Enter the magical world of Tangledeep, a beautifully polished dungeon crawler inspired by classic 16-bit RPGs! Colorful characters, a unique job system, tons of skills, items, and diverse environments with deep, turn-based roguelike gameplay. A different adventure every time you play!
Nylige anmeldelser:
Meget positive (102) - 88% af de 102 brugeranmeldelser, fra de seneste 30 dage, er positive.
Alle anmeldelser:
Meget positive (212) - 90% af de 212 brugeranmeldelser for dette spil er positive.
1. feb 2018

Log på for at føje dette emne til din ønskeliste, følge det eller markere som ikke interesseret

Køb Tangledeep

Køb Tangledeep Game + Soundtrack BUNDT (?)

Indeholder 2 emner: Tangledeep, Tangledeep - Soundtrack

Indhold, der kan downloades til dette spil


Seneste opdateringer Vis alle (33)

23. februar

Patch Notes 1.03a and Development Streams

Hello adventurers! After a minor patch for 1.02, we spent over a week compiling bug fixes, balance changes and general improvements for 1.03. Before I get into that, I invite you to drop by and watch us work on Tangledeep live on Twitch!

Development streams have been happening since Early Access, and it's a great way to see what goes into a game like this. We engage with the chat and happily answer any questions you might have! Jim streams several days a week over at his channel:


The official Impact Gameworks channel is where I streamed during Early Access, although I took a hiatus to focus on intense development leading up to launch. I'm getting back into it though!


And now... on to the notes!

This patch addresses a number of issues related to pet behavior and pathing. The biggest complaint about pet behavior was having to watch them act confusedly a few tiles away when there were enemies to fight nearby. We have corrected some issues with the AI as well as added a new feature for you to have greater control over your pet’s placement.
  • Pets can now jump over you if they see that as the best way to approach the enemy. They will do this automatically if they are near you and have no other path to the goal.

  • Pets that are grabbed or have grabbed others (specifically Crab pets) will no longer forget that they love you when the grab is complete.

  • Pets now consider the target distance from Mirai, rather than themselves, when deciding if a target is out of range. This keeps them more focused on the threats around you.

  • The “Come to me at once!” pet command now causes the pet to immediately jump to you on its next action. This command is on a short cooldown, and the happier your pet is the shorter the cooldown will be.
Some of these AI adjustments will change the way your pet plays around you, and we encourage you to give us feedback about the new behaviors.

  • Changed how the Casino reward system works. You no longer win gold, although if you TIE, you will get your bet back. Instead, you ONLY get tokens, and the conversion rate is now 1 token received per 100g won. Items in the shop now cost 10x more, since tokens were previously earned per 1000g.

  • Adjusted how Champion damage/stats scale. Mods past the 1st no longer add as much raw damage, defense, and stats to the champion. Previously, each extra mod added 1% defense, 4% damage, and about 10% all stats. These values have been halved.

  • Adjusted player Health curves (both with and without Toughness) to bump up Health a bit more around levels 5-7. Levels 8+ are unaffected.

  • Final boss phase 1 Health buffed

  • Final boss phase 2 Health significantly buffed, base damage increased, shield damage significantly increased (from base 10% of max Health per turn to 20%), summoned drone health/damage increased slightly

  • Increased the base damage of Valkyrie. Now deals 190% (up from 175%) Weapon damage to nearby enemies, and 230% (up from 210%) to further enemies. Root duration also extended by 1 turn.

  • Decreased the per-attack damage of Godspeed Strike to 80% of weapon damage, down from 100%

  • The first and second bosses no longer drop guaranteed legendaries (well, the first one never did, but it was supposed to. Now it isn’t supposed to, and it doesn’t. Makes perfect sense.)

  • Shadow Stalk now looks at tiles up to 2 squares away to spawn illusions if all adjacent spaces to you are full

  • Spears can now proc Sneak Attack

  • The acid bursts from the “Acidified” champion mod are now somewhat less brutally damaging

