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Through is an RPG with a focus on tactical combat and resource management. It is heavily inspired by other Roguelikes. However, Through carries some key differences. There is a large focus on accessibility and ease of use as well as simplicity and transparent design (for instance, your character only has a Strength and Intelligence stat). If you're looking for a deep RPG system thats easy to pick-up and play but difficult to master, give Through a shot. Open Source Art Credits: Oryx: Characters, tilesets | Atuun: Menu Music | Aaron P: Floor 1-5 music | Craig Stern: Floor 6-10 music | cheapshot: Floor 11-15 music | Ails: Icons and Items art

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1 comment by porousnapkin on Oct 19th, 2012

There were two main goals with patch 2.3: Get the difficulty a bit spikier and to make playing a caster require a bit more tactical challenge.

I addressed the first goal with a Vaults. Vaults are rooms hidden behind doors on most floors. Each one is either a monster or treasure vault. Monster vaults contain a challenging encounter with an elite monster and his cronies. Treasure vaults contain a bunch of items, including an elite. The number of treasures vs. monster vaults evens out enough to allow some intense difficulty spikes without bringing the game into unfair territory. But you will have to play on your toes a bit more.

I tackled the next goal in a bunch of ways. The first and most obvious is a whole gamut of new enemies. 4 in total. Each one tailored towards making life more difficult for ranged characters. For instance, the Spirit pulls characters towards him. The Other teleports adjacent to characters. The Illithid will disable your character. Each of these enemies provides a distinct challenge to melee characters as well. But they’re tailored to get mage players into the tactical positioning strategic level of the game as well. Next, I added Magic Resistance. This requires a separation of all damage types into either magical or physical damage. Physical damage works like it always has: it’s reduced on hit by the damaged characters defense value. Magical damage is no longer reduced by defense (so those stoneskin postions won’t help you with Demonologists and Flaming Skulls anymore). Instead, characters can get Magic Resist which gives the character a chance to completely nullify incoming magic damage.

There’s now three types of shields in the game to compensate for this defense change. Steel shields have the highest defense, but provide no magic resistance; emerald shields provide lots of magic resistance but no defense; onyx shields sit somewhere in between, with a small amount of defense and magic resistance. All shields also require a lot of strength to equip. This means high strength melee focused characters will have a great source of magic resistance, but casters will have a lot of trouble defending from magic attacks.

Many of the enemies old and new now have magic resistance as well. This will make the casters job of figuring out who to take out first considerably more complicated. The goal is for this to add tactical tension to playing a caster throughout the game.

Detailed Changelist:
-Lots of UI tweening polish
-Rewrote item spawning system to be more easily extensible
-Rewrote damage system to support Physical and Magical damage distinction
-Added Emerald Shield, a shield focused on magic resist
-Added Onyx Shield, a shield balanced between magic resist and defense
-Renamed Shield to Steel Shield, rebalanced to focus on defense.
-Made Elite enemies substantially harder
-Rebalanced a few enemies to have magic resist, making them more threatening to intelligence focused characters
-Flaming Skull idle anim polished
-All status effects now have mouse over descriptions
-Fixed fire trip and altar of pain bug that caused the game to randomly stop playing.
-Added Monster Vaults
-Added Treasure Vaults
-New enemy: spirit (+elite)
-New enemy: spider (+elite)
-New enemy: other (+elite)
-New enemy: illithid (+elite)
-Added stupidify effect
-Reduced normal item placement to compensate for extra items from treasure rooms, encouraging players to take the risk of entering vaults.
-Removed the ability to alchemize elite items into new elite items. Alchemy does not produce elite items anymore (except in extremely rare circumstances).
-Changed mouse input to allow holding mouse button while enemies are near but cancel generated paths, making input a little more lenient when near enemies.

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Through 2.3 Windows

Through 2.3 Windows

Oct 19, 2012 Full Version 0 comments

Version 2.3 of Through adds vaults, new enemies, and magic resistance! This is the downloadable version for Windows users.

Through 2.3 MAC

Through 2.3 MAC

Oct 19, 2012 Full Version 0 comments

Version 2.3 of Through adds vaults, new enemies, and magic resistance! This is the downloadable version for Mac users.

Through v2.2 WINDOWS

Through v2.2 WINDOWS

Aug 1, 2012 Full Version 7 comments

2.2 brings elite monsters, elite items, and a few new classes, as well as a series of balance changes and bug fixes.

Through v2.2 MAC

Through v2.2 MAC

Jul 31, 2012 Full Version 1 comment

2.2 brings elite monsters, elite items, and a few new classes, as well as a series of balance changes and bug fixes. This is the first mac downloadable...

