World War III is over, the world's infested with mutants and your supplies are running out. Fight your way down this damned hotel, from your penthouse on top to the first floor. Craft weapons, search for food and reach the exit. Otherwise you'll be torn apart, starve to death or maybe both...
User reviews:
Mostly Positive (13 reviews) - 76% of the 13 user reviews in the last 30 days are positive.
Very Positive (441 reviews) - 80% of the 441 user reviews for this game are positive.
Release Date: Oct 6, 2015

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Recent updates View all (6)

September 8

New Skyhill update with super secret ending

Today, the iOS Mobile version of Skyhill has been released that features a new ending to beat. For iPad 4 and iPhone 5 or higher. (Android is planned, too!)

However, you PC, Mac and Linux players should enjoy this super ending, too! Therefore, the STEAM version has received an update with these changes:

  • Additional super secret ending based on a fan idea
  • Cloudsaving
  • Turkish text translation
  • Optimized graphics
  • Optimized performance
  • Redesigned main menu
  • Bugfixes


8 comments Read more


“Anyone looking for a new and engrossing challenge should look no further than the world’s deadliest hotel.”
9/10 – We Got This Covered

“I like that it dares to be simple and that it stands by itself all the way through - both good and evil.”
8/10 – Gamereactor

“Skyhill is a nice little gaming snack for those evenings when you do not feel hectic League of Legends or Call of Duty.”
recommended – Eurogamer

About This Game

World War III was one cruel tragedy, at least for the others. You seemed to have a quite nice time, hidden in your fancy penthouse at the Skyhill Hotel... Till the impact of a bio-weapon blew away the life you once knew.

Now there are mutants everywhere, and they're eager to rip you to shreds with their vicious claws. But they aren't your only problem: Your supplies are running out. You have to leave your luxurious penthouse and search for food. Walking through the skyscraper means going through hell. There is danger around every corner and death is a steady companion. But seriously, how would someone prepare for something like this?
It doesn't matter anymore. Nothing matters but survival. And time is running out.

  • Roguelike RPG gameplay in an apocalyptic survival setting
  • Feels fresh every session – randomly generated maps
  • Gain experience, craft weapons and look for useful objects
  • Face an army of nightmarish creatures
  • Go for the head or land a body shot – but choose wisely
  • Everything you find can be helpful
  • Difficulty levels give you the chance to actually survive this, or try to outlast this hell under the worst conditions
  • Open end – is there still hope? Come and find out!
  • Various special abilities to unlock
  • Turn based combat with a sophisticated risk and reward system
  • Fast travel with the elevator

