Horripilant is a chilling incremental dungeon crawl through the horrors of a forgotten underworld. Combining idler, puzzle and autobattler elements, you'll fight, mine, and think your way through the depths of a forsaken dungeon. Gather resources, battle unholy creatures, and unravel the mysteries of the abyss. With each step you'll grow stronger, but beware; every boon has its cost.
Story
You awaken. An old, battered knight, lost in the darkest corners of an abandoned dungeon, with no memory of how you got there. The stench of decay permeates the thick air. The walls seem to whisper your name.
As you stir, a strange tree sprout catches your eye. You hit it, for the voice demands it of you; a twig breaks off onto the ground. With your newfound resource, you seem to be able to ameliorate your equipment. Distorted moans echo from an empty staircase. The voice calls to you again, beckoning you. You must go down. It is your purpose...
Encounter bizarre characters, solve cryptic puzzles, and survive the horrors that lurk in every shadow. Will you escape this living nightmare, or will it consume you?
Features
Incrementally gain and collect materials.
Combat horrific foes in the dungeon.
Solve puzzles and explore the depths of your camp.
Upgrade your gear to venture deeper.
Meet god and gain strong boons.
Repeat, adapt, and survive. The depths need you, and you need it.
Version 0.6.0 is now LIVE
A lot of this update was made in preparation for next steps, most of the games exploration is done - though wont be accessible in this update just yet! There is some writing left to be done, some rooms to program, a proper end and custom soundtrack work to be done before the game is feature complete, but a huge chunk of the game is done, exciting!! Keep your eyes peeled for more info, coming sooner than you think! Join the discord to stay up to date!
Whats new?
Localization
Brazilian Portuguese - thanks to @ojpme in the discord!
[/*]Simplified Chinese
[/*]
General
A beastiary! Showing off a bit more info and stats about the monsters in the dungeon!
[/*]Numerous new sound effects.
[/*]Prestige upgrade to unlock more manual hit points.
[/*]Each material now has a unique background!
[/*]Steam Rich Presence now displays time elapsed while in combat.
[/*]Cursor Size Option to scale up Cursor Sprite.
[/*]
Changes
Materials
Rock Base Upgrade Storage Meat Cost: [c]1k[/c] [c]10k[/c]
[/*]Iron Base Upgrade Storage Meat Cost: [c]100k[/c] [c]1M[/c]
[/*]Material cost to unlock new materials: [c]150k[/c] [c]250k[/c]
[/*]
UI
Hemalith now shows Rebirth Hemalith Potential (+X)
[/*]Changed Japaneses alternative font from thin to regular which should make it more readable and usable.
[/*]Familiar purchase screen now shows your current meat amount.
[/*]Material upgrade levels now have a hoverable description that explains what they do.
[/*]Combat now has a little onboarding popup the first time you get into combat explaining it.
[/*]When using an item, it now opens the inventory for you to pick an item to use instead of auto-using an object.
[/*]Now hiding the clear save button if its data is empty.
[/*]Knights portrait now changes colors based on the room theyre in.
[/*]Now closing the inventory while changing rooms
[/*]When no more item slots are available, trying to purchase one will give you a message about not being to hold any more items.
[/*]Redesigned familiar shop screen with longer buttons for a better greater sized font experience.
[/*]Redesigned the Unlock X material? screen.
[/*]Combat entrance now has a little progress bar indicator to show how far in the dungeon you enter.
[/*]Better Material Upgrade Buttons scaling for different fonts/sizes.
[/*]
Combat
Boons now let you reach stat cap before not being able to be picked anymore.
[/*]
Enemies
Changed combat colors.
[/*]Sprite scale up for bosses now is [c]1.3x[/c] instead of [c]1.5x[/c]
[/*]
New sprites for:
Skeleton
[/*]Skeleton Slayer
[/*]Bugbear
[/*]Bugbrute
[/*]Spider
[/*]Amalgam
[/*]Centipede
[/*]Dwarf
[/*]Undead Rogue
[/*]
Familiar
Mummy
Base Health: [c]1.5B[/c] [c]1B[/c]
[/*]
Misc
Migrated to Sentrys plugin to 1.0
[/*]Shopkeep no longer hides when the camp is off.
[/*]Alternative message for using the Skull Amulet sometimes.
[/*]Optimized RAM/VRAM/Resource usage by preloading less Resources. (Going from about 530MB to 270MB of VRAM usage!) (You may now have a tiny loading time while moving between rooms now as theyre no longer all loaded in RAM)
[/*]Now hinting at the hole if you dont die by floor 4.
[/*]Upgraded to Godot 4.5.1
[/*]Barrels and Tomb scenes now have a campfire sfx loop as well.
[/*]
Bug Fixes
Fixed chance of crit hit being base 0.2% instead of modifier.
[/*]Fixed mouse cursor showing different level tool while hovering over materials.
[/*]Fixed inventory ui acting weird and not resetting item types while reopening.
[/*]You are here map position is now kept at camp when on tombs/barrels.
[/*]Now closing the inventory if it is shown upon exiting to main menu.
[/*]Now closing the map if its shown upon exiting to main menu.
[/*]Scientific notation now trims numbers correctly.
[/*]Fixed starting floor picker not loading last value correctly.
[/*]Now re-loading scenes on manual game save load to prevent unexpected player behavior.
[/*]Fixed Lamps timers button display not tracking correctly.
[/*]Campfire sound no longer keeps playing if the fire has been extinguished.
[/*]Now resizing windowed resolution after turning off fullscreen to prevent wrong resolution output.
[/*]
Minimum Setup
- OS: Linux distribution released after 2016
- Processor: x86_64 CPUMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Integrated graphics with full Vulkan 1.0 support
- Storage: 200 MB available space
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