Years ago, the last heroic types failed to defeat Slith, the demonic overlord. Now, all peoples live as mindless slaves to him, and have for many generations. In this great absence of combat, your mind has been left to wander and you have started to realize who Slith is and what has happened to your people. Now you are free from his control and must defeat him once and for all! Dive down through 10 dungeon levels of fierce tactical roguelike gameplay and face your greatest fears!
Epilogue v2.A Released
A new version of Epilogue is out, featuring a new boss and a variety of tweaks and changes.
Jan 17, 2013 News
Epilogue v2.99b Released
A new version of Epilogue is out, featuring balance changes and bug fixes.
Jan 3, 2013 News
Epilogue v2.9 Released
A new version of Epilogue is out, featuring a new depth to character creation and a new class.
Dec 3, 2012 News
Epilogue v2.8 Released
A new version of Epilogue is out, featuring some fixes, adjustments, and a new boss.
Nov 9, 2012 News
Epilogue v2.7 Released
A new version of Epilogue is out, featuring a new class and an upgraded old class.
Oct 21, 2012 NewsOnly registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.







There's a bug in v2.3 that is causing way too many traps to spawn....I'm uploading a hotfix right now, and you may want to wait until 2.31 is available before updating. It isn't necessarily game-breaking, but it definitely increases the difficulty.
I ended up calling it 2.3b, but I'm sure you can figure it out ;)
Any chance of a Mac version? I really liked the demo (which I played via Wine), but would love a Mac build. If you make it I will buy it! :D
The only thing preventing me from porting to Mac is the fact that I do have access to one for testing. Since I don't exactly have limitless assets, I wouldn't expect a port any time soon unfortunately. I realize I could virtualize it, but I want a real dedicated environment on which to test things, not to mention that unlike linux I would still have to purchase the OS. If Epilogue got onto steam, I imagine a Mac port is the first thing I would work on.
At any rate I'm glad you liked the demo, and I'll let you know if anything changes.
Version 2.3 is uploaded awaiting approval.
Details here: Kraflab.com
Oh my there are some very silly graphical "improvements" coming. This will be a good release, should be out over the weekend!
Let's just say there is a "Character Wobble" option now ;)
It's steam greenlight day, and you can find epilogue right here: Steamcommunity.com
I would love it if anyone here who enjoys the game could spread the word and support the effort.
Thanks!
I've been messing around with some stuff, and there is definitely an infinite dungeon coming in the next update. It will be populated with every monster you have killed, and all equipment gets scaled to be right for the level you are on. As it is unending, think of it as a completely score-based arcade mode.
That's great!
Does this mean that the difficulty doesn't ramp up as quickly in this new mode, as it does in the 10-level dungeon?
Currently it ramps up in the same way. You're right though in that maybe it shouldn't. On the one hand, I recognize that the regular power curve is such that the player is severely at a disadvantage later in the game, and that eventually it would become impossible to proceed. On the other hand though, with the enemies randomly chosen, levels would be a lot easier. (If anyone has made it to levels 8-10, they know what I'm talking about!)
I'll have to give it a lot of play, and maybe release it and see what people as a group have to say about it. You wouldn't want it to to be too easy because no one wants to really play for an infinite amount of time, but perhaps it should get to some point and then settle down somewhat. I have also thought about making the difficulty increase in alternate ways, such as causing equipment to have the same stats after level 10 but have the number of enemies and rare enemies increase.
Another option would be to slowly decrease the size of the levels, reducing the amount of space you have to maneuver.
So basically there are a lot of options. I've got to think about it and test things out a bit :)