Gameplay Features:
- Dive down the rabbit hole of procedurally generated dungeons where every step you take could be your last.
- Arm yourself with multiple classes of different shotgun types, and use them to perform trick shots for bonus points.
- Fight off an endless legion of monsters programmed to kill you. The longer you play, the harder it gets.
- Randomized security doors, cameras, drones, turrets, wall spikes and even bottomless pits ensure no two playthroughs will ever be the same.
- Collect loot, power-ups and mods that directly affect the way you play, making each attempt a brand new experience.
- Challenge yourself, friends, and the entire world on the Global Steam Leaderboards.
Development Roadmap:
- Trading Cards/Achievements
- Optimizing Visuals & Performance
- More Maps, Perks & Monsters
- Improved GUI
- Occulus Rift/Controller Support
- Community Driven: Be part of the process! Post your feedback and watch the game change shape over time.
We've been spending some time above ground this week, away from the darkness of the dungeons. Here's a look into the Unreal versions of our old open world maps:
It's difficullt to decide how to set these worlds up, as most Rogue-like games are proceduraly generated, with little to no open world aspects. Although we do share that mechanic, I want to keep those areas seperate. I can appreciate a good procedural dungeon crawl, but I can appreciate the freedom an open world provides even more. The idea is to carve out key sections that will house randomized elements. So, even though the map terrain itself will never change, the objects and settings within can be scrambled.
I dug up the last remaining screenshot of our Lead island, to see the difference being made.
At that was pushing it to the max.
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Minimum Setup
- OS: Ubuntu 14.04 LTS 64-bit
- Processor: 2.0 ghz dual core 64-bitMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 4.0 ATI or Nvidia graphics card with proprietary drivers
- Storage: 200 MB available space
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