Join our human adventurer on an adventure! Is this adventurer even a hero? Is he even actually an adventurer? Who cares? Not the Crafting Goddess Joann, apparently! All she wants is a slave to make things for her in this satirical roguelike about crafting.
User reviews:
Mixed (13 reviews) - 69% of the 13 user reviews for this game are positive.
Release Date: Sep 7, 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?

“This game is a product of research in creating a tedious game that's simultaneously fun and engrossing. Features are constantly being added and removed, and in the process bugs are always finding a way into the game. These bugs need to be caught, and these features need to be balanced. Early Access provides a way to distribute an incomplete or broken game to an audience that expects as much, so that a more complete and stable game may rise out of the process in due time.”

Approximately how long will this game be in Early Access?

“Your feedback is cherished, and until it's a game that I know people are largely satisfied with and isn't as broken as a 1967 Ford Mustang that's in a junk heap, I won't consider this game to be "complete." Also, as is typical for the genre, rogue games are practically never completed, so I don't want to sell it or label it as such right now.”

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

“Depending on user feedback, the game will be more balanced and accessible while still maintaining its challenge and charm. There's already been big gameplay changes made since launch and I hope to keep that up until the product is something that people don't mind paying full price for.”

What is the current state of the Early Access version?

“The game is fully playable, and probably features a bug here or there. And by probably I mean 99% chance. Some bugs can result in the application crash.”

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

“It's still on the table whether or not the pricing will increase after Early Access. What's for certain is the game will never exceed the price of a cheap dinner date at Applebees.”

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

“Forum discussions will be the place to be to discuss new ideas users will want to see in the game, as well as bug reporting if you don't feel like filling out reports on Github. User feedback will be the direct source for what I immediately fix and rebalance in the game.”
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Recent updates View all (19)

January 3

I See Dead People

Hello again! Been quite some time since the last update, so I thought I'd try and throw down something new and special to celebrate the end of 2016.

With the forthcoming update, the Daily Dungeon Server has been completely rewritten. So let's go over what this means for the gameplay.

Now when you venture into the daily dungeon, you'll see ghosts of all other players currently connected to the dungeon on your floor. This is purely cosmetic, but it provides a nice level of interactivity to remove the feeling of loneliness. I want players to feel connected and capable of helping each other out, so ghosting is just the start of enhanced multiplayer features that'll be added into the game.

File Uploading
To help expand on the idea of players playing together, there's a new "Network Drive" tab on the file browser. This allows you to see any file that another user has uploaded to the Daily Dungeon server for others to adventure through. The server keeps track of the filename, filesize, and who uploaded it (by their steam name or tombstone alias).

Files don't actually get uploaded, only their metadata that's used for generating dungeons. This makes uploading dungeons and downloading them incredibly fast, clocking in at an average of less than 5kb responses.

Files uploaded by players will expire at midnight when a new daily dungeon is created, no more than 48hr after upload. This will prevent the drive from getting too cluttered.

Deploying your own server
The server code is available on github and is pretty easy to run. Just get the python dependencies through pip, and execute

By default the http port will be 8080, and tcp port 8081. You can edit the python file to change these values.

If you want other people to connect, the address and port mappings are configurable in the network tab of the Settings Pane.

General Bugfixes
I've gone through and hunted down some bugs too while I was at it. Boss fights should be a lot more stable now, and Braving should actually work.

In case you haven't been following the tumblr where I discuss future plans, gameplay ideas, and general business with the game, I've been putting a lot of stuff under a github organization. On there you can grab the source code of the game from before I started integrating with Steam. You can also find the new domain for the official website, the Server code, and the new location for the issue tracker.

Future Plans
The new planned update for StoryMode will not be content oriented, but instead will be Content Manager oriented. I'm starting to run out of ideas for content and features, which means I'm finally reaching that point where I can feel safe about wrapping up early access and going full launch (of course after some more bugs are ironed out).

As such, I feel it's best for me to start leaving some more things to the community. On github you can see the start of me learning React and building up an Electron application. Once this application is done, modding the assets of StoryMode will be a breeze and less error-prone than editing the files directly. I'm hoping this becomes as much a tool valuable for you as it will be for me!

Last Note
I'd also like to mention I'll be walking around at MAGFest this weekend (Jan 5-8th). I won't be presenting in the MIVS, as I chose not to apply this year because I have other obligations that'd prevent me from manning the booth the whole time. However, if you see me or get a hold of one of my business cards, contact me on twitter and I'll send you a free key, my treat!

The patch and public server updates will both be pushed before the first day of MAGFest. Have fun, and be safe and considerate!

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September 9, 2016

A Year In Review

It’s crazy thinking about just how much has changed in the past year alone thanks to Steam Early Access.  Some stuff had already changed thanks to the push for Steam Greenlight compared to what the game was when it was exclusively distributed on Desura.