  • Failed rumors are now removed from the quest log immediately, rather than waiting for next round.
  • Fixed various bugs that could occur with dialog boxes, related to ‘conversation’ (portrait) code.
  • Fixed visual bug with when the “Extra Turn” log notification happened, so it actually occurs ON your free turn not after.
  • If you have more than 3 Lucid Orb Shards in your inventory with the same modifier, multiple orbs will be produced as necessary, with unused Shards left over.
  • Fixed discrepancies with the displayed vs. gameplay values of various healing items and food.
  • Fixed various LOS bugs related to targeting tiles revealed by pets and Eagle Eye (this also affects monsters being able to see *you* in these situations).
  • Fixed rare edge case LOS bug where you could see a monster and hit it with a ranged attack by clicking, but NOT hit it with targeted abilities
  • Fixed bug that occurred if you used a Knight’s Shovel and reloaded the level. More tiles than intended were cleared.
  • Fixed the JP cost display for Mace and Claw masteries to display the correct cost of 1000 JP.
  • Weapon mods like “Wasting” which add extra elemental damage now work with Spears when attacking at range=2.
  • The illusions summoned during the second boss fight no longer drop loot, so the fight is no longer a veritable fountain of treasure
  • Fixed some bad bugs that could happen when breeding certain pets.
  • Monsters now move around in the Corral again, hooray!
  • The modified version of Cloak and Dagger now requires two unique targets, as intended, rather than allowing you to hit the same target twice.
  • Fixed bug where the ranged attack icon was showing up when you were *out* of range, not *in* range
  • The “Overdrawing” weapon mod should now work correctly if you are clicking to fire at enemies with the mouse
  • Dusk Reaver’s proc now drains Stamina/Energy as intended
  • Aquamarine no longer has a buy value of 0g
  • Attempted fixes for issues relating to the Monsterpediologist, Distant Dream Dungeon, and Monster Whisperer achievements

  • Upon beating the second boss, you are now rewarded with a one-time use baller healing item.

  • HuSyn’s Photon Cannon now targets two unique areas based on line of effect from Mirai and the Runic Crystal. This means that targets no longer need to be in your line of sight to be hit by the Crystal’s beam.
4 kommentarer Læs mere

9. februar

Patch Notes 1.01a and What's Next

Hello adventurers! We've released a big new patch addressing quite a few bugs, implementing some quality of life (QOL) features, and, based on player feedback since launch, adjusting the game difficulty in a few ways. There are 9 new achievements to hunt for as well!

Before we get into the actual change list, I wanted to go over our general plans for Tangledeep's development. People often ask if we will continue to support the game and the short answer is "yes"!

Maintenance and Polishing
We will continue to release regular updates to the game addressing bugs, quality of life, balance tweaks, and general polish. Some of these patches may also include 'minor' content such as new items, NPCs, and shops.

Free Content Updates
Tangledeep is already a game rich with content, but we have so many more ideas. We want to give you more things to do with your pet monsters, more post-game challenges and secrets, and new ways to progress and advance your character. Features like these will come less often than maintenance patches, but you can expect more than a couple throughout 2018. They may coincide with seasonal events as well.

Downloadable Content
We also have plans for DLC in the form of an 'expansion' to the game. Our vision for an expansion would be a significant amount of new stuff, for example several new jobs, plus lots of new areas, items, and possibly mechanics as well. There's no exact ETA on this, but we'd ideally like to have something by the end of 2018.


So now you know! And with that, let's dive into our most recent changes for build 1.01a.

  • Added some visuals to the Food Cart. When it produces money, coins will actually spring forth from the cart itself.

  • Generally softened the difficulty of monsters in Fungal Caves and Old Amber Station. These monsters now have slightly lower damage, charge time, and accuracy: Plunderer, Mad Chemist, Treasure Hunter, Rock Viper, Mottled Sandjaw, Ember Spirit, River Spirit, Floraconda, Bog Frog

  • Increased max possible cost of items in the Casino, particularly legendary items
  • Changed the two bosses in the 2nd boss fight so that only one of them drops loot
  • Reduced legendary drop rate by about 25%
  • Increased drop rate of bows and crossbows by about 50%
  • It no longer costs a turn to switch gear earlier on in the dungeon. This only begins happening when you are deeper, around 9F. (The tutorial popup text has been changed to reflect this.)

  • Reduced the number of foods “Food Loving” monsters are interested in, limiting to generally easier-to-acquire (or make) foods / meals

  • Assassin Gloves now gives a bonus to Swords, Spears, Axes, Claws, 2H Swords and Daggers (instead of just Spears + Daggers)

  • Toned down damage of tornados spawned by champions
  • You no longer get JP for discovering Secret Areas
  • Somewhat reduced the JP reward for clearing combat Side Areas
  • Herbs created by Foraging now last 1 extra turn
  • Reduced Fullness times for almost all non-Health restorative foods; some by 50% or more
  • Monster corral pets will now have 99 Charge Time gain by default (many early monsters have much lower charge time, which could lead to your pets falling behind frequently)

