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A Series of Unfortunate Descents
 
 
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Platforms: PC, Mac, Linux
Languages: English
Players: Single-player
Posted
Updated
Apr 15, 2014 @ 6:25pm
May 27 @ 2:01pm
Description
Release date: Early Access - Summer 2014, Core Game Release Late 2014
A Series of Unfortunate Descents is a humorous turn-based rogue-like RPG that takes place in a kingdom under assault from a monstrous race of Spore Beasts that enslave any beings they come across. At least, any being except you. After being found buried in debris after a Spore Beast attack you are whisked off, kicking and screaming, to undergo training. Become an elite hero of the kingdom and defeat the Spore Beast threat, along with any other creatures they have already infected. Delve into dungeons ranging from the scorching heat of an active volcano to the waterlogged sunken ships of the king's fleet. Slaughter enemy hordes and defeat monstrous bosses. Use your skills and looted equipment to survive it all and conquer the leader of the Spore armies. Best of all, you get to kill them all yourself without any help from the kingdom's soldiers! After all, you're the only one immune to the mind-controlling spores... so you'll be alone... against hundreds (hopefully not thousands) of ferocious creatures... wait, this is a terrible idea!


Random Dungeons
Our core game without any stretch goals features five dungeons: the Volcano, Tech Fortress, Sunken, Swamp and Haunted areas. Each of these dungeons not only offers a different look but have a completely different feel to them. Some of them might have dynamic hazards that form during play, and others could have a native beast that isn't pleased with anyone infringing on it's territory. Our dungeon generation will use a sort of organized chaos. The layout of each dungeon will be completely random, however the scenery and props in each dungeon will be organized for an apparent purpose. For example, you might find dining halls, laboratories, or even fishing piers during your dungeon crawls. Since the dungeon layout is first randomly generated and then populated, it will be virtually impossible for the same dungeon to be generated more than once.


Enemy Types
In our core game we have two enemy types: The Risen and Automatons. Each dungeon will feature at least ten unique beings from one type, and the type partnered with each dungeon will be random for each playthrough. This means that even though there are only 2 different enemy types in the core game, there are over 100 different enemies to be encountered!

The Risen: While they may come in many shapes and forms, every one of these vile undead enjoy spreading death and mayhem. Ranging from the flesh-eating zombie, to the insubstantial darkness of the Shade, the Risen are a versatile enemy type that spread fear wherever they roam.

Automatons: A self replicating race of machines created by some crazy alchemist to rule the world. These machines are as varied as it gets, with the self replicating protocol always changing to implement the surrounding environment in new designs. Because of this you never know what to expect from the Automatons; you can be sure they will be calculated, efficient, and very dangerous.


Dynamically Generated Gear
All of the gear in the game (aside from a few special pieces) will be randomly generated on the fly. What does this mean? Simply put, you should almost never see identical equipment in your inventory. Our weapons take this idea one step further, with weapons having up to 10 abilities/powers classified as capabilities and augments.

Weapon Capabilities: Each weapon (depending on it's quality) can have up to 5 different capabilities slotted on the left side of the weapon bar. These capabilities include special attacks, range modifiers, and weapon proportions. Example: One weapon capability is the telescopic property. Using this will make the hurty part of the weapon longer/bigger and allows for area attacks unique to whichever weapon type it is attached to.

Weapon Augments: Similarly to it's capabilities, a weapon can have up to 5 different augments that are slotted on the right side of the weapon bar. Weapon augments are modifiers that can add and/or enhance the effects of a weapon. Example: A possible weapon augment is the hallucinogenic property. Applying this augment causes all enemies hit by the weapon to become confused; the clatter of dropping weapons and cries of past allies are commonplace after use. Example 2: The concussive augment will cause the weapon to release concussive blasts on impact with an enemy that can stun and knock-back struck opponents.


Automatic Skill Enhancement
When you spend points in a Skill Tree, all of the skills you have already unlocked in that tree automatically gain enhancements. This enhancement doesn't cost any additional skill points, and it ensures that if you have a favorite skill earlier in the tree, it is always relevant.

Example: In our Trap Master skill is a trap called the Razor Disk hurler. This particular contraption launches a number of bladed disks in random directions when triggered. By putting further points in the Trap Master skill you can gain enhancements such as increasing the number of razor discs thrown, chances for ricochets between targets, and target seeking for the disks.

Abundant Replayability
Our core game without any addition content from game expansions will still pack quite the punch in terms of replayability. While our core game only seems to contain a minute five dungeons and two enemy types, the end result is pretty outstanding. The dungeon and enemy type combine to make both unique enemies and a modified base environment. In essence, this means that the core game actually includes 10 different dungeon delving experiences. Encountering either The Risen or The Automatons in the Swamp will each be a different experience.

Furthermore, in the core game you can pick 6 out of 12 skill trees or be randomly assigned 6 at the touch of a button. That is 924 different skill combinations! Each skill tree will include around 10 skills which means there are a total of 120 skills. That's plenty of room to make any kind of build you desire.

All of this is with just the core game, any skills, dungeon types or enemy types chosen through stretch goals will be included in the full game at no charge! With just five more dungeons and one enemy type, our dungeon count will be ten dungeons and three enemy types, but there will actually be 30 unique dungeon encounters! That's 3x the amount of content guaranteed without any stretch goals being met!


Intriguing Storyline
Even though the game features a lot of random features, there will still be a solid story to tie all the events together. You begin your adventure not through heroics but through unhappy chance that you are the best person for the job. The realm of Worrendeep is under assault by the vile spore beast Kazarr. Due to your unique condition of being immune to the spores, you have been conscripted by the King to fend off this monster, his minions, and any already under his control.

Our story and random dungeons work hand in hand to form an intriguing experience with enough variability that even after hundreds of characters, the game will still have something new and interesting!
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46 Comments
Tetris_Rubik Mar 26 @ 12:21pm 
Esta bien... pero no me gusta :3
Second Batch Jun 13, 2015 @ 8:25pm 
Single hero or party?
mcdowell25 May 25, 2015 @ 4:45am 
Upvoted!
Just thought I'd share this, pretty interesting game project. https://www.kickstarter.com/projects/psycrow/the-mind-hero
Kingdomkeepers Sep 1, 2014 @ 9:45am 
I think its a realy cool idea, but it just dosn't look like a living breathing world. Maybe add some idle animations, plants, small incects, or some ambient sounds and the game will be one of the games I can't wait to buy.
Slipperyjim Aug 24, 2014 @ 10:14pm 
Hope this gets greenlighted looks like a pretty decent RPG. Got the thumbs up from me anyway.
Plump4Trump Aug 3, 2014 @ 7:11pm 
Rated M for Mature!
zach  [author] Aug 3, 2014 @ 2:58pm 
Haha, sure Titus. The zombies are currently clothing free. :)
Plump4Trump Aug 2, 2014 @ 10:35pm 
Any nudity?
zach  [author] Jul 25, 2014 @ 9:14pm 
@UncleYar: We are working on speeding everything up and making the enemy turn go by a LOT faster.
zach  [author] Jul 25, 2014 @ 9:13pm 
I uploaded some new screenshots