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Crimson Keep is a first person Hack n'slash roguelite being developed by Ian Atherton and Ben Rog-Wilhelm with music by Matt Oglesby. It's a game about exploration, combat, and survival, but not necessarily in that order. Inspired by 90's classics Hexen and Diablo, we're setting out to make a game that marries the two, in a hellish downward spiral into a dangerous dungeon, combining RPG progression and player skill to make something very rewarding, and very fun. And maybe a little spooky.


Features

  • Randomized Content
    • Dungeon layouts
    • Enemies
    • Weapons, equipment, potions, scrolls
    • Traps, shrines
  • Engaging Combat
    • Weapons with different speeds, damage arcs, ranges.
    • Many abilities to choose from, useful for different combat situations.
    • Enemies that require special strategies such as hitting them in their weak point.
  • Paced Perfectly
    • Condense the enjoyment of an MMO's 1-60 grind into about an hour.
    • Frequently earn levels, new abilities, and new equipment, that empower the player.
    • Incremental progression that is helpful, but not completely nessecary to beat the game.
  • Re-playability
    • Each run should take a player 50 to 90 minutes to complete.
    • With every victory new floors, enemies, classes, and bosses will be unlocked.
  • Hardcore Roguelike Elements
    • Permadeath
    • Cursed items
    • Hunger
    • Deities

Every drop of XP, every piece of loot, and every bit of damage you take could determine whether you survive, or succumb to The Keep's dark power.


You will die... Alot?



Development of the game started in September 2015 using the Unity Engine. Thanks for checking out the game, and stay tuned for more updates, articles, and tweets regarding the game's development. Please feel free to comment and offer feedback on any element of the game.

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Hey everyone, Ian here!

Man, PAX West was a lot of fun! We had a bunch of people stop by and try the game out, and we got lots of great feedback. I think we learned a lot about what people are enjoying about the game, and what's getting in the way of that, and overall I'm very pleased with how it was received.

Players did pretty well with the combat in the game once they learned the basic controls and started experimenting and learning how the different enemies behaved. Around 20% of the people who played were able to defeat or almost defeat the first boss, on a first or second attempt and I think that's a pretty good percentage. We're definitely trying to make a game that the player must learn and adapt to, bringing different strategies to different enemy types.

As I mention in the video, one of the most obvious additions we had to make to the game is the ability to click and drag to move/equip items. Before now the player had to click to pick up an item on to the cursor, and then click again to drop it off the cursor, which works, but is a little less intuitive.

The tutorial also became a point of focus, as people seemed to completely ignore the original sign layout. They were originally just kind of placed at random points in the starting area, with no real directing the player to each of them. Now the tutorial is more linear, which can be seen as a negative, but it can be run through, or skipped through in about 25 seconds, and rewards the player with a few items and a free experience level. The tutorial is now more comprehensive as well, explaining things like leveling, abilities, equipping, and mana better. In the future we may disable the "forced" tutorial once a player reaches a certain point in the game, but I also kind of like the idea of always leaving it in, in case a player comes back to the game after not playing it for awhile. (Thoughts on this appreciated!)

Recently Ben's also been making strides with the player movement system, I think it's one element of the game which has improved a lot since the beginning. Now feeling a lot more polished than when we started with the default Unity FPS prefab.

The future of the game is looking good, and we're getting antsy to release it to the questing masses!

-Ian

Crimson Keep News: Scoundrel abilities, and combat changes

Crimson Keep News: Scoundrel abilities, and combat changes

News

This week Ian talks about the new scoundrel class and some of its abilities as well as some changes to how movement in combat works.

Crimson Keep News: Many new features!

Crimson Keep News: Many new features!

News 2 comments

This week Ian discusses some of the new features in Crimson Keep.

Crimson Keep News: Shields, gore and a publisher!

Crimson Keep News: Shields, gore and a publisher!

News 2 comments

This time Ian talks about shields, some flashy gore decals, and finding a publisher...

Crimson Keep News: Pathfinding, perks, and the danger zone?

