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

Image RSS Feed Latest Screens
A Shot from 2.3 New classes Altar
Blog RSS Feed Report abuse Latest News: Through 2.3 Released

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.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
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  (70 - 80 of 86)
solipants Dec 1 2010, 8:50pm says:

I'm having troubles managing my inventory. Say there's something in the top corner or my inventory, I have to hover the mouse 2 blocks away to read the description of the item or click and drag the item. Am I the only one having this problem? If you could get this fixed, my god, the game would be amazing!

+2 votes     reply to comment
solipants Dec 1 2010, 8:57pm replied:

I am also having this problem on the level up screen. The mouse is way off from where I'm actually suppose to be clicking.

+1 vote     reply to comment
porousnapkin Creator
porousnapkin Dec 4 2010, 4:08pm replied:

A fix for this is incoming. The file is currently in authorization. Thanks for the bug report and video!

+1 vote   reply to comment
porousnapkin Creator
porousnapkin Dec 2 2010, 10:02am replied:

Darnit. Every time I fix a bug four more seem to pop up in its place! Let me just double check, this only happens when you full screen the app, right? if you continue playing it windowed it shouldn't happen. Is that your experience as well?

I will get this fixed and out with the new build.

+1 vote   reply to comment
solipants Dec 2 2010, 10:05pm replied:

It happens both windowed and full screen. I actually uploaded a video to youtube of the problem but because I'm a new member I can't give you the link...

www (dot) youtube (dot) com/watch?v=HJepmTZb4TM

I thought it might help to actually see the problem, eh. Hope you can get it fixed cause it seems like an amazing little game.

+1 vote     reply to comment
Snowbot Nov 18 2010, 11:00am says:

Any chance this would ever be ported to Mac?

+1 vote     reply to comment
porousnapkin Creator
porousnapkin Nov 19 2010, 8:54pm replied:

I don't know how to do that, and it would be hard for me to test without a Mac. However, I plan to release it open source sometime in the nearish future, so someone with the knowhow may port it over.

+2 votes   reply to comment
TucoBenedicto Nov 14 2010, 3:58pm says:

The best looking rogue like I can remember so far. So simple and yet so nice.
It just needs more complexity to become an instant classic.

I would kill for a Dwarf Fortress that looks so nice (and with mouse support too)..

+1 vote     reply to comment
intergalactic_potato Nov 14 2010, 12:31am says:

This game is really neat, I like it. Its addictive too (not just the game but the music also). It has some little glitches though. I will list what I ran into.

--A few sounds for the inventory and the sound for using your special attack were too loud.

--When you click the inventory icon it does not open the inventory.

--When you press the i to open the inventory, the icon has both the closed and open icons.

--Question marks were randomly in the walls... whats with that?

+1 vote     reply to comment
porousnapkin Creator
porousnapkin Nov 14 2010, 10:33am replied:

Hey, potato, what class were you playing? I can lower the noise of the special ability, but most classes have different sounds for their special ability.

I'm hoping to resolve all the other bugs in the next patch.

+1 vote   reply to comment
intergalactic_potato Nov 14 2010, 7:43pm replied:

I was using Feeder.

+1 vote     reply to comment
Ushiri Nov 10 2010, 12:00pm says:

Why did you erase my comment?

+1 vote     reply to comment
porousnapkin Creator
porousnapkin Nov 11 2010, 8:46pm replied:

I'm sorry, I don't recall deleting any comments. If it was on a previous version download, I deleted it because I didn't want people getting confused and accidentally downloading old versions, it had nothing to do with comments.

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Windows, Mac, Web
Developed By
Send Message
Release Date
Released Nov 11, 2010
Game Watch
Track this game
Community Rating



25 votes submitted.

You Say


Ratings closed.

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

Single Player

Latest tweets from

It can take up to a few hours for tweets to begin appearing.

Embed Buttons

Promote Through on your homepage or blog by selecting a button and using the embed code provided (more).

Through Through
Last Update
2 years ago
185 members