GloomDelve

GloomDelve

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Screenshots

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Description

Bring a friend to the couch: a 100-floor roguelite dungeon crawler with true local split-screen co-op (online too). Draft game-breaking power cards, die, descend again. A Mad Wizard mocks your deaths, and every wall, monster and sword is generated by code, so it runs on a toaster.

Platforms

macOS · Linux · Windows

Developer

UNiT Studios

Publisher

UNiT Studios

About

GLOOMDELVE

"Floor three. You died on floor three. I had money on floor five, so we're both disappointed."
- the Mad Wizard

A wizard has opened his dungeon to the public. A hundred floors, no map, and something at the bottom he will only ever refer to as the Prize. He watches the whole descent personally and does not shut up about it.

GloomDelve is a real-time roguelite dungeon crawler with no art assets. Not one modelled mesh, not one painted texture. Every wall, hero, horror and sword is drawn by code while you play. It looks like nothing else, and it runs on a toaster.

Bring someone

Go down alone, or don't. Online co-op is server-authoritative and comes with proximity voice chat, so you can hear exactly how badly your friend is doing from two rooms away. Plug in a second controller instead and you get true local split-screen: two delvers, one couch, one dungeon. Keyboard, gamepad and touch are all first-class, and every action works on all three.

The descent

  • 100 floors, generated fresh each run: rooms, traps, locked things, shops, and a few rooms that don't want to be found.
  • Themed depths. The dungeon changes its mind about what it is as you go, and the things living in it get meaner and cleverer.
  • Boss floors seal the stairs. Shove open the Great Door, find out what's behind it, and hope you brought the right build. Each one guards relics you cannot get anywhere else.
  • Seed-deterministic worlds. Find a run you like, hand the seed to a friend, get the same dungeon.

Break the game on purpose

The wizard deals you power cards: on entry, at the caches he leaves lying about, and after every boss. There's no cap on how many you carry. Most are useful on their own. A few of them, stacked in the right order, stop being fair. Finding those is the whole hobby.

Your delver

  • 9 classes with real restrictions: Warrior, Sorcerer, Rogue, Ranger, Cleric, Battlemage, Necromancer, and the hybrid Paladin and Spellblade. Each has a signature ability. Some have to be earned.
  • 8 races: Human, Halfling, Dwarf, Elf, Orc, Ratkin, the feline Mogg and the frost-hound Yukin, each with its own build, colours and stat leanings.
  • Combat you have to aim. Weapon arcs that differ per weapon, drawn bows, cast spells with real cooldowns, dual-wielding, shields worth raising, and blades that bleed, poison and burn.
  • Loot with opinions. Rolled rarities, shops, chests, forges, fountains you probably shouldn't drink from.

There's a story, if you want it

Nobody is going to explain the Prize to you. The dungeon will, slowly, in pages other people left behind. Recover them and they stay unlocked on your account, and they hand back more than just reading material. There are survivors down there too, still stuck, still asking for favours.

Pick your poison

Five difficulties - Whimsey, Mischief, Malice, Wrath and Madness - scale the bestiary, the loot, and how funny the wizard finds you.

Features

  • No art assets. Every mesh, texture and icon is generated by code
  • Solo, online co-op with positional voice chat, and local split-screen couch co-op
  • Roguelite power-card drafting with no hand limit
  • 9 classes, 8 races, 5 difficulties
  • A story hidden in the dungeon, and NPCs with their own problems
  • Hand-authored dynamic soundtrack, metal for the bosses
  • Full controller support, keyboard, and touch
  • Interface in 8 languages: English, Español, Français, Deutsch, Italiano, Português, Русский, 简体中文
  • Steam Achievements and Steam Cloud saves

The Prize is down there. The wizard is bored. Off you go.