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!
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2018 年 2 月 1 日


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包含 2 個項目: Tangledeep, Tangledeep - Soundtrack



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3 月 16 日

Patch Notes 1.06: Introducing Game Modifiers

Hello adventurers! In this build we're introducing something big to the game - a way of customizing your experience to make it easier or harder in various ways. We've been carefully listening to player feedback since launch (and well-before) and while we think the game is more balanced than ever, Game Modifiers will let you customize your gameplay experience further should you choose.

This patch also contains a major change under the hood; all text strings are now read from language files, paving the way for full localization. This was an enormous undertaking as the game has over 55,000 words and 6,000 unique strings, but it will be worth it as we roll out the game in new languages later this year!


Our vision for Tangledeep is a challenging but fair experience that can be conquered on Heroic or even Hardcore mode with practice and skill. You don’t need a ton of luck to win, nor do you need to be a roguelike expert. We create content and adjust balance with this vision in mind.

However, we understand that all players are different, and if you want to change the core Tangledeep experience to make it easier or harder, we’re introducing a new feature allowing you to do just that: GAME MODIFIERS. You can toggle any number of Game Modifiers during character creation. Some make the game harder, others easier, or more random.

All modifiers are strictly optional and we do encourage new players to experience the game without any of them. You can use as many or as few as you want - even all of them at once! With all that said, here are the modifiers we are introducing:

  • Player Health regeneration (1% of max per turn out-of-combat)
  • Player Energy and Stamina regeneration (1.5% of max per turn out-of-combat)
  • Half Fullness time
  • No gold drops from monsters
  • Triple Pandora’s Boxes per floor
  • Non-food consumables have a 3 turn shared cooldown
  • Corral pets cannot die and are returned to the corral with lower Happiness instead
  • JP gain halved
  • All monsters have one champion power
  • Enemy monsters regenerate Health per turn
  • Cannot use abilities that are not on your hotbars; cannot swap abilities in the dungeon

Please note that we will not be balancing the game around any of these modifiers. They are not the intended experience; they are a way for you to customize YOUR experience!

  • The health bonus of Floramancer’s tier 2 and 3 innate bonuses has been reduced
  • If your Floraconda dies, the cooldown to resummon it is now reset to max. To compensate, the cooldown has been reduced from 12 to 6 turns.
  • Champion monsters should no longer spawn near staircases (within ~5 tiles in any direction). This means you should no longer arrive at a new floor only to be greeted by a powerful critter!
  • Modified AI behavior to be a bit more forgiving when it comes to multiple champions aggroing the hero at once. (Does not apply to NG+).
  • Likewise modified regular monster behavior to avoid huge pile-ups in early levels just due to unlucky monster placement. (Does not apply to NG+).
  • Bosses now have a 75% chance to resist Paralyze, Stun, and Seal effects each turn

  • Fixed a variety of Emblem and Trial related bugs such as trials not completing, stats not increasing, and not being prompted to get a new tier ability
  • The cursor should no longer flicker while the Riverstone intro text is showing upon character creation
  • Added extra checks to ensure any rumors in side areas automatically enable those side areas if they are not discovered
  • Fixed bug where Athyes’ headband’s “Igniting” effect did not stack with a weapon using the same mod
  • Fixed bug where released pets would sometimes hang around on the map
  • Fixed issue with buggy stair connections before the 3rd boss (i.e. if you left the area with the NPC and returned)
  • Craggans’ mud-summoning power no longer affects tiles with existing terrain
  • Fixed sprite layering issue with the portal in town
  • Fixed bug with finishing tier 2 & 3 trials
  • Fixed bug with Knight’s Glove effect stacking
  • Fixed rare game error on game load in a file with multiple pets/summons
  • Fixed bug where Flask count was not visually refreshed after exiting a job trial sometimes
  • Fixed inconsistencies with individual and stacked item sale price, particularly for stuff like Skill Orbs / Lucid Orbs. Also fixed inconsistencies with Deposit price for individual/stacked items.
  • Fixed bug that prevented you from using a Skill Orb on an item with 5 mods
  • Fixed bug where Shadowstep would not trigger Brigand’s tier 3 innate ability.
  • Sword Dancer’s Emblem ability that counter-attacks when being pulled should no longer trigger unless you started (or ended) the movement next to the monster
  • The chance to pass days from Item Dreams now takes into account affinities, so easier dreams due to affinities will be less likely to pass time, and vice versa
  • Fixed bug that cut the powerup drop rate in half on load (was only meant to apply to NG+!)

