A traditional, turn-based roguelike. Descend through procedurally generated dungeons, fight unique bosses, hunt rare gear, and spend Faith to shape your run. Switch between ASCII and tiles on the fly. Fully playable with a controller and on Steam Deck.

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Early Access Game

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Note: Games in Early Access are 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?

“I'm one person making this, and I know what I want it to be. The game is built and playable from start to finish, and the roadmap's set. What I can't do on my own is tell whether it all feels right to play. I've been staring at it too long to know if the difficulty is fair, if a class still feels good ten floors in, or whether you can see a boss's attack coming the first time you fight it instead of the third.

That's what Early Access is for. I'm not short of ideas. What I need is the stuff that only turns up when someone who isn't me plays it.”

Approximately how long will this game be in Early Access?

“Somewhere around 3 to 6 months. It depends on what players turn up once they're actually playing it, so I'd rather give a range than pretend I know the date.”

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

“Mostly more content and more tuning. The systems are built, so what's left is filling them out and getting the balance right.

What I plan to add:
- More spells and abilities for every class. All 8 classes are in, each with its own kit and way of playing, and one of them has to be earned.
- More items, including a new tier of base items and Epic and Legendary items.
- More monsters, and new art and animations for the monsters and bosses already in.
- More bosses. There are 7 in at the moment, each with its own abilities rather than the same fight with bigger numbers.
- More hand-crafted rooms mixed in among the procedurally generated ones, plus keys and locked rooms.
- Charms.
- Codex lore and environment entries.
- Ongoing art, animation, and audio passes, and more Steam achievements.
- More gameplay, UI, and accessibility options.

On accessibility specifically: the game is turn-based, so nothing ever needs a quick reaction, and no gameplay information is audio-only. It all shows up in the log or on screen. Every key and controller button can be rebound, you can play with just the mouse, and there are colour palettes and scaling options if the defaults are hard to read. If something is stopping you from playing, post about it. I'll prioritize accessibility requests ahead of most other things on the list.”

What is the current state of the Early Access version?

“Stable and playable from the first floor to the ending.

It's got procedurally generated floors with hand-crafted rooms and boss arenas, full inventory and equipment with rarity and magic properties, and altars where you spend Faith to bless your gear. There are eight classes that each play differently, several with a resource all their own, a skills and spells book with ranks and passives, a flask that refills as you fight, throwable vials, status effects, monster affixes, multi-tile bosses, and a bestiary that changes as you go deeper. There's also a merchant who buys and sells, and special rooms to find on the way down.

A Codex fills in as you find things and keeps a record of everything you've killed and everything that's killed you, with stats for every class. Every finished run saves its full build, from your stats and gear to every ability and its rank.

Your best runs also go up on the Steam leaderboards, overall and per class, for both the main game and endless mode, and there's a board for the longest win streak too. Every run entry carries its full build, so you can open anyone's run and see how they got there.

There's auto-explore and auto-travel, a tutorial, first-time tips for each screen, Steam achievements, and Save and Exit, so you can stop mid-run and pick it up later.

Keyboard, mouse, and controller all work, including Steam Deck. Everything's rebindable, your progress is backed up automatically and syncs through Steam Cloud, and there are accessibility toggles, swappable colour palettes, and optional retro screen filters. You can also switch between classic ASCII and hand-drawn tiles whenever you like.

There's a real ending to reach, and I think it lands better if you don't know what's coming. Reaching it locks your score in, and if you'd rather not stop there, you can take the same character on into endless mode, which has new environments and a high score board of its own.”

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

“I plan to raise the base price as it leaves Early Access, so buying during Early Access means getting in at a lower price. Either way, you won't pay again for the full version.”

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

“The Steam forums are the main place. I'm one person, so I can read basically everything that gets posted, and I'd much rather hear that a boss is unfair or a class is boring than not hear it.

Worth being straight about it though: feedback mostly shapes the order things get built in and how they're tuned, not what the game is. I know what I'm making. But difficulty, balance, and how things actually feel to play are the parts I can't get right on my own, so that's the feedback I need most.”
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Roadmap

About This Game

Faithfarer: The Cathedral is a traditional, turn-based roguelike. It has strict tactical combat, dungeons that blend procedural generation with hand-crafted rooms, classic RPG-style loot, and a Faith system tied to everything from combat to exploration. It also has deep quality-of-life features and full gamepad and Steam Deck support.

