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  (40 - 50 of 86)
Spe¢ter Mar 8 2011, 11:51am says:

Any news what will the new version have and when will it be released would be nice.

+1 vote     reply to comment
Spe¢ter Mar 8 2011, 1:00pm replied:

Sorry about that, forgot to read the end of news.

+1 vote     reply to comment
porousnapkin Creator
porousnapkin Mar 20 2011, 6:43pm replied:

Sorry this is so belated, I had to do some of the work to get an idea of when I might actually be done with it (I recently got a full-time job so I'm trying to balance working on this with that). The next update will come out next weekend most likely.

+1 vote   reply to comment
Spe¢ter Mar 6 2011, 2:11pm says:

Y'now what? I REALLY wan't this to get more popular, so I'll make a video of it. I only get 200-300 views but I hope it helps :)

+1 vote     reply to comment
Spe¢ter Mar 6 2011, 3:08pm replied:

Hope it helps :)

+1 vote     reply to comment
porousnapkin Creator
porousnapkin Mar 6 2011, 10:52pm replied:

Hey thanks!

I keep procrastinating working on the next feature update, but hearing that people like it enough to try and spread the word is definitely inspiring me to get it done.

+1 vote   reply to comment
Spe¢ter Mar 7 2011, 7:50am replied:

Hey, no problem :). When I'll have more time, I will try to make a better one, I made this one in a hurry.

+1 vote     reply to comment
Spe¢ter Mar 2 2011, 11:49am says:

Great game. Did you ever think about adding NPC companions? 'Cause it's not really fun, you just walk and kill, sometimes collect. This game could be epic, it has alot to do though.

+1 vote     reply to comment
porousnapkin Creator
porousnapkin Mar 2 2011, 8:28pm replied:

Hey!! You said the exact same thing last month! Well if you're repeating yourself I'm going to just copy-paste my previous response :)

I don't know of many Roguelikes that employ AI allies other than Shiren the Wanderer, and I'm not a huge fan of their role in that game (they seem to be there primarily to offset how luck-dependent getting through the first few floors is). If I come up with an implementation that I think will elevate the gameplay, specifically elevating the turn-to-turn decisions the player is making, then I will definitely consider implementing it. If you have a more detailed suggestion on how they might fit in, I'm all ears.

+1 vote   reply to comment
Spe¢ter Mar 3 2011, 7:46am replied:

Haha! I don't even remember putting that post! If you would ever add that, it would be awesome!

+1 vote     reply to comment
Leafhouse Feb 27 2011, 1:59am says:

Hey I'm getting massive framerate issues?
Any idea?
Running Windows 7 64 bit.

+1 vote     reply to comment
porousnapkin Creator
porousnapkin Mar 1 2011, 9:17am replied:

I'm also running Win 7 64 bit and getting 30fps consistently (which is what the framerate is capped at). I just made a change to how the pathfinding system works that should make it much faster, hopefully that will improve your framerate. It's been uploaded, but uploads usually take a day to get verified by IndieDB before they are added, so please check back tomorrow and see if the new build (v1.31) helps at all.

+1 vote   reply to comment
Leafhouse Mar 1 2011, 1:07pm replied:

I worked through some stuff and got it running smoothly!
Turns out it was just my video card having a fit with silverlight running at the same time.

GREAT game!

+1 vote     reply to comment
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Release Date
Released Nov 2010
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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

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Through Through
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