  • Game Modifiers! See above section.

  • Numerical text for abilities, items, statuses, and magic mods is now stored in a location-agnostic way. Wow this was a lot of work.
  • Converted all internal XML to localization-friendly master file format.

  • It is now possible to dismiss any summoned pet. Click on their portrait in the “Pet Party” window (or, on controller/keyboard, use Examine mode and select them), then select “Dismiss Pet”. This does NOT trigger on-death effects; the pet simply vanishes immediately.

  • If you have the Sword Dancer emblem ability that attacks enemies when pushed/pulled, and your attack misses, this will now print to the log no matter what
7 則留言 繼續閱讀

3 月 9 日

Patch Notes 1.05: Job Trials and Job Emblems are Here!

Greetings adventurers! Today we reveal the first major post-launch content patch for Tangledeep! We've added a BIG new feature that expands and deepens the job system. You can read all about it below and check it out right now in-game.

We've also been carefully listening to your feedback about game difficulty from the very beginning all the way to New Game+, and we've made a number of changes to address what we've heard. There are also lots of bug fixes and quality-of-life improvements based on your feedback and reports, so let's jump right in and see what's new!

Job Emblems are a way to specialize further into any of the game's 12 jobs. Every job has its own Emblem that can be upgraded twice. For each level of the emblem (1, 2, and 3) you'll be able to choose a unique upgrade that suits the skills and playstyle of your job. With 2 options per tier, 3 tiers, and 12 jobs, that's a total of 72 new bonuses in total!

To kick off the Job Emblem quest, you must master a job, beat the first boss, and talk to Jorito. You'll discover that Job Trials are unlike other challenges in the game: they require limiting yourself to a minimal number of consumable uses, flask charges, and abilities from *only* your current job. Each trial is harder than the last, and to even attempt them will cost a hefty amount of JP. But should you be victorious, your Emblem will be upgraded with a new tier of power.

There are a few other things to know about this new system:

  • By mastering multiple jobs, you can potentially earn an Emblem for every single one.
  • You can bring an Emblem from one job to another. However, you can only upgrade a job's specific Emblem by being that job.
  • Wearing an Emblem reduces your JP gain - an important consideration.
  • Emblems cannot be sold or banked, meaning they cannot be given to future characters.
  • Emblems cannot be upgraded in the Dreamcaster. Their bonuses are unique, and must be unlocked through the Trials!

Though Tangledeep veterans are able to amass large amounts of gold by the time their perfect gear set is fine-tuned in the very late game, for most players we realize that gold is hard to come by and easily spent on things like consumables, Item Dreams, and healing. We’ve done a pass to adjust some gold costs (and gold sources) to make certain features more appealing and accessible, particularly earlier on in the game.

  • Percy’s healing cost has been reduced overall, and substantially for lower level character (5 and below).

  • The cost to deposit items at the bank has been reduced by between 50% to 70% depending on item rank and rarity

  • Average gold earned per monster defeated has been increased by 5. This extra value is subject to bonuses like mods on gear, the Entrepreneur feat, or Champion/Boss reward bonuses.

  • Treasure sparkles now give 10 more gold (if they contain gold at all)

  • Rumors that have a gold reward now give about 60 more gold, guaranteed

  • Reduced the cost of certain early game consumable items, namely food (some of the previously-increased cost was the result of a bug!)

  • Decreased the base cost to guarantee a magic mod on all equipment (except for gear at teh very highest rank). Increased the scaling cost per existing mod (or if the item is legendary/gear set). It should now be easier to start using the Dreamcaster sooner.

  • Increased gold reward from Pandora’s Chests

  • Added SFX cues for things like depositing, withdrawing, selling, and dropping stacks of items

  • Shops are now guaranteed to restock after a certain amount of time if they do not restock by chance (time threshold is about ~3 days)
  • Many skills involving physical weapon attacks (such as Cloak & Dagger, Wild Horse, weapon masteries, etc.) now use your main hand weapon’s element instead of always using Physical. This gives you more tactical possibilities when considering weapon elements/mods and damage bonuses, plus enemy strengths and weaknesses.
  • In New Game+, the base powerup drop rate is halved (this does not affect bonuses to drop rate from stats or gear)
  • Increased Orb of Reverie drop chance in New Game+ by ~10%
  • Changed Floraconda’s Bed of Thorns damage to be based on its Weapon Power (scaling) instead of Spirit Power (not scaling)
  • Shara’s energy field now reduces the duration of summons that stand in it. (She’ll announce this if it happens.)