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows Vista SP2, Windows 7 SP1
    • Processor: 2.2 Ghz Dual Core CPU
    • Memory: 4 GB RAM
    • Graphics: ATI Radeon HD 3400 Series, GeForce 205
    • DirectX: Version 9.0c
    • Storage: 1300 MB available space
    • Sound Card: DirectX 9.0c Compatible Sound Card with Latest Drivers
    • Additional Notes: "Using the Minimum Configuration, we strongly recommend to use minimal settings in order to not experience low frame rates."
    • OS: Windows Vista SP2, Windows 7 SP1, Windows 8 (32/64 bit versions)
    • Processor: 2.6 Ghz Dual Core CPU
    • Memory: 6 GB RAM
    • Graphics: AMD Radeon HD 6570, NVIDIA GeForce 9600 GT or higher
    • DirectX: Version 9.0c
    • Storage: 1300 MB available space
    • Sound Card: DirectX 9.0c Compatible Sound Card with Latest Drivers
    • OS: Lion (10.7)
    • Processor: Intel Dual Core 2.2GHz
    • Memory: 4 GB RAM
    • Graphics: ATI Radeon HD 4670, 300er Nvidia, Intel HD 5200+
    • Storage: 1300 MB available space
    • Sound Card: 16Bit
    • OS: (Yosemite) 10.10
    • Processor: Intel Dual Core 2.5GHz
    • Memory: 4 MB RAM
    • Graphics: Nvidia Gf650, AMD M370x
    • Storage: 1300 MB available space
    • Sound Card: 16Bit
    • OS: Ubuntu 12.04
    • Processor: 2.6 Ghz Dual Core CPU
    • Memory: 6 GB RAM
    • Graphics: ATI Radeon HD 8100 Series, Geforce 205
    • Storage: 1300 MB available space
    • Sound Card: Sound Card with Latest Drivers
    • OS: Ubuntu 14.04
    • Processor: 3.0 Ghz Dual Core CPU
    • Memory: 8 GB RAM
    • Graphics: ATI Radeon HD 7670, NVIDIA GeForce 9600 GT or higher
    • Storage: 1300 MB available space
    • Sound Card: Sound Card with Latest Drivers
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mostly Positive (13 reviews)
Very Positive (441 reviews)
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91 reviews match the filters above ( Mixed)
Most Helpful Reviews  In the past 30 days
4 of 6 people (67%) found this review helpful
Not Recommended
1.2 hrs on record
Posted: October 11
I had to refund SKYHILL because it became very repetitive and gets old over a short amount of time. Around the first 10 floors you face the same enemy then the second 10 floors you finally face another. I think it would help to have a variety of enemies throughout the floors and increase their strength as you go down. Also combat could be more exciting or have choices that really matter. You can click on three different areas of the body but it does not make much of a difference and it does not cause a unique state such as stun/knocked out with a head shot or to disable a limb.
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1 of 2 people (50%) found this review helpful
Not Recommended
1.9 hrs on record
Posted: October 14
Very boring, combat's really limited as is the enemy design. Could have been really cool, story was interesting, ultimately facing the same few enemies with your really limited combat options killed it very frequently.
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2 of 4 people (50%) found this review helpful
2.7 hrs on record
Posted: October 2
Full review here:

  • randomly generated floors
  • voice acting
  • whole bunch of languages to choose from
  • well done graphic and animations
  • main story with side stories
  • multiple endings
  • 4 difficulties
  • achievements
  • trading cards
  • RPG elements

  • a huge difference between “easy” and “normal” difficulty
  • repetitive
  • doesn’t asks you if you want to use a golden key or not
  • no in-game narration
  • just few events (monitors, AI, hangman, messages, trader) for 296 rooms

Score: 57/100

TD Game Club - Trusted game reviews:
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Most Helpful Reviews  Overall
481 of 573 people (84%) found this review helpful
11 people found this review funny
Not Recommended
1.6 hrs on record
Posted: October 6, 2015
EDIT: I have added further comments below.

This game isn't particularly fun or difficult. To clarify:

Yes. It's a roguelike. You start out without any passive or active abilities, and you have to "learn" them as you re-live your life.

I started the game in normal mode, and made it down to floor 59. That's almost half way to the bottom on my first go-around. That's unheard of in most roguelikes.

The battle system and enemies lack any particular flair. Called shots make things interesting, but there's not really a point if there's no advantage in hitting a specific area. Yes, striking a monster in the head will cause more damage than the torso, but why not have a chance to stun or blind? The same goes for limbs: why not a chance to decrease enemy strength or cause accuracy to fall?

Missing the ability to equip your character with any sort of armor was confusing. It definitely made things less interesting when it came to decisions about what I would attempt to upgrade.

Finding food and health objects is not necessarily difficult. The first time I decided to head back to the VIP room was because I wanted to see about crafting a weapon. I didn't even know that you could use the bed to rest and trade food for health. Strangely, sleeping off your injuries isn't really a great deal compared to just exploring a few floors to find some more health items.

The crafting system is more interesting for sure. As you progress in the weapons you can make, things get even easier.

The mechanic of entering a room and clicking on objects became boring and repetative. Coming upon a locked door didn't really make me frustrated, because I knew I was only missing out on the contents of a single room.

Control boxes found on some floors require tampering to ensure that power goes to the floors below. I found this the most interesting aspect because it was the only challenging question I had to deal with: do I want to try fixing this thing? The answer was always "yes", and it felt like 50% of the time I could do it on the first shot. I never attempted to use an item to fix the panel. It seemed like a waste of time.