Crimson Keep News: Pathfinding, perks, and the danger zone?

News 2 comments

This week Ian talks about the new navmesh generation and pathfinding system, a low health 'danger zone' system, and perks.

Comments  (0 - 10 of 80)
HeadCrab--PRO
HeadCrab--PRO

Love the Art Style of this little indie game but the Mocap animations are a bit off.. The same goes for the ragdolls which sometimes act weird and overall the caves don't really look like caves... But everything else is good :)

Reply Good karma Bad karma+2 votes
IanAtherton Creator
IanAtherton

Thanks for the feedback HeadCrab, what do the caves look like to you? Maybe I can improve the textures. They're suppose to look like caves/mines.

Reply Good karma+2 votes
HeadCrab--PRO
HeadCrab--PRO

Well , the Cave walls look like cobblestone and not stone. If you could make a more smooth version ? With maybe some water , which is next to a more mossy version of the stone and such. And the celling of the cave is just way too high. If the cave area is huge then yeah , would make sense to have the celling high. Maybe add some rails burried in the ground as you said it's in caves/mines. And minecarts with some sort of loot ? I would love to see something like this - Revozin.com ( Yea , i took a Minecraft mod as a reference. )

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jakefreeman
jakefreeman

is this game going to be free found this one i was looking for new stuff cant wait to see how good this becomes keep up the awesome work guys

Reply Good karma Bad karma+2 votes
IanAtherton Creator
IanAtherton

Hey Jake, it won't be free, but shouldn't be too expensive ;)

Reply Good karma+2 votes
pie113
pie113

I come here again and again to check up on progress, and I always find that the game is still being developed further and further. I love the way it looks like it will turn out and hope it becomes a success.

Reply Good karma Bad karma+4 votes
IanAtherton Creator
IanAtherton

Thanks for the kind words pie! Comments like this make it that much more rewarding!

Reply Good karma+2 votes
ReezeTheVampire
ReezeTheVampire

This looks freaking sweet. I'll be sure to keep an eye on it.

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IanAtherton Creator
IanAtherton

Thanks Reeze!

Reply Good karma+1 vote
RequiemLux
RequiemLux

looks like a lot of fun, tracking.

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IanAtherton Creator
IanAtherton

Thanks RequiemLux!

Reply Good karma+1 vote
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Crimson Keep
Platforms
Windows, Mac, Linux, XONE, PS4, Switch
Developer
Team Crimson
Engine
Unity
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Fantasy
Players
Single Player
Project
Indie
Twitter

Latest tweets from @crimsonkeep, @neckbeardninjas

Progress on updating the website, check it out if you haven't! Escapecrimsonkeep.com T.co

Oct 13 2017 by crimsonkeep

A new NPC is revealed! #gamedev #indiedev #screenshotsaturday T.co

Oct 8 2017 by crimsonkeep

Progress on the swamp! One of two "outdoor" biomes in Crimson Keep #gamedev #indiedev #unity3d #gameart T.co

Oct 4 2017 by crimsonkeep

We have life, and problems... #5WordEarthSlogan

Oct 4 2017 by crimsonkeep

Crimson Keep News 10-3-2017: Post PAX fixes, and new tutorial!: Youtu.be via @YouTube

Oct 3 2017 by crimsonkeep

I added a video to a @YouTube playlist Youtu.be Crimson Keep News 10-3-2017: Post PAX fixes, and new tutorial!

Oct 3 2017 by crimsonkeep

stay with us Tom #TomPetty

Oct 2 2017 by crimsonkeep

RT @CrimsonKeep: Barrels are full of surprises! #indiedev #gamedev #unity3d T.co

Sep 21 2016 by neckbeardninjas

RT @CrimsonKeep: The Battlecage Skeleton! Is it too spoopy? #gamedev #unity3d #indiedev #screenshotsaturday T.co

Sep 17 2016 by neckbeardninjas

RT @CrimsonKeep: New main menu! Happy #NationalVideoGamesDay #indiedev #gamedev #spoopy T.co

Sep 12 2016 by neckbeardninjas

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