Let’s summarize all the big changes from each update

  • Items rebalanced so they can be found in any file type
  • You may now encounter miniature and jumbo versions of enemies
  • More quest types were added
  • Character creation and customization with stat point allocation and class based special abilities is now a thing
  • All drops are now identified with icons
  • HP and Spells regenerate over time
  • Floor minimaps have been added to show what you’ve discovered
  • Torches are placed randomly to light up rooms
  • Pacifist approach added to allow you to defeat enemies by trading items with them
  • Added resource harvesting with minigames, so you can get items without fighting enemies
  • Party system allows you to recruit a team to adventure dungeons with (befriending enemies with trading adds them to your party)
  • Boss fights completely redesigned to take advantage of the party system (it’s now more like traditional JRPGs)
  • Daily dungeon now tracks deaths of everyone who plays them and puts down identifying tombstones
  • Redesigned settings menu that’s better organized and adds plenty more configurable features.
  • Changed all the dungeoning music to be more neutral and jrpg-ish to appeal to a wider audience.
  • CRT shader exists for those who want a more old-school appearance
  • Main menu completely redesigned and reorganized into a series of functional planets
  • Blacksmith exists to permanently improve your equipment
  • Persistent parties exist to allow you to recruit party members outside of dungeons
  • Persistent party members can be sent off to collect items for you without having to go into dungeons
  • New Game+ allows you to continue adventuring and discover more of the world after completing your list of crafts.  The game gets harder yet easier each time.
  • Resting is no longer a requirement after you die
  • Quests redesigned to have their own dedicated dungeons to help with completing them (can only accept one quest at a time now)
  • Tons of new enemies and adjectives
  • Improved Day system with lunar cycle and scaling difficulty
  • Temporary leveling within dungeons based on XP
  • Items can rot and become new items
  • Turns can execute at a timed interval instead of being full-wait

There’s also be a slew of smaller, more engine related changes regarding graphical performance and stability improvements.  Code’s also be refactored quite a bit, and things like dungeon generation have been restructured to allow for additional algorithms, though I still have yet to take advantage of that.

And for reference, this is what happened in the past year of on-off development.</figure>
That’s quite a bit for a project that’s managed by a single person who isn’t good at keeping track of how much he changes on a file-by-file basis and commits in bursts.  Also, a good portion of the file additions were just resources and not code, so the game’s code-base is still manageable (only about 240 source files).

Here’s to hoping the game continues to get better.  Also here’s to hoping I can finally feel comfortable with wrapping this game up and marking it as a full release.

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About This Game

Join our human adventurer on an adventure! Is this adventurer even a hero? Is he even actually an adventurer? Who cares? Not the Crafting Goddess Joann, apparently! All she wants is a slave to make crap for her, and that slave appears to be this poor soul. I guess now that he's been chosen by a trans-dimensional entity to do some kind of bidding he doesn't really have a choice of sorts.

At least there's some fun to be had as he traverses the dungeons generated from your old high-school reports and questionable images.

Wait a second, did I just say old high-school reports?! They have value now?
You sure bet!

You'll have to delve deep into your hard drive's dungeons to create the list of items the goddess has bestowed upon you to create. All the dungeons are randomly generated from the files that you select on your hard drive, with bigger files creating bigger dungeons, and different file types designating different kinds of loot you can find. Items, craftables, and monsters all have generated names with randomly selected comedic, and occasionally relatively offensive, adjectives attached. Even the requirements to make the crafted items are random! Who cares if any of this makes sense?!


  • Randomly generated dungeons based on your files
  • Randomly generated items
  • A cringe worthy story
  • A not really fresh take on the genre
  • Randomly generated quests
  • Being able to play with one hand with a beer in the other
  • an excessive amount of color!
  • Randomly generated crafting recipes?
  • A not try-hard personality

Spoiler Alert Ahead! You have been warned!

Storymode is a satirical homage to the Rogue genre, while being an easily accessible and ironic experience. Within minutes you can already be collecting tons of loot, exploring your hard drive, taking on quests, and dying. The game features practically no story, and it's crafting experience is no more than a glorified fetch quest. That said, there's still plenty to sink tons of time into, as it's a lightweight experience that's great for playing during a coffeebreak.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7/8
    • Processor: Core 2 Duo 2 GHz or AMD Athlon X2 processor
    • Memory: 1 GB RAM
    • Graphics: OpenGL ES 2 compatible graphics card
    • Storage: 250 MB available space
    • Processor: Intel i5 or Phenom II X4 3Ghz
    • Memory: 1 GB RAM
    • Network: Broadband Internet connection
    • Storage: 250 MB available space
    • OS: OS X 10.7
    • Processor: Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: OpenGL ES 2 compatible graphics card
    • Storage: 250 MB available space
    • OS: Ubuntu 14.04
    • Processor: Core 2 Duo 2 GHz or AMD Athlon X2 processor
    • Memory: 2 GB RAM
    • Graphics: OpenGL ES 2 compatible graphics card
    • Storage: 250 MB available space

What Curators Say

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Customer reviews Learn More
Mixed (13 reviews)
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