Item drops are notably sparse aside from basics like food and health. A weapon above a basic killing implement was never dropped during my game. That is to say - I had a few weapons drop, but they were far surpassed by the things I had already created for myself.

No, I did not give this a whole shake. Yes, I only played for about two hours. No, I don't want to continue playing - the game is boring, and I have better things to do with my time.

Oh, a few positives - the voice acting in memoirs left behind seemed to be mildly engaging. Unfortunately, grasping the full scope of the situation was not something I really felt was necessary. Especially since your character doesn't really have a dog in the fight besides "I am in the top floor of a tower. I would like to leave this tower."

The crafting system is interesting. I could see it going far, but armor would be a welcome addition. Further, the ability to create almost anything required with wood, rags and scrap metal is kind of odd.

There's also some flavor text notes left on walls and corpses which seem to hint at a greater story arch.

This game seems like it would be better suited on my phone, and played specifically while taking a long dump. Paying rapt attention to the goings-on are not necessary, and there's not really much of a decision-making process when it comes to playing the game. Will I explore both rooms on this floor? Yes. Will I continue down to the next floor? Yes. Rinse - repeat.

If I were to recommend something to the developers, I would recommend somehow increasing the size of the floors beyond two rooms. Missing out on a room due to a lock is a non-issue. I have no idea what I missed by not entering those rooms, and even after I found keys to go back and find out later, I didn't. Finally, I am not sure if I missed it, but a map would be useful - something to see if I can get back to a locked room.


A note to the dev team: dive deeper guys. This game was on training wheels, and I can tell that you definitely tried. I did not experience a single bug. The art work was great. The animation was smooth. The sound and set design were great. The concept was engaging, and I am a HUGE sucker for rogue-likes. This concept pushed all the right buttons.

Yes, I was disappointed, but that's alright. I want bigger, better, more complicated stuff from you in the future. I want you to succeed. This was a good idea. THIS GAME WAS A GOOD IDEA! I swear to god, if you create an R-rated version of this with more complicated features, I will be back.


This is addressed to Broshan:

Making the game more difficult would have made it more of a challenge, but it wouldn't have changed the fact that traversing floors was more of a chore than it needed to be. A quick way to improve this specific game would be to at least speed everything up - have a keyboard command to just retrieve all items in a room. At least then you can get done with everything immediately instead of going through the chore of clicking on separate room components.

Because of the floor construction, there was no complexity. There are almost no choices to be made in a direction of travel. There isn't even an inventory system - your character has pockets that can hold everything, and there's no need to leave behind some items in order to store or keep others. Again - no choice to be made; just take everything you can click on. You can't save inventory items on the top floor because there's no need to. It would be logical for a game like this given you have a safe room which you can effectively return to at almost any point.

Roguelikes in particular suffer when you lack the ability to make informed decisions. It feels really good when you make the right choice, and are duly rewarded by the game's mechanics. On the contrary, it feels like you are on rails when nothing you do necessarily affects how the game progresses. No one wants to feel like that when playing a roguelike.

Yes, tweaking aspects of the game are necessary pertaining to item drops, but that is a drop in the bucket. The issue I am attempting to indicate is more systemic. This game needs an adult version. One with real choices, massive rewards, and crushing defeats.
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A developer has responded on Mar 22 @ 5:28am
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218 of 265 people (82%) found this review helpful
9 people found this review funny
Not Recommended
2.0 hrs on record
Posted: October 7, 2015
After 10 minutes of gameplay I thought "Hey, this game is good!", I mean, cool concept, nice arts, roguelite, I liked it! Then why I don't like it now? Because 100 minutes later I didn't find anything else.

I'm bored, the gameplay is this: you click down, get to the lower floor, see en enemy, click to kill it, click to loot, click, click, click. You'll click more than you'll think. You can craft, you can find different enemies (not more than 10 different enemies to be honest) but it's just numbers, your better weapon will do some more damage, the stronger enemy will do some more damage.
For a roguelike game this is easy, and straight forward, there are no choices, you go down, kill, loot, craft better weapon, assign your skill point in order to use that weapon and so on, you'll never think "I was good here!" or "Damn, I made a mistake" (well, except for silly mistakes, of course), there's not satisfaction, your failure or success is just a coin flip. And... I'll tel you this: you won't even see the actual coin! I mean, you read the perchentage, click, and you'll just see the damage you inflicted or the "Miss".
That's it.

