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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A Shot from 2.3 New classes Altar
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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.

A Shot from 2.3





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  (60 - 70 of 89)
Spe¢ter Feb 10 2011, 11:34am says:

Thinking of adding AI allies? Becouse allies are one of the biggest points of RPG's...

+1 vote     reply to comment
porousnapkin Feb 12 2011, 11:36pm replied:

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
crazyjake56 Jan 21 2011, 3:07pm says:

This is one of my favorite games I have seen on moddb. Please update it for multiplayer or just update it in general.

+1 vote     reply to comment
porousnapkin Feb 4 2011, 1:50pm replied:

Glad you like it! I definitely have content updates in mind. I hope next week to do a big rebalance with a new feature to make Intelligence based heroes stronger.

After that, I'd like to add more floors (30 floors is the goal), new map types, new enemies, new classes, and redo a few of the more boring classes. That's all a ways away, but it's coming. Multiplayer would be really difficult, if I attempt it it'll be quite a while till I get there.

+1 vote     reply to comment
SCPM Dec 24 2010, 7:40pm says:

Awesome game! I really like it. But just so you know, every time I quit the game by just closing the window, then running the game again and continuing, I can add stat points as though I had just leveled up.

+1 vote     reply to comment
porousnapkin Dec 24 2010, 8:11pm replied:

Oh shucks! That's a pretty big bug :). Thanks for the spot. I'll get that cleaned up in the next patch.

+1 vote     reply to comment
acesim Jan 7 2011, 7:47pm replied:

That's the oddest bug I ever seen :P

+1 vote     reply to comment
Akaichi Dec 3 2010, 5:57pm says:

Ran into some nasty bug: played as berserker, and found out that equipping weapons with right-click actually cloned the item.

+1 vote     reply to comment
porousnapkin Dec 4 2010, 10:54am replied:

The bug you are describing was fixed in version 1.2. I just double checked and cannot replicate it in version 1.2, so I assume you just need to download the latest version. You can copy/paste your save file over to the new version if you want to maintain your highscores and save data.

+1 vote     reply to comment
porousnapkin Dec 4 2010, 10:55am replied:

Sorry, I mean copy/paste the save FOLDER over.

+1 vote     reply to comment
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Release Date
Released Nov 11, 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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