• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
"Why do you descend?"

Version 1.32 released March 28th, 2014.



-The Drop is a unique take on the dungeon crawler and follow-up to 2009's The Reconstruction.
-No typical HP & MP monotony. Instead, player and enemy alike have Body, Mind, and Soul ratings which serve as both health and magical power. Knocking any of these to zero means defeat, so spelunkers beware!
-Create your own player character. Choose a race, appearance, starting weapon, elemental alignment, perks, and a background. Or, choose from an array of pre-made characters, including a few familiar faces.
-Randomized dungeons. Hundreds of items, dozens of monsters and spells, and all sorts of weirdness lurks around every corner!
-Use magic and items to manipulate the environment to your advantage. Freeze water to trap foes in place. Set fire to grass to create a smokescreen. Evaporate spilled poison to create a toxic cloud. Electrify puddles of water. Many interactions await!
-Exploit your enemies' fears and emotions. Lull, befriend, or terrorize enemies by using the proper item or spell!
-Experiment with items to discover their properties with interactions like eating, applying, and throwing. A plant that makes you sick when eaten may have healing properties when applied to your wounds instead. Collect them all!
-Use stealth and line-of-sight to your advantage. Sneak up on enemies to attack from behind, or avoid them entirely. But be careful - enemies you can't see can do the same to you!
-Customizable BGM playlist. Add or remove songs from the dungeon's soundtrack, or even import your own music!
-Hardcore mode awaits! A true roguelike experience with permanent death and limited saving available. Do you feel lucky?



THE RECONSTRUCTION (2009). The Drop is a direct sequel to this game, and is set in the same world. Many characters, monsters, and spells are returning, but familiarity with the game is not necessary to enjoy The Drop.

I MISS THE SUNRISE (2012). A prequel to The Reconstruction and only distantly related to The Drop. It's quite different in tone and setting.

Official wiki here! Beware of spoilers!

TV Tropes Page available here! Beware of spoilers!



Updated March 28th, 2014.

Version 1.32 is live, as well as the complete soundtrack download and the "classic" track pack!

---

You can look back at my semi-weekly progress reports by visiting http://www.tilde-one.com/, clicking the Show Archive button, and looking for anything with "Drop" in the title (newest entries are on top).

Latest Blog

The Drop - Version 1.32! New character!

Happy almost-April-1st! If you're reading this, The Drop Version 1.32 is now available for download! Why is this one so special? Well, an idea I've had for some time has finally come to fruition, and hopefully you can wring a few more hours out of The Drop while I'm still working on How Far. Maybe. Anyway, here are the change notes:

-Here comes a new challenger! Dehl Sikohlon is now a playable character! You can choose him from the second page of the "Special Characters" screen at any time.
-Magic Stitch now correctly heals Body health.
-Fixed an issue where it's possible to walk outside of the map in a certain area.
-Fixed a crash bug (again) that can occur after defeating the final boss.
-The final secret character now begins with some Soul-damaging magic as well.
-Removed all floor elements from the final boss' lair. Beware: it's an actual fight now!
-The spell "Calamity" now correctly inflicts Mind damage.
-The spell "Snowstorm" now correctly inflicts Soul damage.
-The spells "Thunderclash" and "Jolt" now has the correct icon.
-Hints should no longer get stuck on the screen after being defeated in Hardcore mode.

Dehl is a challenging character; if Xopi is defeated, he will fall too! Good luck!

Posts

The kills counted on the stat page seems to try and crunch the total number of kills into the space of a single digit, which eventually leads to not being able to tell at all how much kills I've gotten. (I think Tehgonan has like 132 kills, but it's really hard to see. XD)
Deltree
doesn't live here anymore
4556
Yeah, that'll be fixed in the next update. RM does this adorable thing where if text is too long for the allocated rectangle, it squeezes everything to make it fit, and with a weird font like 04b it makes things unreadable. I guess I never got to a 3-digit kill count in my test save. Imagine that!
By the way, The Drop now has a page on the wiki! I've made a page for spells and added the ones I found in my playthrough. Feel free to contribute!

Edit: In other news, I have a question...Deltree, in one of your "Dropping In" posts, you mentioned that stealth runs are a viable play option because you gain the essence of every enemy that didn't detect you when you go down a floor. However, wouldn't that still leave stealthy characters behind in terms of Favor and dropped items? What's the situation there?
Deltree
doesn't live here anymore
4556
Yeah, the more I thought about that idea, the stupider it sounded, so I crossed it off my design list. Everyone will be equally combat-oriented; stealthier characters will have an easier time picking their battles or sneaking up for a back attack.

And thanks for adding the page! I'll make a proper banner for it shortly.
Aw, that's a bit disappointing, it sounded like a cool idea. Oh well, not everything can work out.
I love the Reconstruction and Sunrise you do amazing work and (i made an account just to say this) stay awesome!
Deltree
doesn't live here anymore
4556
Thanks a lot! I'll try!
does this game have a story or is it just kill all that moves until you die?
Deltree
doesn't live here anymore
4556
The full game; sort of. The demo; not so much. It's really more of a side game for my own amusement than a full entry into the series.
would it be possable to get an ETA on the 0.5 release? you havent said anything on tilde-one yet so.... ya
Deltree
doesn't live here anymore
4556
Oh, uh, I wasn't really planning on another demo release! The project is kind of in an unstable state where I'm working on structure rather than content, so I haven't really planned for another sub-release before the full one (which will hopefully be this summer).

