Hack, slash, shoot and loot your way through procedurally generated dungeons! Smack your enemies into spikes with your inventory sack!
All Reviews:
Very Positive (132) - 89% of the 132 user reviews for this game are positive.
Release Date:
Feb 9, 2018
Developer:
Publisher:

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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?

“While Slasher's Keep is already a game that can be played from beginning to end, there's still a lot of stuff I want to add and I'd like the community to help me set my priorities straight.
Aside from that there will be bugs and balancing issues to be ironed out. Such things can be hard for me to detect on my own and I want the gameplay to be as smooth as it can be.”

Approximately how long will this game be in Early Access?

“I'm planning to stay in Early Access for around five to seven months.”

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

“All the basic building blocks are in place so I'm going to spend my Early Access period adding small to medium sized content chunks like skills, items, room and enemy types; things that add variety to the random generation, and some additional polish.
Most savegames will at least in part carry over to newer versions. When you load an outdated savegame the game may generate a new dungeon floor for you but you will likely get to keep your character and items.”

What is the current state of the Early Access version?

“The game is a fully functional roguelite with content appropriate for the asking price. It has a working campaign spanning three dungeon types, each with different types of rooms with different kinds of randomization in their architecture. As of now there are fifteen enemy types, each with their own abilities. There are around thirty different skills to attain and hundreds of individual drawings for randomized loot items. What's missing are a few bits and bobs in places like a couple of sounds and some more music. It may be too hard or too easy in parts and there will be bugs.

Some players have reported performance problems on hardware that should be adequate. Such things will also be addressed.”

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

“The base price will not change during Early Access. I might raise it slightly upon full release.”

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

“I will pay close attention to the community forums and occasionally hold little polls on what's most important to people so that I can make informed decisions about what to work on next. Please bear in mind though, that I'm only one boy and I have to work within my means, and that ultimately as a creator I'm going to remain somewhat true to my own vision.”
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Recent updates View all (20)

June 17

New patch on beta branch. A bunch of fixes, some new stuff and an easy mode.

0.71

  • Fixed an issue with some skill levels not being displayed correctly on skill icons.

  • Fixed a bug that could cause shooty statues to be placed in front of secret entrances.

  • Fixed a bug that could cause secret passages to block doors in rare cases.

  • Fixed a bug that could cause stairs from a catwalk to lead into an inaccessible corridor.

  • Fixed a bug that could cause wall objects (paintings and the like) to be placed on doors.

  • Fixed a bug that could cause a locked exit to be blocked by a hidden treasure room.

  • Fixed a bug that could cause the turret disabling lever thing to be placed below ground level in some rooms in dungeon type 3.

  • Fixed an issue with certain protruding boards in round climbey rooms floating in front of doors.

  • Fixed an issue with floating rail posts in dungeons of type 3.

  • Fixed an issue with burn damage being too high for burn procs caused by melee attacks.

  • Fixed an issue with the character on the character sheet being undressed after starting a new game with a veteran character.

  • Fixed a bug that would cause the extra damage from the Stormtamer skill to not be applied.

  • Fixed an issue with skill enchantments not being applied to the character if the enchanted item was equipped.

  • Fixed a thing that would cause melee speed to not be updated when switching weapons via hotkeys.

  • Ava should be positioned a little better when she's being pushed into spikes. This also makes a sound now.

  • It should no longer be possible for hidden switches to appear on top of fuseboxes.

  • Enemies should now get aggroed more readily when their mates are attacked.

  • Enemies should now push physics objects with greater force.

  • It is now possible for ambidextrous orcs to have two weapons of different tiers.

  • Item requirements should be a little more lenient now.

  • Shadow resolution on the low and medium quality settings is now higher to mitigate flickery shadow patterns on walls.

  • HP and MP potion yields will now keep scaling every 5 player levels forever.

  • HP/MP refill and invulnerability shrines should no longer get placed on tiles with stairs or in chasms.

  • HP should be refilled correctly after dying with a veteran character.

  • Fixed an issue with flying skulls ... uhm ... not dealing melee damage at all. I hope this wasn't actually an issue in the previous version.

  • Rooms with round corners will now be depicted more accurately on the mini map.

  • Added functionality for non-rectangular room combinations in the dungeon generation. These can occur in all dungeon types. This was way complicated, man. I plan on using it for more diverse architecture in the future. I hope it'll be worth the trouble.

  • Made another room type for dungeon type 1 which utilizes that.

  • Added a fireplace which can appear in large open spaces in some rooms in dungeon type 1. It has cozy beds around it and even some delicious roasted food. You may also smack enemies into the fire which is cruel and unusual but sometimes necessary.

  • Also added a decorative stone circle thing which can appear in such spots.

