Platform
Windows
Engine
XNA
Developer
TheIndieForge
Contact
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Genre
Roguelike

Average Rating

9

Ratings closed

-

Claustrophobia: The Downward Struggle is an indie RPG roguelike, with a retro graphic style and a terrible sense of humour. The game takes place in a series of ever descending randomly generated dungeon floors, packed full of monsters to slaughter and loot to pillage. The game plays like a traditional roguelike, but with a clean UI, a slick, action orientated combat system, and a massive range of enemy types, skills, gear and room designs. With features like crafting, skill trees, characters development, and just-one-more-room style gameplay, Claustrophobia is a love letter to traditional RPG rougelikes. Create your ideal hero, build your own custom class, then set out on your quest for glory, slaughter, and anything shiny!

  • Alpha 1.1.3 Screenshot
  • Alpha 1.1.3 Screenshot
  • Alpha 1.1.3 Screenshot
  • Alpha 1.1.3 Screenshot
  • Alpha 1.1.3 Screenshot
  • Alpha 1.1.0 Screenshot
  • Alpha 1.1.0 Screenshot
Claustrophobia Development Log #14

0

Claustrophobia Development Log #14

Featuring Character Creation, Archery, Skills, and English heatwaves.

Jul 18, 2014 News
Claustrophobia Development Log #13

3

Claustrophobia Development Log #13

In which a large number of core game changes are detailed, and the plot thickens...

Jul 4, 2014 News
Claustrophobia Development Log #12

2

Claustrophobia Development Log #12

In which much skill getting and potentially bill paying occurs.

Jun 21, 2014 News
Claustrophobia Development Log #11

2

Claustrophobia Development Log #11

In which throwing wet kittens does considerably more damage than fireballs. (Disclaimer: I in no way endorse the throwing of wet kittens.)

May 24, 2014 News
Claustrophobia Development Log #10

3

Claustrophobia Development Log #10

In which shops open for business, but you can't buy a mohican as cool as mine.

May 9, 2014 News
Comments  (0 - 10 of 526)
Haydun
Haydun Jul 6 2014, 3:44am said:

Sorry, you surely have to answer this question all the time, but...
Do we geta steam key on release, if we buy on Desura?

+1 vote     reply to
TheIndieForge
TheIndieForge Jul 6 2014, 2:37pm replied:

Yes, every previous and new Desura purchase will get a Steam key.

~TheIndieForge

+1 vote     reply to
DiogoHRL
DiogoHRL May 18 2014, 6:46pm said:

Stupid question here: Once the new update with all the new graphics comes out, will there be an option to play with the current graphics?

+2 votes     reply to
TheIndieForge
TheIndieForge May 19 2014, 11:08am replied:

At the moment, no. The old graphics would need their layouts considerably edited in order to work with the new engine, which would add to development time. Since it seems to be a fairly requested feature, I won't rule it out completely, but it definitely will not be in for release I'm afraid.

~TheIndieForge

+1 vote     reply to
graspee
graspee Mar 26 2014, 4:01pm said:

Haven't played this for a while: some annoyances still in the game:
1) The keyboard randomly stops letting you move sometimes. I had just descended to level 3. I could press direction keys and I would loot bookcases etc. in that direction but it wouldn't move me. I solved it by using mouse to move then it worked from keyboard again.
2) 5 on keypad should work to go down stairs
3) in any game with resting to recover hp and mp you really need a good way to do that fast. If there's no monsters around you are just punishing the player forcing them to press the rest key repeatedly because it doesn't auto repeat, or (better idea but still stupid): running from side to side until full. The best solution to this is to have an auto rest function that rests until something interesting happens, i.e. hp is full, mp is full, a monster appears, something else changes in the world.

+1 vote     reply to
KibaRO
KibaRO Jan 31 2014, 3:48pm said:

My observations so far:
1. make a quicksave button in case of crashes...its annoying to do a dungeon for a while and because of a crash the game gets rolled back

2. the dungeon doesnt give you enough stuff to survive from floor 5 onwards, mobs start to 2-hit you, luckily with the blood strike u can 1-hit stuff which is the only way to survive(as a melee at least), you cant survive otherwise even if you take EVEYTHING, i usually take everything i can that boosts the stats i want and as a warrior you'd expect i can resist some hits but nope, everything can 2-hit me(well almost)

3. make scroll bar for the crafting cause click 100 times to go up and down the list is somewhat unpleasant

4. can something be done about the RNG of the hits? like increasing the hit ratio or something so it doesnt become you died because you missed all the time because you're maybe drunk or you have parkingson...and im talking about normal hits not skilss which usually always hit

PS: Any other relevant problems or observation of other users can be added here if they mention some:)

+1 vote     reply to
capnwinky
capnwinky Feb 24 2014, 10:25pm replied:

Agreed, just spent two hours making some really good progress and lost ALL of it because the stupid thing crashed using a teleporter. Had some nice gear finds too.

+1 vote     reply to
TheIndieForge
TheIndieForge Jul 14 2014, 5:55am replied:

I'm very sorry for the long gap between patches, this was unfortunately always going to be the case when I decided to start development from scratch. I am working as hard as I can on the new release, which I would hope to see out some time next month.

+1 vote     reply to
capnwinky
capnwinky Jul 14 2014, 8:05am replied:

Thanks for the update! Now I feel like an ******* for making my review so harsh. I think I'll change that now and keep hope for the future :(

Hopefully this is a great learning experience for you and we get to see some new rogues from you in the future. (p.s. the genre is in dire need of a horror rogue...wink wink nudge nudge)

+1 vote     reply to
TheIndieForge
TheIndieForge Jul 14 2014, 9:04am replied:

Not at all, I completely understand. I hope that the new release will be worth everyone's wait!

Hands down, I have learnt a massive amount whilst working on Claustrophobia. That's partly why I started again, because I knew I could improve on so much second time around.

I still have a long way to go with Claustrophobia, but I hear you, and I would love to work on a horror roguelike in the future. Roguelike's remain one of my favourite genres, so they will always be my main development focus.

+1 vote     reply to
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Twitter
Latest tweets from @theindieforge
Aaaand we're back with XNA! Jul 21 2014, 4:00pm
Quick announcement to say I'm going to attempt to switch Claustrophobia back to XNA from Monogame. Having way too many compatibility issues. Jul 21 2014, 12:33pm
Having so many issues with Monogame right now :( Jul 21 2014, 8:07am
@rybrad Early Access will be available on Steam as soon as the Version 2 Alpha launches, hopefully within the next month or so. Jul 18 2014, 2:59pm
@rybrad All major single-monitor resolution from 800x600 upwards. The currently supported resolutions are based on the Steam Hardware Survey Jul 18 2014, 2:51pm
Claustrophobia Dev Log #14, featuring Character Creation and Skills! #gamedev #indiegame T.co T.co Jul 18 2014, 12:57pm
Claustrophobia Development Log #14 - Hey everyone! Welcome to Claustrophobia Development Log #14! Some of... T.co Jul 18 2014, 12:26pm
So, so hot today D: Melting, but should have a new Dev Log up in a couple of hours! #gamedev #claustrophobiagame Jul 18 2014, 10:45am
Oh, and character creation is finished. Which means all the major systems I wanted finished for alpha are pretty much in place! Jul 13 2014, 7:06pm
On the plus side, fixed a somewhat major bug in Claustrophobia's UI that's been annoying me for weeks :D Jul 13 2014, 7:04pm
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