Currently, this strictly only runs on Windows (win7+ being the minimum requirement). This was built using ElectronJS.
Good job, idiot. You have fallen into a dungeon and have no way out except to get through it.
W/↑ - Move Forward
S/↓ - Move Backward
A/← - Turn Right
D/→ - Turn Left
Q - Strafe Left
E - Strafe Right
T - Talk
I - Open Inventory
A - Attack
R - Run Away
P - Persuade
I - Open Inventory
During battle, you can try to persuade an enemy to join you in your quest. To persuade them, you can say whatever you want. Unfortunately, the enemies don't speak your language, so your words don't actually have any influence on their decision to join you or not, but they might be swayed by your attempts. Normally, you only have two attempts per battle... though there may be a way to alleviate that problem.
After an enemy has been successfully persuaded to join you in your quest, they will become an ally. Allies will help you in battle and will fight for you to the bitter death. During a given battle, an ally may use one of their turns to heal your character up to one time per fight maximum.
Weapons, armor, and rings now have weight. Now your END/LOAD stat actually fucking matters! (TheMilkMan)
Added a "Sell" submenu to the Merchant. Needless to say, you can sell your inventory (including equipment), albeit with extremely poor resell value. (TheMilkMan)
Pectoral Piercing nerf. Fuck you and get fucked. (TheMilkMan)
EXP rollover FINALLY added. This has proven to be real annoying to implement. (MySpaceTom)
New weapon added - DANCE CLUB. (TheMilkMan)
STR, END, and LOAD stats added. (TheMilkMan)
Every point of STR increases your attack output by 1. END increases your LOAD stat, allowing you to carry more items. (TheMilkMan)
LOAD determines how much weight you can carry before your SPD begins getting debuffed. Higher LOAD allows you to carry more items, in ooga booga terms. If you're at 50% of your max load, your SPD will begin getting debuffed and exertion breathing sounds will play. Reaching 80% will play even heavier breathing sounds. (TheMilkMan)
Cracked floors now, by default, take 3 steps instead of 2 before they give out and kill you. Hitting 50% of your LOAD will reduce that amount to 2, and 80+% will make you fall instantly. (TheMilkMan)
Weapons and armor now require certain STR and END stats to be able to equip them. (TheMilkMan)
Increased amount of points that can be allocated during character creation, however, during a level up, you are now limited to putting two points into one stat at a time. This should prevent the player from dumping too many points into one stat, and stick with their initial build. (TheMilkMan)
Buying rings now actually updates your current BTC amount like it should. (TheMilkMan)
General rebalancing of prices, enemy damage outputs, etc to reflect these updates. (TheMilkMan)
There are now cracked floors that will send you into a pit of spikes if you're not careful. They will break after being stepped on twice. (MySpace Tom)
The dungeon is now darker. By default, the 3D viewport has very limited visibility and you can't see too far ahead. Using a torch or equiping the Ring of Sightliness will extend the view distance somewhat. The general environment colors are also now darker. Torches will also emit a glowing screen effect when equipped. (MySpace Tom)
You are now unable to use another torch if one is already being used, to prevent accidentally using up another torch, if you're that blind and retarded. (MySpace Tom)
Added movement-based screen shake effects. (TheMilkMan)
Added a couple first person animations. After allocating your starting stats or leveling up, your character will pick up an innocent rat off the ground and eat it... live and raw. You will also visually carry a torch whenever you use a torch to reveal the whole floor. This will disappear once you reach the following floor. (TheMilkMan)
Added visual explosions effects when using C-4. It will also leave behind a pile of rubble. (MySpace Tom)
Colorized stat allocation menus; the confirm button now displays as red when you haven't allocated all your stat points yet, and turns white when your stats are all allocated. The confirm button was also moved to the bottom of the list. (MySpace Tom)
If a menu has multiple pages to scroll, it will display left/right arrows next to the page number so it's easier to tell if a menu has multiple pages. (MySpace Tom)
Various under-the-hood fixes and code cleanup (MySpace Tom)
You are now limited to two persuasion attempts per battle, though legend has it there is an item you can acquire that can increase that limit... (TheMilkman)