  • Fixed bug with hovering over Soulkeeper on character screen
  • Fixed bug with “Cost to Master: 0” text appearing under some abilities (was not intended to appear anywhere)
  • Removed often buggy gold cost in the “Expand Storage” dialog option (just read the banker’s text to see the cost)
  • Fixed bug where a corrupt save could sometimes cause you to spawn in the middle of the waterfall in Riverstone Camp
  • “Frogmaster” champion mod should no longer spawn with “Conjurer”
  • If your “Friendship Forest” quest state is screwed up (i.e. found Rose Petals without actually completing the quest, for whatever reason), restarting the game will now automatically unlock Wild Child
  • Rose Petals should no longer appear in shops until you finish the Friendship Forest quest
  • Path to Tangledeep and Casino 2F should no longer show up as rumor destinations, or Talrose locations
  • Fixed bug where selling stacks of items would sell for (stack quantity) x (full stack price) instead of (stack quantity) x (individual item price)
  • Fixed bug where Barrier / Turtling champions were reducing damage from all directions, not just the directions of the shields
  • Fixed bug with the Unlock Job/Feat dialogues where the wrong text string was sometimes used
  • Fixed bug where withdrawing lucid orb shards from the bank would sometimes cause them to not combine in your inventory
  • Fixed visual bug where using a Knight’s Shovel on some map objects would cause them to remain in place
  • Most likely fixed some bugs where your game’s ‘mode’ setting (Heroic, Adventure, Hardcore) could sometimes be corrupted and change, for example when starting New Game+.
  • Fixed bug with Cat Ear Headband charming 100% of the time (far more than intended)
  • Judo Sash no longer interferes with unarmed powers of Budoka - simply does not do anything if equipped as that job
  • Fixed bug where teleporting with a Crab attached to you would sometimes create a ghost crab in town
  • It should no longer be possible to interact with the main HUD during dialog sequences (which can cause various game state problems)
  • Fixed bug with skill hotbars where you could manage to get a skill from one character (or even one save slot) to another based on the cursor state
  • It should no longer be possible to move the Target Dummy under any circumstances
  • Fixed bug where the state of chopped trees could get messed up and leave unchoppable ghost trees on the map
  • Fixes for some camera jank issues related to pull effects
  • Fixed bug where Quick Step targeting was not always accurate and would allow you to cast on an impassable square
  • Fixed bug related to depositing and withdrawing multiples of the same Lucid Orb from the bank
  • Fixed bug where Running Boots and some other passive non-combat effects were messing with the “out of combat” turn counter (and, in turn, Sneak Attack)
  • Fixed bug with the log text related to attacking non-Wraith monsters while cursed by a Wraith
  • Fixed bug where the Red Orb Shard callout / quest would not start
  • Fixed bug where Furious Crescendo was not getting a damage bonus from song level as intended
  • Delayed Teleport should no longer fire if you switch maps
  • Brigand’s “Stealth Bomber” should now work with the modified Cloak & Dagger orb
  • Fixed bug where certain statuses like Heavy Guard and Radiant Aura would continue to produce certain effects even if you were below the Stamina/Energy requirement
  • Fixed bug where Casino game buttons would sometimes disappear

  • Added a feature where, if your saved maps or meta progress is corrupted due to power outage or PC shutdown, you should still be able to keep playing your character in a new world.

  • Added recovery features to salvage save files with corrupt Item Dream data

  • Added “Switch Places” dialog option to Jorito in the Elemental Lair and Langdon’s dialogs in the Jelly Grotto

  • Pressing the “Cancel” key (ESCAPE by default on keyboard) now functions as “Confirm” if you are going through unskippable dialogs

  • The XP bar now resets to the far left when you level up, rather than filling up to the right more and more

  • Armor Masteries learned from quest should now auto-equip once learned

  • Powerups should now prioritize landing in any open tile, as opposed to tiles with literally nothing in them

  • Auto targeting from using a ranged weapon will no longer auto-lock on to Pandora’s Boxes (you must manually target them)

  • Added 9 new achievements!

