This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Claustrophobia: The Downward Struggle
Platforms: PC
Languages: English
Players: Single-player
Aug 30, 2012 @ 12:23pm
Jan 21 @ 1:09pm
Recent Announcements View All (21)
Claustrophobia Development Log #14
  • Added a new loot system which learns to prioritise gear stat roles based on the type of gear you choose to equip.
  • Added female character graphics.
  • Added a load more hair, eye, and mouth graphics.
  • Changed terrain generation: a greater variety of room sizes will now spawn. Small rooms tend to bunch together, or join the edges of larger ones. More corridors, more crossroads, and less space wasted.
  • Added support for skills which persist over turns, have multiple activation phases, or do not require a target to cast.
  • Rescaled all equipment stats so that each new gear piece always offers an upgrade.
  • Rescaled the hit rate on all unit’s attacks as Claustrophobia had become the Game of Misses (you hit or you die).
  • Fixed a massive bug in the UI refresh code which had been causing graphical glitches from the beginning.
  • Fixed a rare bug where two enemies would stack on top of each other.

That is all! Don’t forget to leave me your comments, and, as always, thanks for reading!

Until next time,


Claustrophobia Development Log #13
  • Strength: Increases Physical and Critical Damage
  • Dexterity: Increases Ranged Damage, Hit Rating, Defence Rating, and Critical Chance
  • Intelligence: Increases Magical Damage, and Magic Resist
  • Wisdom: Increases Max Mana, Mana Regen, and Resist Efficiency
  • Constitution: Increases Max Health, Health Regen, and Armour Efficiency

The changes made to Secondary Stats are as follows:

Armour and Magic Resist now represent exact values of damage that can be mitigated. The amount of damage that they actually negate is capped at a percentage of damage shown by your Armour/Resist Efficiency, which can be increased by putting points into Constitution/Wisdom.
The chance a unit has to hit and be hit is now calculated as a ratio between the attacker's Hit Rating and the defender's Defence Rating. Both values are effected by Dexterity, but Defence Rating less so.
Since Armour negates damage taken, and Defence reduces the chance to be hit in the first place, squishy units such as mages benefit greater from Defence than they do Armour. As such, Light Armour gives high Defence Rating, but little to no Armour Rating. Medium Armour gives more Armour but less Defence, and Heavy Armour gives large amounts of Armour, and small amounts of Defence.
Luck has been introduced as a secondary stat, which offers small bonuses to Hit Rating and Critical Rating, as well as increased Gold & Rare Item Drop.

Game Options

One of the things that I have been asked the most about since first discussing V2's turn based mechanics, is how long each unit takes to have a turn. A lot of people were concerned that the new mechanics would make gameplay too slow in comparison to V1, and yet more people wanted instant, high speed gameplay, akin to non-graphical roguelikes. Instead of choosing one way or the other, the choice is now yours. With the addition of a Turn Mode option, you can choose to play:

  • Sequential (Default): Each unit takes their turns one after the other.
  • Instantaneous: Every unit takes their turn at the same time as the player.
  • True Instantaneous: Every turn is taken at the same time, regardless of graphical effects.

Full key rebinding is also supported, along with a host of other gameplay options.

Everything Else

Finally, alongside everything else, I've also:

  • Added Options menu.
  • Added all of Chris' current music to the game.
  • Started adding sound effects for all major actions.
  • Added Line of Sight detection to enemies, and rewrote path finding so that enemies who lose sight of you search the area that you were last seen.
  • Rewrote enemy AI to enter formation on entering a bottleneck.
  • Added Spellbooks.
  • Added skill targeting for line-based abilities.
  • Fixed a number of bugs.
  • ...and then fixed yet more bugs.

And I believe that's just about everything. As always, all your comments are greatly appreciated!

Until next time,


Release date: Out Now (Alpha)
Buy Now(Desura):
Buy Now(GamersGate):
Development Blog:
Greenlit Gaming Preview:


Claustrophobia: The Downward Struggle is an RPG roguelike, with a retro graphic style and a terrible sense of humour. The game takes place in a series of ever descending randomly generated dungeon floors, packed full of monsters to slaughter and loot to pillage. The game plays like a traditional roguelike, but with a clean UI, a slick, action orientated combat system, and a massive range of enemy types, gear and room designs.

