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.
User reviews:
Overall:
Very Positive (237 reviews) - 87% of the 237 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 (83)

April 15

Improvements under the hood

Many changes have happened in KeeperRL land in the last few weeks. Most of them were in the game's internals, so they may not be very interesting to you, but they are important for development. I treat KeeperRL as a very long term project, so I spend a lot of time trying to improve its internal architecture. Badly written code, much like a messy bedroom, decreases your morale, and causes you to trip over things as you're trying to reach your goal. Not to mention bugs!

In this spirit I spent a whole week switching to a new serialization library, which is the backbone of the saving and loading system. The new one, Cereal is more modern than Boost serialization, and easier to use on multiple platforms. As it turned out, it also decreased saving and loading times about two to three times, and reduced save file size almost twice!

This encouraged me to do some cleaning and remove a few obsolete classes from the code. Traps, torches, and portals are now regular Furniture, much like all other static things on the map. This was an opportunity to rework portals a little bit, to make them more useful. From now on they will be constructed by imps, and will not time out. You will use them actively, just like stairs. I think that in such form they will be a great addition to the dungeon. Unfortunately, teaching the AI to use them for pathfinfing is a much bigger deal, so for now they are there only to the advantage of players. But I will revisit this problem later, because having the AI use portals, and be smart about it, would be really, really fun.



As another gameplay change, I deflated the quantities of all resources in the game, except mana. Everything now costs five times less wood, gold, iron, and so on, and you also receive less of everything. The only real effect is on the size of stockpiles that are generated, because every unit of resource in KeeperRL, except mana, exists in the game as an individual item. This used to inflate save file size quite a bit.

Going back to technical stuff, I noticed that switching off Vertical Sync in the window configuration, which ties the game's framerate to the refresh rate the monitor, fixes some severe frame dropping that I experience on the development build of the game. I'm not sure if this has much effect in the real world, but I added the option to switch off V-Sync in the game's settings. I'm also contemplating just switching it off by default. I need to research how other games approach this issue.

Last, but not least, I had some time to work on the tutorial. It's going to take the form of very small, detailed tasks for the player to perform as they build their dungeon. As KeeperRL is fairly complex, there will be a large number of these steps, so it's going to take longer to finish than I expected initially. This is what the tutorial will look like. In addition to giving you instructions, the game also highlights the relevant UI elements for the current task.


16 comments Read more

March 26

Plans for Alpha22

It's been a while since I last wrote on the blog, and let's be frank, regular updates are not my strongest point :P . But that doesn't mean that I'm not busy working on your favorite game!

Let's start with a short summary of the Alpha21 release. I received a lot of positive comments about the immigration mechanic, which surprised me quite a bit. I thought that it was less important than the free furniture placement in Alpha20, but maybe I underestimated how much the random immigrants were getting on people's nerves :) . In any case, I'm very happy about the feature. Alpha21 was also important because I fixed a few long standing bugs and compatibility issues, and it's also the first version where FPS stays at decent values throughout the game.

Working on technical stuff has taken a LOT of my time and energy in the last two years, and it feels really good to have most of it done, especially that it's not really something that I enjoy. There are still things that I would like to fix, like a better saving framework and rendering improvements, for example, but they're mostly optional and don't stand that much in the way of a 1.0 release.

After releasing Alpha21 I spent a couple of weeks taking things slow, and planning out the next update. Meanwhile, there has been a great initiative by SoftMonster aka Keeperman to gather player requests for new content on the Wiki. Many of the ideas are very good, and I decided to implement a bunch of them in Alpha22. Here is a list of the ones that I picked, if you are curious. I mostly chose things that are easy to implement and don't modify the gameplay significantly, in other words I went for  the 'low hanging fruit'. But I'll keep looking at the request page in the future, so if you have anything on your mind, please add it!

Besides new content, the new update will feature a tutorial and key mapping customization. The tutorial will be full blown with a dedicated non-random map, and will teach all the basics of the game from controls to gameplay. The main goal is to keep players from leaving the game within the first hour, which happens a LOT now. I also do that often when I play other games, and I think that a good tutorial can be a tremendous help to keep the player's interest. I'm also curious if any veteran players discover anything new.

I've already started working on the tutorial and it's going really well. I'll post some screenshots soon. (I'm not sure though if this is a very interesting topic for players who already know the game :P ). The next blog update will coincide with the 2nd anniversary of KeeperRL's Steam launch, so I'll try to write a bit about my thoughts and experience with Steam EA.

A few weeks ago I discovered the chat feature on Steam, and that I can create chat events, and invite players. We already did one, and today at 7pm UTC is another one! To enter you need to the Steam client installed, although you don't need to own the KeeperRL on Steam.

14 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
Customer reviews Learn More
Overall:
Very Positive (237 reviews)
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