Ambitious dungeon simulator with roguelike and RPG elements. Take the role of an evil wizard and study the methods of black magic. Equip your minions and explore the world, murder innocent villagers and burn their homes. Build your dungeon, lay traps and prepare for an assault of angry heroes.
All Reviews:
Very Positive (289) - 86% of the 289 user reviews for this game are positive.
Release Date:
Mar 31, 2015
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Making the game available since its early stages has been vital to its development. Feedback received from players was priceless. Now I feel that KeeperRL is ready to be shown to a wider audience.”

Approximately how long will this game be in Early Access?

“For at least one year, maybe more.”

How is the full version planned to differ from the Early Access version?

“The full version will be more stable and polished, and more complete in every aspect. Maps will be larger, monsters more intelligent, and loot more plentiful.

Individual games will last much longer.”

What is the current state of the Early Access version?

“It's very playable, and stable enough to work for most players. A single game will give you up to two hours of fun. And you won't win on your first try :)

There are still some bugs though, and the game is incomplete in many ways.”

Will the game be priced differently during and after Early Access?

“The price will stay the same.”

How are you planning on involving the Community in your development process?

“I've already involved the community by taking feature requests and openly discussing the game's design.”
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Recent updates View all (105)

February 9

Changes in mining

This blog post will be devoted to a number of changes that I made to mining, minerals, and map generation.

The main theme is that the geology tech will be removed, and all minerals are going to be placed on the map during its generation. Their locations will be uncovered immediately, which is how things used to be in earlier versions of KeeperRL.

The geology tech was originally implemented to slow down the player's growth, but it wasn't a great solution, and some players suggested replacing it with exploration and other challenges. Working towards that, I added a few enemies that are generated next to patches of minerals and will attack if you try to mine them. This does the job of slowing down growth and adding challenge, although for future updates, I'll keep on researching ways to make maps more interesting and varied.





Another change that the screenshots reveal is that the steel resource will be renamed to adamantium, and will be mined instead of produced in furnaces. I felt that the extra production step was unnecessary and wasn't adding much in terms of gameplay. Placing the adamantium ores on the map also gives me the possibility to have them guarded by adamantine golems, which are of late-game difficulty level.

With the upcoming changes to the prisoner system, players have the option to supplement their imps with a large number of prisoners. To make capturing them worthwhile, I added a new type of rock that takes longer to mine. The harder rock starts about 20 tiles into the mountain, and will stand in your way to the ores and to building a bigger dungeon. There are more possibilities for different rock types, such as one that's completely undiggable, and that will also be part of my research on more interesting maps that I mentioned earlier.

Finally, after implementing the above changes, it became very obvious that imp AI needs improvement, as the little creatures get in eachother's way a lot when mining. One of the problems was that multiple imps would try to occupy the same tile in order to mine the minerals around it. As a principle KeeperRL doesn't allow many creatures on a single tile, so the imps would either switch their positions at a very fast rate, or one imp would stand and wait needlessly, even though other mineral tiles were freely accessible nearby.

The solution was to assign an empty, neighboring tile to each mineral tile. An imp is then ordered to occupy the matched tile before it starts mining. Of course no empty tile can be assigned to two different mineral tiles, which makes this task identical to the maximum matching problem. The assignment needs to be updated dynamically, as mining tasks get created and are finished continuously. Luckily, a reasonably fast algorithm is easy to implement, and from now on the imps will use it when trying to mine. There are still some nuances that need to be solved, but a nice improvement in imp intelligence should be noticable.

In the following animation you can observe how the empty tile assignment changes when a new mining task is created.

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January 19

New year, new sweet gameplay features!

I began the new year with some cool gameplay improvements in KeeperRL that I'd love to share with you :) . In the previous dev update I talked about various ideas on how to overhaul prisoner capturing mechanics, so I'll start with that. I want to give credit to the community for overflowing me with suggestions, it helped a lot!

I wanted to come up with something relatively simple, while giving the player plenty of control, and forcing them to take some trade-offs.