Gotta say the contents here are well crafted, there is just... not enough content, and what's worse: no depth in the gameplay. And everything is obnoxiously repetitive.
The price is not high, but it still should be 33% to be fair. In that case would i suggest to buy it?
I'd still think it's boring, there are a lot of better games.

In the comment people told me that this is a point and click, so i shouldn't complain if you only have to "click" in the game. Then I'll add this:
Yes, this game mixes point & click and roguelite, I already said why it's a bad roguelike, now:
three things make a Point & Click good.
  1. The narration: dialog and/or story. Here there's none.
  2. The environment: graphics, scenarios, here is always the same.
  3. The challanges: usually enigmas, anyway a Point & Click asks you to think about a solution to something, in order to be happy and satisfied when you find it.
About this last one, probably the most important, as I already pointed out: there's nothing to really think about in this game, no challange, no satisfaction, it's easy and repetitive, so... it lacks of every aspect a point and click needs.
The conclusions are that this isn't just a bad roguelite, it is even a bad point & click.
I'll stick with it!
You click, click, click, then click, click and click again and nothing really new or interesting will happen!
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124 of 166 people (75%) found this review helpful
2 people found this review funny
Not Recommended
0.3 hrs on record
Posted: October 6, 2015
There's just not enough here to recommend this game.

  • You fight monters, but the fights are not interesting. You can choose what part of the monster to attack, but the only difference is damage vs. chance-to-hit, which is not an interesting choice.
  • There is crafting, but it is not interesting. You can combine items that give you health or hunger into items that give you (more) hunger or health. You can create weapons, but the only difference between weapons is the damage. (Also the UI for crafting is extremely lacking)
  • There are simply not enough strategic choices. You either walk down to the next floor, or check out the two rooms on this floor. When you enter a room, either you loot all the stuff it in, or fight an enemy and then loot all the stuff in it. Every floor is the same.

I made it to floor 60 on my first game, and was really bored the entire time, so I let myself die and started over hoping the the first game was just a tutorial. Unfortunately, it's wasn't.

On a more positive note, the art was decent, the voice acting was good, and the programming was well-done (the game is not buggy). Unfortunately it's just not fun. I'd wait until this game is in an indie bundle if you want to give it a shot.
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32 of 34 people (94%) found this review helpful
2 people found this review funny
12.6 hrs on record
Posted: June 21
SKYHILL is a turn-based, rogue-like where imminent hunger and the lingering smell of death surrounds you. Can you survive and reach salvation?

Game Overview

SKYHILL is a point and click, turn-based, rogue-like RPG that is set on a post-apocalyptic theme inside a hundred floor hotel full of mutants and dead residents.

The main game play centers on the main character's quest to descend from the building in order to survive and avoid dying of hunger or being killed by the prowling mutated beings. Starting with the active and passive perks selection, you take refuge on the highest floor with a work space for you to upgrade your facilities or craft weapons, food, medicine, etc. and a bedroom for you to regain health in exchange for losing energy. Upgrading your facilities will result in further improvement or additional item recipes for crafting.

Every floor, there are three sections that you can venture. The center "stairs section" where you can descend from floor to floor showcases the elevator (busted or not) which you can use once you get the VIP Key card, as well as vending machines that sell random items depending on its type (food, medicine, materials) in exchange for a coin.

The other rooms on the left and right directions are open most of the time but they can be locked and will be available only if you have a key, though there are no indications that a room is locked and the key will be used the instant you click on it. These rooms has different kinds of events that can either be of benefit to you or bring harm or even lead to your death.

Encounters with the game's mutants are also an inevitable part of the game. Each of them have different attack patterns, power and health, but it all boils down to whether you could take them down before they kill you.

