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In brief, this game is a Hardcore Roguelike in first person with a voxel graphics. And whats important – one third of the game is already done which is of course a good news. Another good news is that the game has a bunch of unique features:

Random generation of levels, rooms, objects and everything else.
Voxel graphics and the dark dungeon atmosphere.
Several branches of character «leveling up».
Unique combat system.
Crossbows in each hand – cool!
A lot of enemies and items.
Deadly traps - watch your steps!
Character damage systems: burns, bleedings, fractures – you're in trouble!
Many hidden secrets.
Barter system - in a dark damp dungeon nobody needs your shiny coins.
HardCore.
Mushrooms!

Now, when we are out of good news, we can talk about everything else.

Random level generation is not optimized yet, but we have a plan to speed up its loading time and improve it. On the other hand it looks natural and we were able to avoid unnecessary empty corridors meaning that rooms are connected realistically.

Though the game has a voxel graphics with this its "voxel special" characteristics end, there is no destructions and minimalism which are typical to this style, moreover it does not affect the optimization of the game in a good way, but rather on the contrary, as the engine and render method chosen by us due to inexperience negatively affected optimization. Nevertheless it turned out unusual or ,at least, it works.

Many of the character's skills may be unbalanced and we plan to increase the number of «levels up» to approximately 15. But at least tried to make abilities different, and even all passive skills have distinguishable effects.

The battle system is really unique. Each attack should be accurate and charged but we're not sure how good this decision actually is.

Of course you can hold crossbows in each hand but it will not work with the melee weapons. Although in this case it will be possible to choose between shield, two-handed weapon or, for example, sword and wand.

There is enough enemies and objects to fill the existing 3 floors, but in the future we will plan to increase the number by 4 times.

There is not a lot of types of traps, but they can be deactivated, so that they won’t brake your bones.

We think that the system of character damage added some hardcore to the game, in some places maybe even too much, however, this is yet to be balanced.

Number of secrets, honestly is not that big, but maybe you just didn’t search carefully enough.

Barter system also seemed appropriate in the realities of survival in a dungeon, there aren’t many problems, except, maybe, high prices.

Hardcore is a subjective matter, we think that the game is quite hard, but maybe you are that good that you will not find it challenging - good luck.

Be careful – mushrooms nearby!

We spend one and half year making this and our budget only consisted of teabags. We worked on this in training purposes and because we enjoyed the process. But know we're tired and planning to stop at this point.

But we still have many things to add:
1) Saves
2) Improved gameplay balance
3) Optimization
4) Map
5) Contents:
- 2 other types of floors (not only castle basement)
- 6 floors
- About 120 rooms
- About 20 enemies
- 2 bosses
- 15 character levels
- More items
6) More game difficulties

In addition:
1) Quests
2) Achievements that allow you to unlock new content
3) Random bosses
4) Some kind of a story
5) Advanced level generation system with better logical structure
6) More appropriate and high-quality music

If you think that project has a future, and want more, visit our steam concept page and let us now what you think.

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rooMaze alpha 0.1

rooMaze alpha 0.1

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First rooMaze alpha 0.1, with completed 3 levels that you can try.

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rooMaze
Platforms
Windows
Creator
RenardOn
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Style
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Roguelike
Theme
Medieval
Players
Single Player
Project
Indie
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