PRS stat reworked to cap the success chances to a stat of 100. For example, if your PRS stat is at 28, you will have a 28% chance at successfully persuading an enemy into your party. (TheMilkMan)
The Party list has been stylized a bit. (TheMilkMan)
Fixed minor issue with the rendering on the walls on the sides of the screen closest to the player. (MySpace Tom)
Player input is now fully blocked during the Gambler's diceroll animation. There was previously a bug where you could spam the ENTER key to keep rolling the dice, and it would result in you getting multiple diceroll outcomes. (TheMilkMan)
"You died on floor X" text moved to the battle log. This was hiding behind the new raycast render previously. (TheMilkMan)
Ring menu fix. I will elaborate no further. (TheMilkman)
Biggest update in a while! There is now a fake (totally real) 3D environment with unique NPC artwork, colors, and other neat environmental stuff that utilises raycasting tecniques. (MySpace Tom)
You can now strafe using Q and E. (MySpace Tom)
Added new exploration tracks and a function that randomizes the song played on each floor. The two new tracks were created and provided by ▶endless_self. (TheMilkMan)
New song added to the list of randomized battle music. That is all. (TheMilkMan)
Fixed a MASSIVE fucking coding oversight in relation to the newly added Rings. They should be working as intended now. (TheMilkMan)
Fixed the Talk function. Somehow I keep breaking this stupid thing... (TheMilkMan)
Added a few more Rings (TheMilkMan)
New equipable item category; Rings! You have two slots that you can occupy with a Ring. These have various effects, can be purchased from the Merchant, and in more rare instances, found inside chests. Just like regular items, the Merchant will restock his selection of Rings available for purchase on each floor. (TheMilkMan)
LUK stat now increases chances at winning the Gambler's diceroll minigame. (TheMilkMan)
Nerfed LUK stat somewhat. (TheMilkman)
First person viewport size increased. You can now see further ahead, and it generally takes up a bit more of the empty space that was present before. (TheMilkman)
Many, many Gambler fixes. (TheMilkMan)
Cheat commands added. They can be executed under the Talk/Persuade textboxes. No, I will not list what they are. Fuck you (TheMilkMan)
The inventory is now stuctured under submenus. There is a submenu for Items, and one for Equipment. Using an item still fully backs you out of all menus like before. (TheMilkMan)
Purchased equipment is no longer equipped automatically, and you are now able to manually equip these under the Equipment submenu in the player's inventory. (TheMilkMan)
Persuasion/Talk textbox is now stylized and moved elsewhere. (TheMilkMan)
The player now has a chance at landing a critical strike whenever an attack is landed. (TheMilkMan)
Luck (LUK) stat added! When upgraded, this affects the percentage rate of critical hits for the player, as well as slightly increasing the amount of BTC that can be found in trasure chests. (TheMilkMan)
Much like the starting character building menu, you are now able to allocate 3 points towards your stats when leveling up as well. It used to be that you could only select one stat per level. (TheMilkMan)
Stats panel looks prettier now (TheMilkman)
Inputs other than movement can now be made instantly after moving your character forwards or backwards. It used to be that you had to wait for the delay timer to finish before you could rotate your character, make menu selections, etc., which was incredibly clunky especially for character builds that had a low SPD stat. (TheMilkMan)
When you begin your playthrough, you are now met with a stat allocation screen. You are now able to allocate 10 points to your starting stats, so you can start with a build of your preference, whether it be a slow moving tank or a persuasive pacifist who could lap someone in Mario Kart on foot. You can also run a diceroll and get a random set of starting stats if you're feeling indecisive. (TheMilkman)
Speed (SPD) stat added. There is now a delay between forward/backwards movements that can be lowered by upgrading your SPD stat. The game has walking speeds now, basically. Each point you give to SPD increases your walking speed by 5%. (TheMilkMan)
The level up menu now uses the new menu system we have in place. (TheMilkMan)
The menu system now has pages that you can scroll through with A/D/left/right. This will be very important when we start adding more and more items and equipment. (TheMilkMan)
Player stats moved to their own dedicated boxes to the right of the viewport. (TheMilkMan)
