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.
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.
Hey Everyone, Ian here. Been awhile since our last video/update. I'm planning on doing more of them, with less time between them. The finish line, or at least "release line" is in view. The game has come a really long way over the last year and a half!
In the video I show off some of the new menus, hunger, the deity system, and some witch abilities. Check it out!
This week Ian talks about the new navmesh generation and pathfinding system, a low health 'danger zone' system, and perks.
Ian talks about the different weapon abilities, all the new enemies, and their interactions.
This week Ian talks about the implementation of weapon types, the Lich, and ranged weapons.
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