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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1 comment by porousnapkin on Oct 19th, 2012

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.

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Through 2.3 Windows

Through 2.3 Windows

Oct 19, 2012 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

Oct 19, 2012 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

Aug 1, 2012 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

Jul 31, 2012 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

Jun 23, 2012 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

Apr 29, 2012 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 89)
vinzentvoight
vinzentvoight May 1 2011, 10:46pm says:

I'm very eager to play this but every version crashes at the startup. I'm using Windows XP 32bit on a pretty old laptop (I suppose that's the problem?).

+2 votes     reply to comment
porousnapkin Creator
porousnapkin May 2 2011, 10:28pm replied:

I wish I could help you. You're not the first person who has had that problem, but I have no idea what's causing it and I don't have access to a computer it doesn't work on so I'm not quite sure how to fix it. I'm sorry.

+2 votes   reply to comment
earvesicle
earvesicle Apr 16 2011, 9:24am 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, 12:07pm 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, 12:06pm 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 Online
CMDKeen Apr 5 2011, 5:45pm says:

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

Img23.imageshack.us

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

Img34.imageshack.us

+2 votes     reply to comment
porousnapkin Creator
porousnapkin Apr 5 2011, 6:33pm 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 Online
CMDKeen Apr 5 2011, 7:02pm 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
Spe¢ter Apr 6 2011, 3:18pm replied:

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

+2 votes     reply to comment
ichyCZ
ichyCZ Apr 4 2011, 11:35am says:

Nice game - good work!!

+2 votes     reply to comment
porousnapkin Creator
porousnapkin Apr 4 2011, 12:09pm replied:

Thanks!

+2 votes   reply to comment
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Through
Platforms
Windows, Mac, Web
Developed By
porousnapkin
Engine
Unity
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Release Date
Released Nov 11, 2010
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9.4

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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, 11:51am by TucoBenedicto

Style
Genre
Roguelike
Theme
Fantasy
Players
Single Player
Project
Indie
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