Added new equipment and items to the Merchant's repetoire of goods, to compensate for reaching higher floors and not being able to viably survive (TheMilkMan)
Fixed the Merchant and Gambler not displaying in the viewport (TheMilkMan)
Updated healing tile description
Treasure Chests (T) added! They may hold either BTC or any item that the Merchant already sells in his store, excluding weapons and armor. They can also be blown up with C-4 on accident if you aren't careful. (TheMilkMan)
Some chests have a small chance of being a MIMIC chest. Very dangerous, but you can be rewarded quite nicely if you survive... (TheMilkMan)
Healing Tiles (H) completely reworked so that they cannot be cheesed. Now instead of randomly generating as the PLAYER moves about the dungeon, they now have fixed placements during map generation. The amount of healing tiles that spawn on a given floor is random, but there will always be at least one tile present. They also now only heal you by 30% of your current max HP stat. This new system no longer allows the player to heal themselves too easily by simply moving back and forth, and makes keeping a good stock of items significantly more crucial. (TheMilkMan)
Buffed the base player stats somewhat to compensate for the new mechanics and revisions introduced in this update. (TheMilkMan)
Inventory system added; pressing I will open this menu. (MySpace Tom)
Currency system added; Bitcoin (BTC). (MySpace Tom)
Equipment system added. (MySpace Tom)
UI layout rework (TheMilkMan)
UI colorization to make the game much more readable. (TheMilkMan)
Enemies now have stat scaling based on how deep you've descended into the dungeon. As you progress, enemies will get stronger... so make sure you're keeping your levels, equipment, and party in check! In turn, they will also reward you with more EXP and BTC. (TheMilkMan)
Random music tracks will now play whenever you enter combat. Currently there are only two tracks, so songs will obviously repeat a LOT, but more will be added when I get off my fucking ass. (TheMilkMan)
New NPC - Merchant: Self explanatory, but he will sell you various useful items, armor, and weapons. He has a random chance at spawning on any floor.
New NPC - Gambler: An equally risky, useful, and mysterious traveller who resides within the depths of this dungeon. Interacting with this trickster will allow you to roll a pair of dice at the cost of 200 BTC. If you roll snake eyes, you will receieve a random stat boost. Anything else will result in nothing. Whether you win, lose, or leave him alone, he will run away never to be seen again... until you find him again on another floor. He will randomly spawn on any floor, ONLY if you have at least 200 BTC in your wallet. (MySpace Tom)
As a side note... be careful not to attempt to harm any of the NPCs! Humans are only human, after all. Usually.
Metric fucktons of various bug fixes that both previously existed, and were introduced by this rather long list of new updates. (TheMilkMan, MySpace Tom)
Added a link to the title screen that allows you to play the latest "unreleased" version of the game. The same one you'll find on GitHub. We've made TONS of updates since 1.12, so the next main release version will be a pretty substantial jump.
Persuasion stat fixed, now increasing the stat should ACTUALLY increase your chances at enlisting an enemy as intended. (TheMilkMan)
You can now press T outside of combat to talk. Whatever you typed will show up in the battle log. If you have any party members, one random member will respond with a random line of dialogue. (TheMilkMan)
A new random message now appears in the battle log when an enemy is defeated (TheMilkMan)
More enemies added; FRIDGE OF FORGOTTEN LEFTOVERS, LUGHEAD, PISSED-OFF POULTRY, and KRAMPUS ELF (MySpace Tom)
There are now multiple (infinite) floors. Reaching an exit has you descend deeper into the dungeon instead of ending the game. (MySpace Tom)
3 new enemies - MYSTERIOUS SCOOTER, WANG RAT, and BADASS FLAMING SKELETON (TheMilkMan)
Battle log now holds up to 50 messages, has a scrollbar, shows the latest message at the top, and a white-grey gradient going from top to bottom for somewhat better readability. (TheMilkMan)
Colorized Key icons
Added ability to move backwards with S, but increases chance of enemy encounter
Reworked room gen algorithm to not block you from reaching exit
Pressing D during combat no longer skips your turn (was unintentional)
Player death state fixed
Ability to move with arrow keys instead of strictly just WASD
General layout improvements
All above adjustments done by MySpace Tom
deez nuts