  • The separate breed of Mottled Sandjaw in some lava areas is now called “Heated Sandjaw” for clarity in rumors etc.
27 kommentarer Læs mere


“Few games are as vibrant as this one, and that joy it exudes makes the deep combat and vast progression systems so much more fun to explore and master.”
Gold Plated games

“Tangledeep is like the platonic ideal of RPGs: it has everything you want in a dungeon crawling roguelike without all the mess of outdated graphics or frustrating UI. The gem evokes memories of 16-bit Super Nintendo RPGs from back in the day. Do yourself a favor, grab Tangledeep before it gets more popular, and just try it for a couple twenty hours. Did I mention there’s great replay value?”
OP Noobs

“Tangledeep feels like a solid follow-up to games like Dungeonmans. Great music and atmosphere, straightforward gameplay. Accessible and fun!”
90% – DLH

Om dette spil

Tangledeep combines the 16-bit graphics and polish of classic SNES-era RPGs with elements from roguelikes and dungeon crawlers to create a magical experience for players of all skill levels. Trapped in underground villages with no memory of the world at the surface, you must survive an ever-changing labyrinth to discover what lies above. Experience rich, tactical, turn-based gameplay as you explore a sprawling dungeon that’s different each time you play. Tangledeep features a customizable job system and hundreds of collectible items that allow you to approach each playthrough in a totally new way!

The Setting

For hundreds of years, people have lived in the safety of underground settlements and villages – where the only route to the surface is “Tangledeep,” a mysterious and ever-changing labyrinth. With memories of the surface world long forgotten, you set out for the labyrinth to discover what lies above. With each floor – full of magical beasts, ancient automatons, bizarre environments and hybrid biomes – the mystery grows ever deeper…

Key Features

  • Experience finely-tuned, procedurally-generated and handcrafted gameplay as you fight challenging monsters, complete quests, and collect rare items.
  • Master deep, tactical turn-based combat across 12 unique jobs with over 100 skills.
  • Choose between three game modes – including Adventure Mode, which removes the pain of permadeath.
  • Capture nearly any monster in the game and raise them in the Monster Corral as a pet, or breed them with other monsters!
  • Share some of your progress between characters by using the banking system and planting magic trees
  • Explore ITEM DREAMS, randomized mini-dungeons where anything goes, and power up your gear!
  • Take in the scenery – comprised of beautiful 16-bit graphics and carefully handcrafted maps!
  • Relax to a beautiful soundtrack inspired by the most legendary RPGs of the SNES era, composed by award-winning composer Andrew Aversa – joined by Hiroki Kikuta (Secret of Mana), Grant Kirkhope (GoldenEye 007, Civilization: Beyond Earth), and Norihiko Hibino (Metal Gear Solid 3, Bayonetta)
  • Full support for Steam cloud saves, trading cards, and crafting with lovely badges, emoticons and profile backgrounds

Multiple Platforms and Control Methods

  • Runs on PC, Mac, and Linux!
  • Play with virtually any controller, and remap any control, binding, or shortcut
  • Old-school keyboard-only support (numpad movement) as well as WASD preset bindings available
  • Full mouse support - can even be played with ONLY the mouse!


Mac OS X
SteamOS + Linux
    • Styresystem: Windows XP SP2+
    • Processor: SSE2 instruction set support
    • Hukommelse: 2 GB RAM
    • Grafik: Graphics supporting DX9 or DX11 with 9.3 capabilities
    • DirectX: Version 9.0
    • Diskplads: 1 GB tilgængelig plads
    • Styresystem: Mac OSX 10.8+
    • Processor: SSE2 instruction set support
    • Hukommelse: 2 GB RAM
    • Grafik: Graphics supporting DX9 or DX11 with 9.3 capabilities
    • Diskplads: 1 GB tilgængelig plads
    • Styresystem: Ubuntu 12.04+ / Steam OS+
    • Processor: SSE2 instruction set support
    • Hukommelse: 2 GB RAM
    • Grafik: Graphics supporting DX9 or DX11 with 9.3 capabilities
    • Diskplads: 1 GB tilgængelig plads

Hvad kuratorer siger

22 kuratorer har anmeldt dette produkt. Klik her for at se dem.
Stort antal anmeldelser registreret:
Ekskludér  eller  Vis kun



For at se anmeldelser i et datointerval bedes du klikke og trække for at markere på grafen ovenfor, eller klikke på en specifik bjælke.

Vis graf

Vis som:
Anmeldelsesbeta NYT!
Når slået til, vil anmeldelser blive sorteret efter den nye hjælpsomhedsscore. Lær mere om det i blogindlægget.
Vis graf
Skjul graf
Beta for anmeldelseshjælpsomhed slået til
Der er ingen anmeldelser, der passer med de valgte filtre ovenfor
Tilpas filtrene ovenfor for at se andre anmeldelser
Indlæser anmeldelser...