The Origin Of Dungeons
500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.What Lies Beneath
Catacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness.

Art by Joe Gribbin
SO.
It's been a minute, eh? A minute and a half, even. That's fine though, because I'm still alive, and this is still happening. That's right! As a beaten, bleeding, heart-still-beating Kid once said; "I'm not dead yet!"
So what have I been up to, you may be asking yourself. Maybe you aren't. How would I know? I'm not your brain. I'll tell you anyway though:
Wandering is what I've been up to -- as in, making the new Wanderer class. They're speedy and have senses sharp as knives, they do. I hope you enjoy them. As well I've laid the groundwork for unique weapons and added a few, and made some not insignificant changes to the level generator, not least of which are locked doors and new premade rooms. It may have taken a while but I can say at last that the generator is ready to be iced over and flipped upside down for the coming Anticropolis.
I've also added Alchemy and Dipper, the two second-tier INT boons, which marks at last the implementation of all the first two tiers of stat boons. Some of the other boons, spells and skills have also been updated and improved.
For the next update (IN A MONTH I SWEAR) I'll be working on finishing the things I didn't manage to for this update: Daily run leaderboards, more and better transitional stages, and certain talked-about changes to magic that those who watch the dev streams might be aware of.
Full changelog below:
[code=CHANGELOG]Fixes
	Casting Flame Wave burns your own shield
	Several crashes
	Kept gaining overheal even after hitting max hp limit
	Max mp doesn't increase with the proper meal
	Poets' tome is unwielded after going through a level door
	Class Input method doesn't save for gamepads
	Class ability icons appear incorrectly in the spell slots
	Third spell slot miscolored when low on spell charges
	Issues with using tome as a 'Skill' class input
	Food queue doesn't show up in pause menus
	Eating twins results gives a grumbul food instead of undead
	Heavy Lifting doesn't properly override normal object pickups when grabbing enemies
	Certain spells show a charge star when they shouldn't
	Tome attacks hurt your own followers
	Footwear with stats don't apply their stats
New Stuff
	New Class! -- Wanderer
	New INT Stat Boons
		Dipper
		Alchemy
	Waterfalls
	Couple new weapons
	Locked doors and keys
	Wooden barricades
	Stairs
	Intra-floor doors
	New premade rooms
	Many changes to level gen
Changes
	Sticks burn
	Fire spreads more from enemies to you
		Being struck physically by burning enemies has a high chance to burn you
	Limited foes' ability to spam kick
	Infernus flames start blue, but turn orange quickly
	Infernus now burns the caster once orange
	Sword Skill 3 (Hack 'n' Slash) is easier to use:
		Strikes at least 3 times in succession upon hitting an enemy
		Additional enemies caught in the flurry add more strikes
		Stun upon missing or ending the flurry is longer
	Gorhounds have more hp, more DEF, and are more evasive
	Crush trap chains behave more predictably when struck
	"Poised" now reflects knockback from attacks back upon the enemy
	A few new things
	Changed the way levers spawn and are placed
	Changed the way ladders/elevators spawn and are placed
	Improved Air Dash
		Now chains from enemy to enemy
	Added trances to Blink and Frost Bolt
	Left joystick now triggers class abilities on gamepad
	Class ability trigger now defaults to "Button" rather than "Combo"
	Poet's Tome behaves differently
		Activating Tome uses the books' ability rather than wielding/unwielding 
		[except on 'combo' input]
		Charged Tomes follow behind the player charged until used again
	Grumbuls will stow items that spawn near them
		Relatedly, added two new grumbul types (based on what they grab)
	Grumbuls no longer wield bardiches
	Normal Grumbuls sometimes occasionally wield hammers
	Grumbul assassins slightly more common
	Blue slime balls (now "mucus") have their own properties
	Reaper no longer immune to invisibility
	Grumbul Turrets can now spawn on main floors
	Shop doors lock behind you
	Stat loss from severed limbs is now repairable
	Stat loss from severed limbs doesn't stack through repeated dismemberments
	Regeneration only restores one limb at a time
	Losing an arm penalizes both STR and DEF
	Learning points now appear next to the orb of leveling icon in the hud
	Haste is slightly slower
	Haste grants the auto-dodge from Freerun
	Haste auto-dodges jump attacks
	Removed auto-dodge from Freerun
	Extra Tough protects from death as long as your hp is over 75%
	Regenerate heals more slowly
	Overload Break deals more damage to equipment
	Jumping will cancel trajectory throws
	Stampede no longer runs through cornered enemies
	Stampede tramples multiple enemies at once
	Poison Blob bounces off of walls
	Temporal Tricks tome time bubble bigger by bunches
	Increased range of Slow
	Lucky footwear is luckier
	Byats are more evasive
Next Build TO-DO
	Changes to Magic
	Daily Run Leaderboard / General Stat-Tracking (for realsies!)
	[/code]
Minimum Setup
- OS: Ubuntu 14 or aboveMemory: 512 MB RAMGraphics: OpenGL-capable graphics card with valid driver
- Memory: 512 MB RAM
- Graphics: OpenGL-capable graphics card with valid driver
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