Your character can equip two weapons (bare hands if you don't have anything) and every one of them has an attribute that can give damage bonuses depending on how high your stats are. Initially, you start with five (5) points for each attribute (strength, speed, dexterity, accuracy) which you can improve any of them once you level-up (point distribution might vary depending on what perk is on play).

Of course, as you progress to the lower parts of the building, you'll face deadlier mutants that block your way into salvation. And should you ever accomplish that feat and descend safely, is it really salvation that awaits you?

The Pros

  • Detailed Crafting System - It might look a like plain and simple collect and create crafting system but as you go over the course and discover the scarcity of materials from your surroundings, the crafting system of the game adapts very well to the situation. Want to make a juice? Just pick any two fruits that are not spoiled and you're good to go. Want alternative options to a weapon you're planning to make that matches your attribute build? The game has plenty of weapons to craft as well as alternative recipes to adjust on your item availability.

  • High Replay Value - Most of the people who will play the game will most likely fail at some point and could lead to a start of a new game (which is basically what a rogue-like is), but of course, you will be unlocking perks that might help you on the next session or the information that you got on your earlier one might help on the next. Those factors, including the many secrets, events, achievements, and plot-twists the game has to offer, one will definitely playthrough the game again and again.

  • Atmospheric Audio - The showcases atmospheric soundtracks, on-point sound effects and voice-overs throughout the game. The best part of the audio that is very memorable to me is when you unlock and use the "Retro Cinema" passive perk. Not only that it turns the the whole game into a black and white fashion, it also turns the audio into an old-school retro-esque finish which is a pleasant surprise to experience.

The Cons

  • Mostly RNG-Based - The probability of a mutant encounter, the items you will get from each room and each event that might happen in it, your character's chance to hit the enemy. All of these are just some of the game's mechanics that rely on luck which is rooted from its random number generator (RNG). Do not get me wrong, it isn't bad to have randomness in a game especially in a rogue-like which relies heavily on that factor. However, excessive addition of it could kill the game play as it might seem that you're not accomplishing the game through your own skills and you're just relying on the chances, which is how I felt during my playthroughs.

  • Repetitive Gameplay - While the game has many ways that could immerse the player on its gameplay that leads to its high replay-ability (either through the game's backstory and plot twist or through seeking the game's secrets and unlocking different achievements), it is still a fact that these mechanics and features are subject to "rinse and repeat". Unless there is something that is rewarding for the player to push further and play more, the repetitiveness of the game will result in the loss of interest after hours of gameplay.

The Verdict

While it might not be everyone's cup of tea, it certainly is a fun and challenging game that is a keeper for the fans of the genre. If you, however are thinking twice into buying a copy, getting it for a discount is a real bargain and a must-try.

If you like to see more recommended games that is worth the value you are paying, please visit my other reviews, or follow our curator group at Good Games Giveaways & Reviews.
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55 of 79 people (70%) found this review helpful
1 person found this review funny
Not Recommended
13.3 hrs on record
Posted: April 11
You go through rooms and floors find scraps, food and monsters, upgrade your VIP hotel room and customize your weapons. Stay alive and don't die of hunger. Once the game mechanics are clear, the challenge says goodbye and boredom says hello. Best played in short doses, but would I recommend it to my Steam friends? - No, I would not. Unlocked all achievements!
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29 of 36 people (81%) found this review helpful
Not Recommended
12.2 hrs on record
Posted: October 12, 2015
Absolutely needs more content. What's here is fine, but there are no choices to be made, no strategy to employ. In one playthrough you'll have the 'correct' playstyle down rote, because it's so simple. Click, eat, click, craft, click eat....

It feels like the funadmentals for a pretty good game. But it's not there yet.
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33 of 44 people (75%) found this review helpful
1.7 hrs on record
Posted: October 11, 2015
The game, as it stands, is very simplistic. You go down, you check to your left, you check to your right.
Sometimes theres a monster, sometimes theres not. You might get lucky.

However, after about 2 or 3 times down, it gets to be pretty boring after that, and has about no replayablity,
as you do exactly the same thing over and over again.