Tactical, Turn-Based Combat

You act, then the dungeon reacts. There's no real-time pressure, just positioning and decision-making.

Procedurally Generated Dungeons and Hand-Crafted Rooms

Every descent generates a new layout that mixes procedural generation with hand-placed rooms. Each floor is lit only as far as you can actually see, and it's remembered once you've moved on.

Real Bosses, Not Reskins

There are seven bosses so far, with more to come, and not one of them is just a bigger regular monster. Each is its own encounter, with abilities you'll need to learn to survive.

Monsters and Hazards

Regular monsters have tricks of their own too. Some hunt in packs, some wait in ambush, and others split, steal, or raise the dead, while elite versions carry extra powers. Floors hold pools of fire, acid, ice, and water that can turn a fight, so knock enemies into them or throw vials to make your own. And the dungeon never lets you rest easy for long.

An Ending, Then Endless

The Cathedral has a real ending to reach, and reaching it locks your run onto the high score board. Then you choose: stop there, or carry the same character on into endless mode, through new environments, and see how long you last on a high score board of its own.

Loot

Every find is a base item across an 8-slot equipment system, and rarer finds carry magic properties of their own, from extra strength or armour to weapons that poison, burn, freeze, or drain life on hit.

Faith

Faith is the rarest thing you carry, and you can only hold so much of it. The hardest fights and what you find along the way build it up, while curses can wear it down. Lay an item on an altar and devote your Faith to it, and the altar offers a choice of blessings: a new magic property, or a stronger version of one the item already has. Every blessing is a bet on the item you think will carry your run. The more Faith you devote, the better the offers, and a blessed item can be reblessed once, trading its blessing for a shot at something better. Altars can also lift curses and restore broken gear, but each one only has so much power to give.

Eight Classes, Built to Feel Different

Every class plays by its own rules. The Barbarian runs on Rage and gets stronger the harder the fight gets. The Thief strikes from the shadows. The Monk builds Chi with every blow that lands and spends it in bursts. The Paladin's Seals make its swings hit harder or keep it fighting longer. The Priest wields the light, and in Shadowform every spell takes on a darker purpose. The Cleric hallows the ground it stands on, burning its enemies and healing itself. The Mage bends arcane, fire, frost, and lightning. And the eighth class is yours once you've beaten the game.

Quality of Life

Full mouse support with click-to-move, click-to-attack, and hover reticles that tell you exactly what a click will do. Auto-explore, smart melee-or-explore, and auto-travel to known stairs let you play as fast or as carefully as you like. Save and Exit whenever you need to stop, and pick up right where you left off. An optional tutorial covers the basics, and tips walk you through each screen the first time you open it. Every accessibility toggle that trivializes the game is off by default and entirely optional.

Every Run Remembered

The Codex fills in as you find things, and keeps a record of what you've slain, what's killed you, and how every class has fared. Every finished run saves its full build, from your stats and gear to every ability and its rank, and your win streak follows you from run to run.

Climb the Steam Leaderboards

Your best runs go up on the Steam leaderboards, overall and for every class. The main game and endless mode each have their own boards, plus one for the longest win streak. See where you stand against everyone or just your friends, then open any player's run to see the exact build that got them there.

Full Gamepad Support, Steam Deck Included

Every menu and every action is fully mapped to a controller, with real button icon art for Xbox, PlayStation, Switch, and Steam Deck instead of generic placeholders. Rebind anything, on keyboard or gamepad, independently.

Play It Your Way, Visually

Toggle between classic ASCII rendering and a full sprite-based tileset at any time. There are also swappable colour palettes, retro filters, font options, adjustable HUD scaling, and plenty more to tweak in the settings.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 10 21H1 or later
    • Processor: 2GHz or faster
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0 compatible GPU
    • Storage: 1 GB available space
    Minimum:
    • OS: Ubuntu 20.04 or newer
    • Processor: 2GHz or faster
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0 compatible GPU
    • Storage: 1 GB available space