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 (286) - 86% of the 286 user reviews for this game are positive.
Release Date:
Mar 31, 2015
Developer:
Publisher:

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Early Access Game

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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 (103)

December 19, 2017

Alpha23 hotfix4

  • Fixed an issue that caused solitary villains like dragons to never raid.
  • Fixed an issue with calculating area of influence on the world map that made some sites inaccessible.
  • Increased minion sleep time to 200 turns so that succubi can take their time.
13 comments Read more

December 17, 2017

Prisoner system discussion

One of the big things that KeeperRL is still missing is a good system of capturing and exploiting prisoners. I'm committed to fixing that in the coming patch, although I don't have a very clear vision yet. I'll lay out what I've come up with so far, and I hope to get some feedback from you.

At the moment prisoners can only be captured inside your own dungeon, and the rules of how it's done are hidden, so the system is unclear and random for the player. The main goal is to make the requirements explicit, so it's clear what you need to do to capture a prisoner.



The main approach that I'm looking at is using the immigration UI. In the example screenshot above the player can schedule capturing of prisoners, provided that the prison is big enough. Once the orders are placed, minions will try to capture prisoners at the nearest opportunity, for example when raiding a village.

The disadvantage of this system is that if the player forgets to place the order before a battle, they will lose the opportunity to capture anyone. It's also unclear how captured prisoners should travel back to your dungeon. Should they join the raiding team and return with them? What if you want to continue raiding, are you going to drag the prisoners with you to the next battle? They could also return by themselves, but it wouldn't be realistic - they could easily escape.



A much simpler idea is to implement prisoners as regular immigrants. The two requirements would be building a prison and capturing a village. The remaining civilians in the village would, at the press of a button, turn into prisoners and come to your dungeon.

Just like above, having prisoners travel alone would be unrealistic. The idea also seems too automated and lacking any challenge. The system also doesn't easily accommodate capturing non-civilians. One major advantage is that it's very easy to explain to and to use by the player.

There are some vague ideas of gamifying capturing a bit more, so that it requires more effort or strategy from the player than just killing enemies. A special "slave master" minion could be the only one capable of taking prisoners or there could be a special weapon, like a throwing net, or a trap. But I'm afraid of making the system unwieldy and requiring too much micromanagement.

Once prisoners are captured, we need to decide what to do with them. The current options are execution, which aggravates enemies, torture, which produces mana, or having them supplement your imp force. Every captured creature turns into a generic prisoner minion, and they are all identical.

There are a few ways to make things more interesting. One is letting prisoners retain their identity, making some more useful at certain tasks than others. Or even letting them join your armed forces. I think enemies should also try to break in and free prisoners.

I was also thinking about making prisoners more essential for progression by limiting the capabilities of imps. For example after some length of digging the rock could become harder and only possible to mine by prisoners. Same thing could be done to some or all minerals. Acquiring a large number of prisoners would thus be critical to have a successful dungeon.

All of the above are just ideas floating in my head or being partly implemented. I'll do a lot of playtesting before I settle on a solution, and I also expect that things will need to be refined in later patches. Hopefully I can come up with a system that will add a lot of meat to the game. Meanwhile, I'm eager to hear your thoughts!
33 comments Read more
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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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