Hack, slash, shoot and loot your way through procedurally generated dungeons! Smack your enemies into spikes with your inventory sack!
All Reviews:
Very Positive (122) - 88% of the 122 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?

“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 When you load an outdated savegame the game may generate a new dungeon floor for you but you will likely get to keep your character and items.”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 (19)

April 20

Patch 0.7 out on beta branch


  • 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.
6 comments Read more

April 1

Small patch on beta branch (0.6994)

I call it 0.6994

  • The Sack Smack will now give physics objects a little shove.

  • HP and MP gained from consuming food and wine will now be displayed.

  • Toned down the visual intensity of the kinetic wand blast effect.

  • The penalty for dying for veteran characters is now limited to prevent them from becoming too weak to go on.

  • Your complimentary starting weapon will now have a higher rarity tier if you're playing a veteran character.

  • Added 7 new images for randomized items.

  • Added skill: Desperate Rage

This patch will not need to upgrade your saves.

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.
3 comments Read more
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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

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