Through v2.1

Through v2.1

Jun 23, 2012 Full Version 0 comments

Newest version of Through adds altars and ghosts and removes the food clock. Check out the news for a more detailed description of the new features. Head...

Through 2.0

Through 2.0

Apr 29, 2012 Full Version 0 comments

A complete rewrite of the game in a new engine. Totally rebalanced, new abilities, new items, and new monsters. If you liked it before, it's more of what...

Post comment Comments  (0 - 10 of 89)
AlexanPT
AlexanPT Oct 24 2013, 7:39pm says:

I really love this game. :D

+2 votes     reply to comment
kraflab
kraflab Nov 3 2012, 6:14pm says:

Finally got a chance to try this out. I really dig the minimalism. I enjoyed the tactics provided by the different choices of wands and spells.

+2 votes     reply to comment
HeuGamer
HeuGamer Oct 20 2012, 11:18pm says:

Looks real nice.

May I ask which or what 2D toolkit did you use to create this?

+1 vote     reply to comment
porousnapkin Creator
porousnapkin Oct 20 2012, 11:50pm replied:

I used the Unity engine and wrote my own 2D code to display it. I figured if I had time later to clean up my code, I may try and make it open-source, so I wanted all of the code to be open-source or written by me so I could.

+2 votes   reply to comment
HeuGamer
HeuGamer Oct 21 2012, 12:07am replied:

Ahh cool the open source would be nice. I was looking for some 2D toolkits for Unity3D that were free.

I've used RagePixel before, but it was discontinued so I stopped using it.

+1 vote     reply to comment
Pasharet
Pasharet Oct 20 2012, 2:46pm says:

Почему вы используете половину графики из Realm of the Mad God?

+1 vote     reply to comment
porousnapkin Creator
porousnapkin Oct 20 2012, 4:00pm replied:

Sorry, I don't speak the language, but I assume you're asking about the art assets. They're from an open source project by an artist named Oryx. They were also used in Realm of the Mad God.

+2 votes   reply to comment
Pasharet
Pasharet Oct 21 2012, 2:12am replied:

Ok

+1 vote     reply to comment
porousnapkin Creator
porousnapkin Oct 19 2012, 11:23pm says:

Through 2.3 is now up for authorization. Should be available soon!

+2 votes   reply to comment
woross
woross Aug 18 2012, 9:09am says:

Are the sprites by Oryx?

+1 vote     reply to comment
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Icon
Through
Platforms
Windows, Mac, Web
Developed By
porousnapkin
Engine
Unity
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Release Date
Released Nov 11, 2010
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Community Rating

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9.4

24 votes submitted.

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Ratings closed.

Highest Rated (2 agree) 9/10

A very nice looking but simple rougelike.
It just needs more complexity to become an instant classic.

Nov 30 2010, 11:51am by TucoBenedicto

Style
Genre
Roguelike
Theme
Fantasy
Players
Single Player
Project
Indie
Twitter

Latest tweets from @porousnapkin

@icorpo @TynanSylvester Maybe try my earlier game Through T.co It's not as polished, but an earlier take on similar ideas.

3hours 37mins ago

@PawelSwiecki Sorry I'm responding so late! I'll try and get popups to fit on the screen when they're on edges in the next build.

22hours 53mins ago

RT @Lekonish: A nifty little in browser game. Reminds me a lot of the Kings Bounty games: T.co

Nov 8 2014, 5:06pm

RT @MOOMANiBE: @porousnapkin Just wanted to say, this game is SUPER cool :D Just won for the first time, had a blast.

Nov 8 2014, 3:21pm

RT @xtomass: Today's first video is on There is Only Power by @porousnapkin #IndieGaming #Roguelike #Gameplay #strategy T.co

Oct 28 2014, 10:44pm

You can play PC and Mac standalone versions of "There is Only Power" over at IndieDB now: T.co

Oct 26 2014, 12:48am

Someone started an indie studio called Monoplex Games, so I changed my site URL to T.co Play There is Only Power there.

Oct 26 2014, 12:43am

I made a new game called There is Only Power. It's an evil strategy/roguelike. Check it out, tell me what you think: T.co

Oct 22 2014, 10:00pm

Anyone know any good sites focused on freeware games? I want to play more, but I don't know where to start.

Sep 5 2014, 3:31pm

@pgocosmic Very cool! Hadn't heard of CosmicCon! I need to look into this.

Aug 18 2014, 7:30pm

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