game a good deal! And it could really be a great little game.

i just updated last night.. i downloaded last in december? maybe it was february..

did you replace some of the weapon art to less detailed art? or am i crazy? because i want to say i liked some of the old art better for some weapons..?

I play usually as an archer but in the new update i am really running low on arrows.. to the point where i am bashing enemies with my bow for a long time before finding any melee weapon! (i liked the duplicating bug in the version i had before..hehe) plus i can't find enough stuff that I am willing to transform into arrows either.. maybe it should be transforming items to arrows should give you more like 10 arrows instead of 5..

Or maybe can you make enemies drop arrows and other stuff? how about a merchant where i can sell/buy stuff in one of the many dead ends..? Treasure would be nice too.. like money.. and such.. ?

haha..i am sure you have tons to add and that you are working on it.. just would love to see some of this in the next update which i hope comes soon

+3 votes     reply to comment
porousnapkin Creator
porousnapkin Apr 16 2011 replied:

Oh, and yes, I did lower the art resolution to match the resolution of the rest of the art. It is less detailed than previously, but I think the overall aesthetic is maintained better now. A lot of the UI elements are still a higher resolution and I'm hoping to knock them down to lower-res art as well at some point.

+2 votes   reply to comment
porousnapkin Creator
porousnapkin Apr 16 2011 replied:

Yeah, I'm there with you. The Archer isn't turning out as archer-y as I like. In my current build, I have him starting with 50 arrows and getting 10 arrows per conversion rather than starting with 30 and getting 5. I wanna play with it a bit more before I call it good to go, but I think it'll probably be about right.

My current plan is to roll out a patch with balance changes to all the classes and races as well as add a few more classes in about two weeks. Hopefully I can get all my work done in time, but it may end up getting delayed a week.

+3 votes   reply to comment
CMDKeen Apr 5 2011 says:

Looking at your nice colored screenshots, I can safely say I got a weird graphical bug. The menu looks like this:

It's almost unusable, the game is a bit better, but not much:

+2 votes     reply to comment
porousnapkin Creator
porousnapkin Apr 5 2011 replied:

Yup, that's definitely missing colors. I will look into this when I get some free time (not until at least tomorrow night). I'm not sure why those wouldn't work, it's just setting a color in OpenGL. I suggest you check your video drivers are up to date.

+2 votes   reply to comment
CMDKeen Apr 5 2011 replied:

They are, but I have an AMD/ATI card, they cause a lot of problems in general I heard.

+2 votes     reply to comment
Spe¢ter Apr 6 2011 replied:

Oh, and by the way, could you make the inventory screen be lower in fullscreen mode?

+2 votes     reply to comment
ichyCZ Apr 4 2011 says:

Nice game - good work!!

+2 votes     reply to comment
porousnapkin Creator
porousnapkin Apr 4 2011 replied:


+2 votes   reply to comment
SolarLune Apr 4 2011 says:

Hey, this looks interesting - I downloaded it. You should tell about it. Also, it seems in the video that rapsis uploaded that the game is controlled through mouse movement. Using the keyboard would be a nice alternative, but that's just me with my need for buttons in nice classic gameplay. Anyway, it's looking really good - thanks.

+2 votes     reply to comment
Neverhoodian Apr 4 2011 replied:

The game can be played with a keyboard as well. I prefer the mouse myself, as it allows the character to auto-move across multiple tiles.

+2 votes     reply to comment
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Release date
Released 2010
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25 votes submitted.

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Highest Rated (2 agree) 9/10

A very nice looking but simple rougelike.
It just needs more complexity to become an instant classic.

Nov 30 2010 by TucoBenedicto

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