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Caasi’s Odyssey is the next generation rogue-adventure with unique gameplay mechanics such as a physics based damage system. In this adventure you’ll start in the darkest and deepest level of a randomly generated dungeon. Use your heroic gamer skills to survive and climb all the way up to reach the surface. You'll need courage for this one, well, not really. But get ready to laugh as you'll have to fight crazy monsters with lots of fun and crazy items! Find all the goodies you can, they'll help you on your way up… for the most part. With only one life this game is surely a challenge, walk carefully through the dungeon and survive the madness!

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Introducing and explaining the "Physics Based Damage System"! There are no classical damage calculations in this game. Everything depends on physics!

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Hello my friend, stay a while and listen!

In this news I talk about one of the most important features of Caasis Odyssey: It's the physics based damage system!

Imagine the damage system in most of the games out there: you attack your enemy and then the game does complex calculations in which it determines if you did damage and how much.
In my game you don't need to care about complex character stats to inflict damage to your enemies because in this game the damage you could do depends on the physical environment!

Here are some examples what you can do with physics:


You could squash a slime monster by pressing it against a stone...


You could shoot off single body parts from enemies...


You could use body parts of the enemy as a temporary shield...


You could play around with the tail of the defeated enemy...


You could try to catch lights with the body of the enemy...

and much more!

The player has just a base damage level like in this window:


But DMG = 1 doesn't mean that you do 1 damage to your enemy! It's more a value to imagine how strong you character generally is. The body types of your shots are also important as well as the enchantments of you fingers [ read more about the finger enchantment system! ].

This damage value reduces the "hull resistance" of the enemy who is currently attacked. If it's below a specific number (different for each enemy / physical body), then the body brakes into his parts which are still physical parts of the game.

It's like real life! :D

No joke... you can imagine to squash an ant with your finger in the real world because you are strong enough. It's exactly like this in Caasis Odyssey!

You can defeat bigger enemies easier with bigger shots...
You can push a heavy stone if you are strong enough...
you can squash an enemy against a stone if you are heavy enough...

It's the old game of our nature ;)

I bet you want to see it in action, right?
Of course I made a video for you. Have fun!

Isn't that nice?

Be sure to track the game to be always up to date!
In the next news I will introduce the player individualisation system and maybe item synergies! So track the game, be prepared and buy popcorn! Or what ever you like :)

Have a nice day.

There will be a playable demo soon!


this is amazing :D

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sqrMin1 Author

Thank you sir!

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That's really nice!

Can't wait for the demo.

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sqrMin1 Author


I work hard on important game mechanics for the demo release:

1. Character individualisation
2. A first boss fight

I will also add a visual debbuging panel so you all can take a look "behind the scenes" (showing dynamic, static, kinematic objects, polygons, joints, collisions and so on). The demo will be a nice playground to play around with the physics and the shadow and light system. And of course you should feel the gameflow.

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