A fantasy action roguelike of exploration and murder. Live, kill, die, improve, live again.
User reviews:
Overall:
Positive (23 reviews) - 86% of the 23 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 (48)

May 16

Update 0.8.13

Additions
  • An Inspect command has been added to the radial menu. This will show some information about objects under the cursor including any collected information on mementos, spells, etc that is found in the Notes section of the menu.
  • New magically sealed doors will appear in dungeons. They require four switches to be activated before opening and contain good shit within.
  • The player now makes noise that enemies react to. Moving slower will decrease your noise and make it more difficult for enemies to spot you if you sneak up behind them. Other actions, such as hitting a wall, will make noise as well. Some ambient effects can soften your noise, such as nearby fires and rain. Any allies will probably give you away.
  • Enemies attacked before or while reacting (denoted by the "?" that pops up) take additional damage.
  • Dungeons contain standing lanterns that can be destroyed to drop burning oil.
  • The radial menu options are labelled.
  • A bunch of new bugs, probably!
  • Some new sound effects.
  • Added some minor effects.

Adjustments
  • Many mementos are now exclusive to certain gods. Using a shrine will still put any exclusive memento into the standard memento pool. Some mementos are also now exclusive to dungeons.
  • Enemies react at a speed relative to your noise. They may react almost immediately if you're sprinting towards them.
  • You can now dodge immediately following an attack.
  • Chests more predictably drop certain tiers of items.
  • Rare chests will contain better quality weapons that may already be upgraded.
  • Improved the loot distribution inside dungeons.
  • Treasure rooms and secrets rooms inside dungeons will no longer be trapped.
  • Small rooms will no longer be crammed with traps.
  • Dungeons are just less cluttered in general.
  • Teleport traps will no longer appear in hallways.
  • You should no longer be teleported into a locked room.
  • The fire on wall scones will light wooden weapons on fire.
  • Fire deals damage slightly slower and fire on the ground burns out slightly quicker.
  • An entity on fire is more likely to spread that fire to anything they bump into.
  • Shrines will spawn lower tier rewards in addition to any higher tier rewards.
  • Decreased the bonus chance to find duplicate shrines after using one.
  • Decreased the bonus chance to find god-specific mementos after using a shrine.
  • The Blink spell will interrupt enemies' attacks in addition to confusing them.
  • Fire-based spells interact better with the environment. And by that I mean more stuff burns.
  • Adjusted the strength of some mementos.
  • Moved the run speed meter to be under the new noise indicator.
  • The audio pitch when picking up experience will always be audible, even if your spell has a huge recharge.
  • Minor adjustments to some enemies.
  • Minor adjustments to the Sanctuary.
  • Minor adjustments to some particle effects.

Bugfixes
  • Fixed an issue where shrines inside a dungeon could be shoved too far into the bottom corners of a room.
  • Destroying a cracked wall will properly update the AI's pathfinding.
  • All destroyed objects should also properly update the AI's pathfinding.
  • Fixed an issue where doors may not be properly set into the walls.
  • Fixed a bug where Free would become unable to act.
  • Mementos such as The Triumph and other effects that rely on the player being at maximum health will work correctly when the player improves their max health by indiscernible fractions.
  • Allies will no longer occasionally become confused when told to halt at the player's position.
  • Fixed a rare bug that could cause golden chests dug from the ground to disappear if they spawn inside a wall.
  • Buried treasure will no longer break if too close to the edge of the map.
  • Fixed some sprites that weren't responding to ambient light.
  • Fixed some minor GUI alignment bugs.

1 comments Read more

May 5

Update 0.8.12

Additions
  • The Castle has rugs now. Powerful stuff.
  • Some additional sound effects.

Adjustments
  • Armor damage is no longer effected by resistances or the fortitude stat.
  • Dodging an enemy's weapon has a more noticeable effect, with the enemy briefly needing to recover before continuing.
  • The player will only be stunned if they had less than 0 stamina upon receiving damage, instead of when damage reduces them to under 0.
  • Stamina under 0 no longer recovers quicker.
  • There is no longer a speed penalty for having less than 0 stamina.
  • Minor stat adjustments to playable characters.
  • Rooms hidden behind cracked walls have better rewards.
  • Shops will no longer sell duplicate items.
  • Small adjustment to the cost of some common shop items.
  • The player is far less likely to receive treasure maps with scant details.
  • Entities frozen in ice won't immediately break out when hit with less than 10 power.
  • Small adjustments to some boss fights.
  • Minor visual improvements

Bugfixes
  • Thrown weapons will correctly aggro enemies.
  • Fixed an issue where a cracked wall could persist between areas.
  • Cracked walls will correctly make noise when destroyed.
  • Secret rooms will no longer pile their treasure in the center of the room.
  • Fixed an issue with hallways in the Castle opening directly into rooms without doors.
  • Boulders falling during the Obsidian Avatar boss fight will no longer shift slightly during their descent.
  • Fixed the timing of a surge's sound effect when in slow motion.
  • Minor visual fixes to some shadow bugs.

4 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

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

What Curators Say

3 Curators have reviewed this product. Click here to see them.
Customer reviews Learn More
Overall:
Positive (23 reviews)
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