The first step to capturing a prisoner is tagging the selected creature. You can do that in both the turn-based and the real-time modes. This gives your enemy extra damage resistance, and a separate hit-point bar dedicated just to capturing. This way you can't cheat by severely wounding them first and only then ordering their capture.

When a tagged creature loses all their hit-points, they get knocked out instead of dying. They also won't lose any of their limbs. A critical feature is that you can always swap position with a knocked out enemy, so they don't block anyone's movement.



Knocked out creatures are given a timer, and when it runs out, they die. But before that happens, they show up in your immigrant list where you can enslave them, provided that you have built a prison. When you do that, they get up and walk into your dungeon. And now you have a prisoner!

Prisoners retain their identities after being captured, so you can use them in various ways, depending on their skills. Of course every prisoner gets a basic mining skill, because that's mainly what prisoners are for. :) Torturing will have a chance of converting them to your side, which lets them join your armed forces. But it will sometimes kill them instead.

There are still a lot of side features needed to be implemented around prisoners, but the core of idea is here at it works well, which I'm very happy about.



Every once in a while I got reports about players locking off separate mini-dungeons for chosen minions, and that it doesn't work due to bad AI, which insists on going to the locked-off parts. I fixed the AI issue, but decided that this strategy requires a dedicated feature in the game.

You can now designate living quarters for chosen minions, and they will try to perform their activities within that area, and other minions will try to stay out. Although if some piece of furniture is not available in their area, then they will break that restriction.




I've made many other small improvements in the last month. I added hand torches, which you can use to light up the area around you when travelling in darkness. The other use is of course... throwing them to set things on fire :D . Which, by the way, also emits light so it's more fun to watch now. :)

In the first gif you may have noticed the new UI for interacting with creatures in the turn-based mode. It should greatly improve the experience when playing using the mouse, and even perhaps let you discover interactions that you weren't aware of before.



I'm also working on improving the base map generation algorithm to make dungeon building more interesting, but I'll talk more about it in future updates.
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About This Game

KeeperRL is an ambitious dungeon simulator with roguelike and RPG elements. Take the role of an evil wizard and study the methods of black magic. Equip your minions and explore the world, murder innocent villagers and burn their homes. Build your dungeon, lay traps and prepare for an assault of angry heroes.

When you control your minions the game changes into a classic roguelike, with turn-based and very tactical combat. You can also play as an adventurer and assault dungeons made by you or other players.

Dungeon management

You will dig deep into the mountain and build dozens of rooms, corridors and traps. Your minions will train and produce weapons and armor. Prisoners will be tortured. You will research new technologies like alchemy, beast mutation and sorcery.

Roguelike mechanics

The world is simulated on a very detailed level. Creatures use equipment and consumable items. There are dozens of special items, spells, attributes and special attacks. You can cut off heads and limbs and blind or poison your enemies. If you're not careful with fire, you can burn an entire forest or even your own dungeon.

Large, procedurally generated maps

In your neighborhood you'll find castles, villages, other dungeons and special locations. Slay heroes, dragons and witches for their loot. Every game you play will be different.

Online map sharing

Download dungeons made by other players and explore them as an adventurer.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: XP
    • Processor: 1GHz
    • Memory: 1 GB RAM
    • Storage: 500 MB available space
    Recommended:
    • OS: Windows 7
    • Processor: Intel Dual-Core
    • Memory: 1 GB RAM
    • Storage: 500 MB available space
    Minimum:
    • OS: 10.7 Lion
    • Processor: 1GHz
    • Memory: 1 GB RAM
    • Storage: 500 MB available space
    Recommended:
    • OS: 10.7 Lion
    • Processor: Intel Dual-Core
    • Memory: 1 GB RAM
    • Storage: 500 MB available space
    Minimum:
    • OS: Ubuntu
    • Processor: 1GHz
    • Memory: 1 GB RAM
    • Storage: 500 MB available space
    Recommended:
    • OS: Ubuntu
    • Processor: Intel Dual-Core
    • Memory: 1 GB RAM
    • Storage: 500 MB available space

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