A fantasy action roguelike of exploration and murder. Live, kill, die, improve, live again.
All Reviews:
Positive (31) - 90% of the 31 user reviews for this game are positive.
Release Date:
Aug 12, 2016

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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 is my first game and I don't want to release without significant feedback. I made In Celebration of Violence for myself and now I need to make sure others enjoy it as well.”

Approximately how long will this game be in Early Access?

“In Celebration of Violence will probably be out of Early Access in a few months.”

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

“The full version of In Celebration of Violence will not differ much from the Early Access version. Some additional content such as items, enemies, and unlocks will be added and some of the art and text will be improved. Most of the larger changes will be less noticeable and come in the form of tweaks to the difficulty, AI, performance optimization, and bugfixes.”

What is the current state of the Early Access version?

“The game is mostly complete. Only optimization, bugfixes, and tweaks based on community feedback need to be finished.”

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

“I have no plans to change the price at this time.”

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

“I read every comment about In Celebration of Violence. My top priority now is adjusting a game designed for myself to be enjoyable for others without compromising the central tenets of challenge, discovery, and choice.”
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Recent updates View all (70)

October 11

Apologies for the slow updates

My city has been on fire. I'll be back to work in probably a few days but until then responses and patches will be slow or non-existent. Thanks for your patience :)
9 comments Read more

September 29

Update 0.9.3

  • Bandits have marshmallows over their campfires now. And my teachers said I would never do anything important.
  • Killing Obelisk now grants a charge to a new object in the Sanctuary that will let you redistribute your stats.
  • Added some player's names to the human name list. Let me know if you wanna be on there too.

  • Tweaked enemy scaling a little.
  • The player has a little bit of knockback resistance by default.
  • A certain achievement completely removes the cap on violence instead of just increasing it to 200%.
  • Absorbing experience now absorbs all nearby xp over its lifetime, not just what was nearby when it was first activated.
  • Absorbing experience can be turned off early by activating it again.
  • Mementos can only be picked up after their pop-up animation.
  • All new weapons, not just those from chests, will be automatically upgraded depending on the area's difficulty.
  • Weapons, equipment, and mementos pop up a little slower.
  • Weapons in the Sanctuary no longer drop goods, consistent with everything else.
  • Before you hate me, bins in the Sanctuary start with more goods.
  • Minor adjustments to some weapon stats.
  • Rain and snow appear above the fog of war.
  • Fire from trees will appear above the fog of war.
  • Trees will appear above the fog of war when appropriate.
  • Trees and bookcases fade a little quicker when the player gets behind them.
  • The AI does dodge quite as far away from slimes.
  • Improved enemy parrying AI. They'll end their defensive stance if their opponent flees or is stunned.
  • Hallucinations will no longer parry or use shields.
  • Water, poison, and death elementals are no longer affected by most on hit effects.
  • Water, poison, and death elementals will no longer make the player fail the Ghost achievement.
  • Rats deal poison damage.
  • Falling boulders leave some stone behind.
  • Adjusted the stats on some traps.
  • Slightly reduced the volume of spike traps.
  • Certain GUI selectable elements no longer start selected by default.
  • The menu, achievements board, and bookcase scale a little better with lower resolutions.
  • Minor adjustments to some GUI elements.
  • Minor adjustments to some sprites.
  • Minor adjustments to the Sanctuary.
  • Minor adjustments to some mementos.
  • Minor adjustments to some particle systems.

  • Fixed a bug that could stop electricity from correctly jumping to the next target.
  • Spike traps being activated by a corpse can dug up.
  • Spike traps will correctly hurt small enemies even if the enemy isn't able to trigger it.
  • The black chest will no longer uselessly appear in the Sewers or Grotto.
  • Dead adventurers shouldn't appear in walls anymore.
  • Enchantment crystals shouldn't appear in walls or doorways anymore.
  • Phantoms, the Experience-Addled Madman, and Veil have correctly colored weapons again.
  • Hallucinations of Avatars of Pride and Shame will no longer drop stone and leave a corpse behind if killed.
  • Fixed a bug that would allow enemy magic projectiles to pass through walls.
  • Thrown weapons get their vertical indicator line until after the throw is complete.
  • The Empty Vial memento will no longer spawn two potions.
  • Fixed a bug that would leave a bright yellow door behind if the player blinked inside a house while selecting the door.
  • The character's god kills will properly display as empty if they haven't accomplished anything yet.
  • Quitting from the menu will close the menu immediately instead of leaving it up for a moment while the screen behind goes black.
  • Fixed an issue with treasure map displays being incorrectly offset.
  • Fixed a text wrapping issue with long spell names displayed above a spellbook.
  • Minor visual GUI fixes.
11 comments Read more
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About This Game

In Celebration of Violence is a fantasy action roguelike of exploration and murder. The methodical combat requires that you plan your attacks, dodges, blocks, and parries while considering your opponents and the environment. Death is permanent but you can improve your stats and purchase items to aid future lives.

Large, procedurally generated and interconnected lands range from plains, to swamps, to cities, to dungeons. These lands offer multiple paths to reach the variety of final bosses. Dungeons are a dangerous but rewarding risk. In dungeons you will have to move slowly and be on the lookout for traps and secrets while searching for the exit.

Elements interact with each other and the environment. Fire reacts to the temperature, weather, and any flammable objects, especially people. Electricity will arc towards entities and is especially dangerous around water. The chances of rain or snow adjust organically to the area’s climate and can become both a hindrance and an advantage.

The shrines of multiple gods litter the land. Players can choose to pray to shrines they come across to receive a variety of favors, bonuses, and items. One must choose carefully though; every god has a different price and some become displeased when their rival is the subject of worship. Some gods may also become angered by actions the player takes while adventuring, such as destroying foliage or killing civilians.

Scores of weapons, items, spells, and mementos are scattered throughout the world to find. One may acquire a powerful enchanted ballista early into one life, only for the next to yield nothing more than a couple of wooden clubs.

Mementos represent objects remembered from past lives and change the rules of gameplay. You may discover a memento that summons spiders from enemy corpses, improves your stats while on fire, or reverses the effects of death.

There are multiple paths to victory. One could be nimble and stealthy, charge in waving a hammer, raise an army of undead, harness a variety of spells, manipulate enemies into traps or flames, amass resources to acquire the most powerful items, or simply play it safe with a sword and a shield. The various characters simply offer different starting points, every decision is your own.

No life is predetermined for success. The cheery graphics disguise a brutal and unyielding experience. Unforeseen obstacles will need to be dealt with in real time and even a regular enemy will be deadly if you’re not careful. To reach the end, players will need to demonstrate that they are able to consistently overcome these obstacles. Failure can halt or even reverse progress.

As you accumulate experience, discover schematics, and defeat bosses you can become permanently better prepared to tackle future challenges. The choices and advantages a player has at the beginning of a playthrough will dramatically increase as they play. New characters, items, and bonuses are unlocked in ways that are only hinted at during gameplay.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: 7
    • Processor: Athlon II X3 @ 3.20GHz
    • Memory: 2 GB RAM
    • Graphics: AMD Radeon HD 5570
    • Storage: 350 MB available space
    • OS: 10
    • Memory: 4 GB RAM
    • Storage: 350 MB available space
    • OS: 10.9
    • Processor: 1.6GHz Intel Core i5
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 6000
    • Storage: 350 MB available space
    • OS: Tested on Ubuntu 16 only
    • Processor: Athlon II X3 @ 3.20GHz
    • Memory: 2 GB RAM
    • Graphics: AMD Radeon HD 5570
    • Storage: 350 MB available space
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