Synopsis
The Fighters guild has a high bar for entry. They want you to delve deep into the Dungeon of Doom and return to the surface with the Amulet of Yendor. A perilous quest few have completed, for within the dungeon are terrible monsters, devious traps, and mystifying magical items.To survive you'll have to identify the items, navigate the dark labyrinths within the dungeon, and fight your way past the monsters. With enough skill and a decent amount of luck they say it can be done. Give it your best shot!
Features
Just like in the roguelike days of yore, there are- Procedurally generated levels
- Perma-death
- An alphabet's worth of monsters
- Many magic items with different effects including rings, potions, wands, and more!
- Sprites/textures for everything
- First person controls
- Smooth turns
- Synth soundtrack
- A difficulty level for every level of skill, including one that removes item identification

HO HO HO! It is I, Saint Jurax, Patron Saint of Rogues, back again this year with more updates for all the good dungeon delvers of the world!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43785806/a7d4fb6a7663a42998d9910645be433610facde9.png\"][/img]
NEW IN THIS UPDATE:
Orcs can be recruited by giving them a ration by looking at one and pressing the Search Key -NOT a slime mold
[/*]Undead monsters can be recruited by using the new phylactery monster bit on them
[/*]Doors are placed around the map -they can be opened and closed by pressing space while looking at them
[/*]Projectiles that miss monsters go through them and may hit the monsters behind them
[/*]Manual pages describing doors and recruiting orcs
[/*]
FIXED IN THIS UPDATE:
The level reduction from wraiths now works properly -reported by Sand on Steam
[/*]Bats once again take damage from being on fire -reported by Sand on Steam
[/*]Hallways are now less likely to double up beside each other
[/*]Arrows that have been fired and picked up are now grouped properly -reported by Sand on Steam
[/*]You can press the E key in the item namer without the inventory disappearing -reported by Sand on Steam
[/*]Secret doors no longer betray themselves when ascii graphics are selected -required rewriting how secret doors work, seems to be bug free
[/*]A couple typos -reported by Digganob on Steam
[/*]
CHANGED IN THIS UPDATE:
Potion of intoxication produces fire when thrown
[/*]Flytrap will not latch on to you from a ranged attack but will from a melee attack
[/*]Scroll of enchant weapon autoname changed to weapon glows
[/*]Walls within rooms now place themselves differently -algorithm was changed to account for doors
[/*]All potions now have a +5 to hit and healing potions have a +10 to hit -this is for throwing healing potions at a recruited monster
[/*]Small adjustment to wall shader
[/*]The game can now switch from keyboard mode to controller mode based on thumbstick input
[/*]The rattle bones monster bit now pitch shifts its sound effect like the monster does
[/*]
KNOWN BUGS:
Sometimes monsters wait after opening a door for an extra turn -a peculiar bug where they bump into it twice in one frame and so attempt to open it an extra time
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43785806/b92b7fffff8356ef566318a14cb9a063790a31db.png\"][/img]
This update add 2 features that have been on my list for a long time. First, monsters can be recruited to help you and the will follow you around the dungeon and attack any monster that\'s attacking you. This can be pretty helpful for fighting leprechauns, nymphs, and ice monsters in particular, not to mention every other type of monster. An orc can be recruited by pressing the search key while looking at one and then giving him a ration and undead monsters can be recruited by looking at them and activating a monster bit from a phylactery.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43785806/878f9f9a573d0e920a362aae94b0aaca1b6d5ed4.gif\"][/img]
Doors have also been a long time coming. Right now they block line of sight and stop gasses/fire from passing through them. You can also listen at them by looking at one and pressing the search key. This will give you a hint about whether there are any monsters within about 6 tiles of the other side of the door. So on the later levels this will help the more cautious players decide if they want to wait and heal first before going into a room. This won\'t help you as much if the room on the other side is large though so make sure to factor that in your calculations! Lastly, the doors of the dungeon will randomly open and close which I think adds a very slight anthropomorphic quality to them.
Neither of these two features are at their full potential yet so look forward to an update in January that fleshes them out more. Monsters should be able to level up, heal at bonfires like the player, be told to wait, and handle navigation better. Doors should be able to only resist fire for a limited number of turns and give more detailed information to the player when listened at, as well as be spawned locked with a key somewhere on the map.
Once again this update has a bunch of fixes thanks mostly to Sand, who is also the first person to beat the game!
If you want to give a present to your fellow dungeon dungeon delvers, report a bug so it can get fixed! Have a very merry Christmas and a happy New Year!
Minimum Setup
- OS: Linux Ubuntu 18.04
- Processor: Dual core CPU 2.4 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Radeon HD 8330
- Storage: 12 GB available space
Recommended Setup
- OS: Linux Ubuntu 18.04
- Processor: Quad core CPU 3.0 GHzMemory: 4 GB RAM
- Graphics: GeForce GTX 1050
- Storage: 12 GB available space
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