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Claustrophobia: The Downward Struggle
Claustrophobia Development Log #14
July 18 - The Indie Forge
Hey everyone! Welcome to Claustrophobia Development Log #14! Some of you may remember that I predicted the earliest I would be able to release the Claustrophobia V2 Alpha was today, July 18th. Quite obviously, that date was hugely optimistic, and I’m afraid I am not yet ready to release anything. I am still hoping for Alpha to be released within the next couple of months, but I will not release until I am happy with the amount of content. So instead, here’s a load of new info and screenshots!
If you follow me on Twitter, you may have seen that I spent a large chunk of the last couple of weeks working on Character Creation. A big part of Claustrophobia has always been the ability to customize your character, and their skillset, to your playstyle. Therefore I felt it only fitting to dedicate a large amount of time to getting this right.
On the left, we have options for customizing your character’s appearance, and on the right, class options. To get you started, a number of Preset Classes will be available. These presets will load recommended character builds, as well as determine your starting gear set. Alpha will launch with 3 Presets (Juggernaut, Archer, and Warlock), but more classes will be added throughout development.
You can either play the game with a Preset Class, or edit a Preset to create your own class.
Clicking “Edit Class” will bring up the Abilities window, which will allow you to reassign Class Roles, Talents, and Starting Skills. Each Class Role will have three starting skills available. While you can chose more than 1 Role, you are limited with the amount of Skills you can learn by the amount of Skill Points you have available. You begin the game with 3 Skill Points, and gain 1 Point every 3 levels. Likewise, you start with 3 Ability Points, and gain 1 every 5 levels.
Please note that the Talents shown in the image above are placeholders. There will be more available on Launch.
As you can see from the screenshots above, I’ve begun work on class skills, and that’s taken up almost all of the rest of my time. There’s a lot planned. As I said, every class has 3 starting skills, and then approximately 6 more skills each. Which is about the minimum amount that will be needed for Alpha. Here’s the first 3 Archer Skills in action:
Skill leveling has been slightly reworked. For a number of reasons, the most important of which is balance, the ability to level up each individual skill has been removed. Instead, a skill’s effectiveness is tied to a percentage of your weapon damage + a percentage of the skill’s main stat. For example, The Archer skill Scatter Shot deals 50% weapon damage + 60% dexterity. This means that your abilities will level with you, and you will not have to worry about certain abilities becoming underpowered. It also means your most effective skills will be those that complement your stat build.
Skills can only be used once they have been learnt. When you read a Spellbook, you gain the skill, but you must spend a skill point in it to be able to use it. Since you only gain a Skill Point every few levels, this could lead to you having to “forget” certain skills in order to learn new ones. Once a skill is forgotten, you will need to find it’s corresponding Spellbook to re-learn it.
- 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,