Hack, slash, shoot and loot your way through procedurally generated dungeons! Smack your enemies into spikes with your inventory sack!
All Reviews:
Very Positive (164) - 92% of the 164 user reviews for this game are positive.
Release Date:
Feb 9, 2018
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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?

“It will still be a couple of 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 When you load an outdated savegame the game may generate a new dungeon floor for you but you will likely get to keep your character and items.”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 around twenty enemy types, each with their own abilities. There are around forty 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 which should be adequate to run the game. 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.”

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

“I pay close attention to the community forums where people post suggestions and report bugs, so those keep me busy and give me an idea 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 (25)

May 4

Update 0.9 live on [default] branch

0.9

  • Fixed a bug with the arm animations when getting parried.

  • Fixed an issue that could prevent the next swing from starting after taking a haymaker to the face.

  • Fixed another issue with an enemy getting pushed back too much when getting spiked.

  • Fixed a bug that could produce chasms right at room entrances in L-shaped rooms.

  • Fixed an issue with challenge room gates not closing behind the player in a timely fashion.

  • Fixed an issue that allowed the player to fly via kinetic magic by stepping on the object they were levitating.

  • Fixed a bug that could prevent flying skulls from ever getting unfrozen.

  • They can also take burn damage now.

  • Fixed a bug that would cause challenge room gates to be placed at the wrong height for upper entrances sometimes.

  • Challenge room gates should now also appear on secret entrance tiles where necessary.

  • Artisan skill now only goes up to skill level 5 (7 extra parts).

  • Nerfed skill scaling past skill level 10.

  • Added new enemy type: Loot Goblin. He functions as a type of mini-boss and provides some loot as well as teaching the player to use the Sack Smack™. There will always be a Loot Goblin in the very first floor and you will have to kill him to progress. Later he may appear in some hidden rooms. In dungeon type 1 his room has sword racks in it which may yield a usable sword or two.

  • Added a new piece of unique boss loot: Cuirass of the Arachnoid Humanoid
    It comes with its own unique skill: Sticky Excretions

  • Slightly increased drop rate of unique items from the giant spider.

  • Some other small stuff.

This update will upgrade your savegames upon loading. That means you will get a new dungeon floor of the same level but your character and inventory will remain unchanged.

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

Edit: going live on default

Edit: Hotfix

  • Fixed a bug that made the spider boss immune to melee attacks.

  • Sticky excretions should now work on spiderlings.

  • Increased proc chance of sticky excretions to 16%.
9 comments Read more

March 31

Update 0.87 on [default] branch

0.87

  • Added a bit of discoloration to the dungeon walls via a new shader.

  • Added wall cracks to dungeon type 1 as an aesthetic feature.

  • Replaced images for two pieces of tier 1 chest armor, one piece of tier 3 chest armor, two pairs of tier 1 pants and one pair of tier 2 pants for aesthetic reasons.

  • Some other small touch ups

  • Added demon story text. (also changed flavor text for the vampiroid racial skill to reflect the lore)

  • Added checkbox to disable head bobbing.

  • Fixed an issue with arm not bobbing smoothly when starting to walk.

  • Fixed a bug that could have spiked enemies getting pushed back too far or not far enough.

  • Cockroaches no longer spawn in chasms type rooms so as not to float about.

  • Changed dungeon altar model to have polygonal spikes in place of billboards.

  • Turned off gamepad detection in-game if no gamepad is plugged in. You'll have to go back to the main menu and plug it in should you wish to switch over to gamepad control. Did this for performance reasons.

  • Some other small performance improvements

This update will upgrade your savegames upon loading. That means you will get a new dungeon floor of the same level but your character and inventory will remain unchanged.

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


Please let me know if you find anything out of the ordinary in this version, like misplaced objects, or billboards not switching perspectives correctly. Or anything else really.


Edit: Going live with this update.
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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

What Curators Say

11 Curators have reviewed this product. Click here to see them.

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