  • Fixed bug where all player damage was being treated as if you had opened 15 Pandora’s Chests (really) - in other words, all damage was being reduced by about 15%
  • Fixed bug where you could not click on your pet in Examine mode (using keyboard / controller) to issue commands
  • Friendly monsters in Item Dreams can no longer pick up your upgraded item after beating a Memory King
  • Added extra checks to prevent monsters/hero from stacking after certain push/pull effects
  • Added extra checks to make sure a Gold Key is always available in the Buried Loot map
  • Inventory screen now correctly shows and recalls the previous inventory sort state
  • Fixed bug where various game options were not being saved/loaded correctly
  • Floraconda now only uses its Bed of Thorns skill when an enemy is adjacent
  • The interaction with a certain.. Person… in the Bandit Library can now end happily
  • Fixed bug where one dungeon music track never played
  • Fixed text bug if you clicked “COMMUNITY” on the title screen and then went back
  • Possible fix for bug where player pets were sometimes being lost on save & load
  • Fixed a bug that sometimes affected spirit power calculations when wearing multiple pieces of gear that modified spirit power
  • Fixed some inaccuracies in rumor location hints
  • Fixed bug where final boss phase 2 energy shield would disappear on save/load
  • Fixed bug where final boss phase 2 could disrupt its own energy shield by getting near map edges
  • Fixed Monsterpediologist achievement

  • A new equipment slot has been added. To accommodate, the Gear Bonuses / Current Gear areas on the Equipment screen are now tabbed so you can see more stuff at once.

  • After unlocking the Dreamcaster, you can now reset your level-up stat bonuses by speaking to Percy and paying a one-orb fee!

  • Added a new mini quest to Flooded Temple. (Will appear on new save files)

  • New Champion mod - Banisher. Knocks away (and sometimes roots) nearby enemies, and reduces the duration of your summons!

  • New legendary bow

  • New legendary claw

  • Massively improved the performance of inventory sorting

  • You can now target friendly charmed monsters (other than your own pets) to mark them as Hostile. To do this, enter examine mode (“X” on keyboard by default) and select that monster, OR if using mouse, right-click on a monster.
  • When using the Town Portal in town, you will now have the option to Fast Travel. No need to walk to the cave entrance every time!
  • When targeting an ability, hovering over a monster will now display their information. Moving the target square to an empty tile will go back to showing ability info.
  • When opening the Snack Bag, your last inventory sort type (A-Z, rank, rarity, etc) will be saved so that when you return to your Inventory, it maintains the sort it had before.
  • You can now filter Equipment by Favorites only
  • Newly picked up items now show [NEW!] in your inventory/equipment list
  • The corral pet UI now shows exact Beauty values for your monsters
  • When selling, withdrawing, or depositing stacks of items, the shop/bank UI will no longer close
  • If a Dagger critical (+60 CT) puts you above the ‘free turn’ threshold for your CURRENT turn, you will see a log message and popups above nearby monsters that indicates they *missed their turn*.
13 則留言 繼續閱讀


“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


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!
  • Make your experience easier, harder, or just plain wackier with over 10 Game Modifiers
  • 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
    • 作業系統: Windows XP SP2+
    • 處理器: SSE2 instruction set support
    • 記憶體: 2 GB 記憶體
    • 顯示卡: Graphics supporting DX9 or DX11 with 9.3 capabilities
    • DirectX: 版本:9.0
    • 儲存空間: 1 GB 可用空間
    • 作業系統: Mac OSX 10.8+
    • 處理器: SSE2 instruction set support
    • 記憶體: 2 GB 記憶體
    • 顯示卡: Graphics supporting DX9 or DX11 with 9.3 capabilities
    • 儲存空間: 1 GB 可用空間
    • 作業系統: Ubuntu 12.04+ / Steam OS+
    • 處理器: SSE2 instruction set support
    • 記憶體: 2 GB 記憶體
    • 顯示卡: Graphics supporting DX9 or DX11 with 9.3 capabilities
    • 儲存空間: 1 GB 可用空間
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