  • Replaced images for a tier 3 chest armor item which looked bad.

  • Slightly lowered lightning wand damage.

  • Slightly increased enemy damage and HP on higher dungeon levels to account for epic items gained at that stage in the game.

  • Added an easy mode which lowers enemy damage, attack speed and HP across the whole dungeon and disables achievements.

  • It is now possible to toggle the permadeath status of a veteran character upon starting a new run with them. This goes for the new easy mode as well.

  • Added new skill: Electrified Strikes.

  • Some other stuff I forget

This patch will once again upgrade your saves upon loading. This means you'll get a new current dungeon floor but you will keep your character and items.
I've also been working on some other content which is not part of this update. Should've maybe moved that ahead. Anyway, let me know if I created any new bugs with this one.

To opt into the beta branch right-click on Slasher's Keep in your game library, click "properties", select the "betas" tab and select the beta branch from the drop-down menu.
2 comments Read more

April 20

Patch 0.7 out on beta branch

0.7

  • Attributes in descriptions of crafted items should now get combined into one line per type of attribute.

  • Fixed an issue with certain doors not showing up on the mini map.

  • Fixed a bug that would cause your wand to be invisible.

  • Fixed an issue with the hit indicator effect not working.

  • The rest of the achievements should now work. I also added one for beating a "large" dungeon, which was missing.

  • Added a badge for that as well, which should show up on your character in the "load game" menu if you've beaten a "large" dungeon with them.

  • Fixed an issue with badges being displayed incorrectly.

  • Fixed colliders in cave type rooms so enemies stop falling through the floor.

  • Lowered quest reward money by half.

  • Parrying a zombies swinging arm will no longer deal damage to the zombie.

  • Added a kind of half-parry. If you're trying to parry a swing and fail to block the enemy's blade (or zombie arm) you will now still block half the damage if you're sort of facing the enemy in question. I made different *clang* noises for half- and full-parries too.

  • Also, orcs and zombies should no longer be able to swing through you, deal damage and then still take a parry when hitting your weapon, which could happen when you were facing away from them while parrying.

  • Added a hint that pops up when you pick up a component for the first time, that's like "Find a smithy to use this."

  • Added a little animated hint that is displayed when a long item description is scrollable to let you know that it's scrollable.

  • Added sound effects for the haymaker attack that the molerat men do.

  • Added a little particle effect for clicking menu buttons.

  • Added new images for two randomized items.

  • Added jellyman story text.

  • Added two new monologues for the talking wall ornament. They come in at dungeon type 2 and 3 respectively.

  • Reactivated Permadeath mode:
    There should now be a tiny room on every other dungeon floor above the second. In this room you'll find a trapdoor on the floor and a lever to operate it. Stand on the trapdoor and pull the lever to drop back to floor 0 and get a new dungeon. It's functionally like dying with a non-permadeath character.
    These prisoner chutes will alternate with item chutes, so you'll find an item chute on floor 1, a prisoner chute on floor 2, then an item chute on floor 3, and so on.

  • Added achievement for having used a prisoner chute because why not.

To opt into the beta branch right-click on Slasher's Keep in your Steam library, select properties, then the Betas tab and then select the beta branch from the drop-down menu.
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About This Game

It's a first-person roguelite with a focus on melee combat and loot. Now for some vague copy followed by a list of features:

You have been imprisoned and left to rot in the depths of Slasher's Keep, a frightful construct towering above the forgotten forest in the remotest wilds of Ool. As rulers came and went the keep remained the final destination for the nation's most undesirable elements. Many a scoundrel has tried and failed to escape its dungeons, perilous as they are. Will you share their fate, or will you overcome the challenges ahead involving the features below?

  • randomly generated levels
  • various traps to trigger and secrets to find
  • randomly generated items granting you stats and abilities
  • dynamic melee combat with different swings and thrusts, as well as precise parrying
  • smacking of enemies into spikes and chasms using your inventory sack
  • various types of enemies with different abilities
  • various types of magic wands for a bit of ranged combat
  • two playable characters to choose from with more to unlock
  • a drag-and-drop based crafting system
  • cartoon graphics made up of cel-shaded models, hand-drawn sprites and even some procedural animation

System Requirements

    Minimum:
    • OS: Windows 7+ 32bit
    • Memory: 2 GB RAM
    • Graphics: Geforce GTX 460 or equivalent
    • DirectX: Version 9.0c
    • Storage: 2500 MB available space
    Recommended:
    • OS: Windows 7+ 64bit
    • Memory: 4 GB RAM
    • Graphics: Geforce GTX 770 or better
    • DirectX: Version 9.0c
    • Storage: 2500 MB available space
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