Dont get me wrong, the game is well polished with very few bugs and a decent storyline through the
pages and voice logs, but all in all, its not worth the 14.99$ Price tag they have on it. Concidering that
I have beat it well within one hour of playtime.

The game is good, but the price is not. Now if it were a 4.99$, it would be totally fine.
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Recently Posted
Ameno [LT]
0.3 hrs
Posted: October 28
Really poor atempt at a roguelike.
Enemy's are not interesting, combat is lame.
Games dificulty is purposely made so hard that you will die on first few enemy's and restart the game. That's just bad game design.
Helpful? Yes No Funny
9.4 hrs
Posted: September 22
Helpful? Yes No Funny
0.8 hrs
Posted: August 7
A pretty cool rogue like hotel adventure with turn based fights and crafting. It is pretty simple but not basic. I like it !
Helpful? Yes No Funny
RobHamburger WYSIWYG
17.4 hrs
Posted: July 30
A fine indie rogue-like indeed. Fun and addictive -- did several runthroughs to unlock all the perks and discover all the endings... if I wanted to push for the harder difficulty levels or try all the perk combinations the game offers that for replayablity as well. Game revolves around risk and resource managment, and I often got that "one more turn" feeling while playing it. The atmosphere is adequately creepy and a bit gory, but also delivers on the psychological aspects of fear and horror as you try to figure out what is happening, and how many layers of answers there are to that question... Truly enjoyed this title, Recommended.
Helpful? Yes No Funny
Apollo Reviews
1.4 hrs
Posted: July 3
Skyhill is a wonderfully addictive rouge like with a heavy focus on inventory management and using percent chance to destroy your enemies. Come check out what the Apollo team thought of SKYHILL by clicking the youtube link below!
Helpful? Yes No Funny
17.8 hrs
Posted: June 29
It's an interesting survival RPG where you start from the top (in Skyhill's case, the 100th floor penthouse suite of the hotel) and make your way to the bottom. What stands between you and the goal - escaping the hotel in the aftermath of World War III - are the mutants who also inhabit the hotel you are stuck in.

It should be noted that much of the lore in the game comes from the various documents and audio tapes you find in the hotel. Aside from the opening and the three ending cinematics, there are no story cutscenes to speak of.

Nearly all of your exploration is dicated by your hunger meter, with every room explored taking away a hunger point, and traveling between floors via elevator taking away 2 points. You can also use the hunger meter to replenish health at the penthouse suite, which doubles as your base of operations to craft weapons, items, and food you find throughout the hotel. Upgrading the penthouse suite, in turn, leads to better stuff being made and aiding in your quest to get out of the hotel alive.

Combat is a turn-based affair, though you do have the option of targeting certain sections of a monster's body (on a separate screen) to determine how much damage you'll do. For example, there may be a small chance that targeting a monster's head will do higher damage but also a greater chance to miss, whereas targeting the torso will do small damage but a greater chance that a hit will land. Experience from defeating the monsters (or the occasional random event) allows you to upgrade your stats so you can deal more damage, increase the chances of landing extra/critical hits, and dodging enemy attacks.

Make no mistake, this game is hard, even on normal mode. You are going to die a lot in this game. You'll unlock perks and abilities depending on how far down you've made it in the hotel, which can be used to mitigate the game's difficulty in subsequent playthroughs. Despite the presence and choice of difficulty levels, the only difference I've found is the amount of health the monsters have. RNG appears to be a bigger factor in terms of events happening/items found/monsters encountered and sometimes RNGesus just has a bad day, leading to a cheap death.

The game proved to be strangely addicting to me, even when there were times I found the nature of exploring/scavenging every single floor very repetitive (especially on subsequent playthroughs) and the randomness of the game to be unfair. If you're on the fence, give the demo a try - the demo was what sold me on the game, and I feel it gives a good feel for what the full game is like.
Helpful? Yes No Funny
3.7 hrs
Posted: June 29
Simple idea and a very good implementation.
Really addicting gameplay.
This game has lots of different aspects like items crafting and experience points distribution.
I always choose Crit-damage chance increasing :-P

And I really enjoy the in-game music it totally fits the atmosphere!
Helpful? Yes No Funny