Game Features
  • Expansive Random Generation - Everything from the dungeons design to the enemies and gear you face is randomly generated on starting a new game. Like traditional roguelikes, each new adventure offers a unique experience, with hundreds of different room types to explore, and even more items and enemies to populate them.
  • Clean Integrated Interface - All information you need about your character is on screen at once, and has been carefully optimised and integrated into the main game. Stats show gear progression on highlighting gear in the floor, and all loot can be dragged and dropped from the game world to your inventory.
  • So Much Gear - If you're the sort of person who loves collecting gear which has lovely brightly coloured names depending on the item's rarity, then this is the game for you. Gear drops are frequent, and the gear variety extensive.
  • Customization – What with all the gear, skills, characters and all, there really is a huge amount of room to make each playthrough of the game truly your own.
  • Crafting – Various forms of crafting will be available, from Blacksmithing to Alchemy. Materials can be found in amongst your sea of loot, which can then become new, shinier loot.
  • Slick Combat System - Every character has six abilities (mapped to QWERTY) which are used in combat, and well as just attacking with your equipped weapon. Q and W's skills are determined by your main hand weapon, E and R by the character you are playing, and T and Y by a choice of your profession at the start of the game. Enemies also have skills unique to their type, which change how you combat different creeps. A spider for example, can web you to the floor if you get to close, and so is better taken out by using disabling abilities in return.
  • Easy to control, easy to run – The game is simple to pick up and play at any time, for any amount of time. Load times are instant, as is saving and closing, and the game itself in its current early build is playable on anything from a netbook upwards. It’s perfect for maybe a few minutes in your break, or for an hour to get down and seriously play.
  • Multiple difficulties – Keeping with the ‘playable on everything’ theme, here’s the ‘playable by anyone’ bit. Multiple levels of difficulty from ‘Pushover’ to ‘Impossible’ are available for players of any mind set or skill. Or just for those that fancy a challenge.
  • Massive Replay Value – Since every playthrough is unique, and every character, enemy, gear set, and room is different on each play, the game has tonnes of replay value.

Frequently Asked Questions
  • Why is the game so small? The screenshots and video pictured were taken on my laptop at my laptop's full screen resolution (1366x768), then optimised by Steam. The game runs at most common resolutions, and has zoom options to increase the size of the playable area. To see higher resolution images, check the blog.
  • Is there somewhere with more info/a website? The blog has now gone online, link at the top. Updates every week.
  • How much will it cost? A very minimal amount. I understand that this is in no way a major production title, and that it is something that you might just spend a few dollars on. Therefore the price will be somewhere in the range of $4-$8.
  • This looks similar to [insert roguelike]. While I freely admit certain roguelikes inspired me to begin making this, don't think that I am trying to copy, steal from, or belittle anything currently on the market. By the very nature of the name roguelikes, the genre came about from being inspired by Rogue. That doesn’t mean I’m blindly copying any game; if you read the features (and many others that aren’t listed due to them being secrets to find while playing), you’ll see I am trying to make the game distinctive in its own right.

Additional Comments

The game is in very early development, but has a playable build. What I really need (and the reason I’ve put this up on Greenlight now rather than waiting for my site to launch) is community feedback and comments, and to get a tiny bit of publicity. It’s a big world out there for a single person indie company, and Greenlight is one of the best ways right now to hopefully get noticed.
Thanks a lot for taking your time to read and watch the video, and I’d thank you even more for any comments.

Popular Discussions View All (1)
Jul 6 @ 3:22am
what do you want in the game?
Maxdamage [ A.F ]
< >
OkcRanger Jul 19 @ 10:50am 
Glad you are taking your time though. So many trashy rogue-like games, claustrophobia is worth waiting for!
The Indie Forge  [author] Jul 19 @ 5:41am 
"Some day on Steam" should be our tagline...

In all seriousness, I really hope to get a playable build out within the next month or so. Thanks for all the support everyone!
OkcRanger Jul 18 @ 9:25pm 
Every single dev log is so great. I haven't played in months, and can't wait to pick it up again... someday on steam...
korefuji Jun 27 @ 7:09pm 
great game - please greenlight it!
Phoke Jun 17 @ 7:24am 
nice world !
√itamin ∃✘ May 22 @ 4:34am 
Sounds like someone just wants a free source code for his own personal benefit. Real devs don't ask for handouts, they do it themselves.
Le Jibs May 18 @ 4:23pm 
I've been playing it on desura and I'm loving it, minor bugs aside it's solid. Waiting to get my hands on the new update
Joker Mole Mar 28 @ 1:25am 
No source code is too broken to work with but it is of course completely your right to not release it. I just would have liked the opportunity to fix the bugs that annoy me in it.
The Indie Forge  [author] Mar 27 @ 7:39pm 
@graspee: My issue is that I believe games released onto Steam should be of a certain quality, which the old version, in my eyes, is not. The whole reason I restarted the project was to give everyone who wanted to play the best experience I could, and at the point I had reached, I could no longer work with that version. It was just that much of a mess.
In terms of the graphics, the new engine was built from the start to use new systems such as particle effects and sprite manipulation for the animations - something the old graphics simply would not work with.
As soon as it's ready, the new version will be sent out to all previous buyers. I apologise that the time between the last update and the next will be fairly lengthy, but I hope that in the long term it will be worth it. I'm afraid I will not release the old source code - it's just too broken to work with.
Joker Mole Mar 26 @ 11:30pm 
Surely the sensible thing to do would have been to put the original game as it was on steam but then work on rewriting it, but make sure that the new game/engine could support using the old sprites?
I'm stuck with this old version on desura with bugs and annoyances, mostly related to using the keyboard. I know there's no way you would let me have access to the source so I could fix it, but I thought I'd ask anyway, rl dev to rl dev.