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  (80 - 89 of 89)
intergalactic_potato
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
intergalactic_potato Nov 14 2010, 7:43pm replied:

I was using Feeder.

+1 vote     reply to comment
Ushiri
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
eddietree
eddietree Oct 6 2010, 12:26pm says:

Just played it again, and just wanted to remind the community how awesome this game is.

+2 votes     reply to comment
eddietree
eddietree Oct 6 2010, 12:25pm says:

Hey PorousNapkin,

I'm just a random guy on the interweb and I want to say that your game is absolutely awesome!! Very fun game. Everyone should try it out!

+2 votes     reply to comment
ChromeAngel
ChromeAngel Oct 6 2010, 4:20am says:

What language is this being written in?

Is it open source?

What file format are you using for your tiles and sprites?

+1 vote     reply to comment
porousnapkin Creator
porousnapkin Oct 6 2010, 9:01am replied:

It's written in C++. I'm using FMod for sound and OpenGL for graphics.

I do intend to release the source soon. There's a few loose ends I want to tie up before I do so (put a bunch of comments in, clean up some of the uglier places of the code), but it will be open source soon.

+2 votes   reply to comment
wilbefast
wilbefast Oct 25 2010, 6:48am replied:

Cool - so it should be fairly simple to port it to Linux :D

+1 vote     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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