Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A run can be put on hold whilst you transition from one floor to the next, meaning that you can beat floor A, quit the game, then resume it at another time from the start of floor B. You cannot then go back to that savepoint, as it's only to put your run on hold, not for you to continuously restart from that point.
most of the shorter "roguelites" do not let you save.
the longer ones let you create a temporary savefile that only saves your place until you come back and reload your save and then it deletes the save to prevent people from "cheating" and retrying the same part that they died at over and over until they succeed.
this game does let you save, at the exit elevator. but that is just a temporary save, until you come back and reload. it's just a way to allow you to take a break in the middle of a run.
the point of the randomized procedural generation is to create the uncertaintly of not knowing what is in the next room. if you knew what was coming, it would defeat the whole purpose of the challenge.