But I'm glad you're curious!
I'm very bored, so in honor of the Drop being worked on for a year now, and the new Drop* series coming out soon, it's time to consider who might be the 6 locked characters! First, a reminder of who is confirmed from Deltree's website. Spoilers if you don't want to know more than the 3 from the demo.

Tehgonan, Human, Mental. Lani, Fih'jik, Physical, Moke, Shra, Noxious, and Falitza, Fortian, Cold. New characters include a Heat Human Guard, Cold wild Shra, a Noxious Fortian Fih'jik, and a Divine Fihjik.


And now for my analysis complete with total spoilers from the Reconstruction! I'm probably totally wrong with all of this, but that's the fun. Then I can come back later and see how wrong I was!


Let's look at each character one by one. Dehl, and Xobi - Unlikely. While I would love more than anything to see Dehl again, unless something big's happened in the last 5 years, it's very unlikely his character will try this given the ending. He decided to scale back on his own scope and accept only what he can do, and is now raising Xobi, who I believe is blind. It's possible Xobi got cured in the 5 years, or something happened to motivate either, but I doubt it. Gameplay-wise, though, it would be cool to have a soul focused Shra, since we only have a mind and body one with Moke and Sypak. I wonder what element Xobi is...

Qualstio - Likely. We only have one heat element, and it's definitely in character for him to come. Also we have a possibility of him being the only to cast an element opposite his natural element, since he can cast Cold in The Reconstruction, unless the effects of the drop stop it.

Zargos and Santes - Very Unlikely. I mean seriously it ended with Santes Pregnant, and their kid would only be 5 years old. Unless there we a serious tragedy with the kid, or they were broke and Zargos needed to get money, I can't see either one going, even if it would be totally awesome having Santes kicking butt. Zargos might be unique as being more heavily focused on Body than the rest, since in the Reconstruction, he was one of the few to only deal one type of damage...although so was Tehgonan, and now he's one of the most balanced, so what do I know?

Fero - Likely. It's extremely in character for him to take this kind of challenge, but we already have a noxious Fih'jik with Valitazzo.

Sirush - I have no earthly clue. It would be cool to learn more about where he's at, and see if he's doing any better, and his aggressive but dangerous play-style would be good for a challenge. Increased damage, lower defenses than normal.

Ques - Unlikely. He'd be around HN 78 at this time, rather old for this kind of thing, unless because of that he thinks there's nothing left to loose? We also already have a Fortian Fih'jik.

Rehm - Please. Go on an adventure again Rehm!

Kidra - Unlikely. She was a very odd character for The Reconstruction, and since Deltree's said he didn't know if he'd include her knowing how serious the game was going to get...I doubt it.

Yfus - Likely. We need more of this guy's story since he was introduced so late, he's a divine Fihjik with fascinating family ties, what more could you want? Oh right, character motivation. Er...I can't think of a reason off-hand, but it's easily enough made.

Tezkhra - Extremely likely. I can't see him not going into the drop. It's the link to the third game, has that gray monster thing that's still unknown, and what could be better than Tezkhra being able to use magic? He'd go here in a heart-beat, and I'm willing to also bet that he's the one character to fight the one final boss as well.

And one more - Yacatec! He was originally planned to be a playable character in The Reconstruction, so I can really see him in this one as well. He's also the adventurous type. I supposed that perhaps Alito could come, but I don't think he'd do that sort of thing.

So now it's time for my final list! I guess that the six secret characters will be - Tezkhra (final character unlocked), Yacatec, Rehm, Yfus, Sirush, and Qualstio. I'm probably missing a few surprise NPCs to pop up in place of Rehm or Qualstio, but I'm confident that at least half on this list will be secret unlock-able characters.

Deltree
doesn't live here anymore
4556
I am digging the rampant speculation! You have made my weekend.

TR spoiler:

I very briefly considered including Xopi as a sort of joke character. He would always have a vision range of 1, of course. I am an evil man.
author=Deltree
I am digging the rampant speculation! You have made my weekend.

TR spoiler:

I very briefly considered including Xopi as a sort of joke character. He would always have a vision range of 1, of course. I am an evil man.


Hahah! Sometimes being evil to our characters is the most fun, though. I mean heck, just look at Dehl and Rehm. Seriously. You are an evil man, Deltree. And for that, I must thank you.

I was actually thinking if you would use his blindness in a way like that if he got in. It would be kind of fun for a challenge run. Probably completely impossible, but still, fun. Although most of the reason I'd want him in is just to hear how he's been doing in the mean time, and through him, how Dehl's been in your summary. xD
Because your blog doesn't allow comments, I'm forced to post here:

Currently, however, I am leaning toward making the battles infrequent and even secondary to the main story. The idea right now is each battle would be a sort of one-time puzzle-like scenario with multiple ways to get the upper hand. Sure, you'll have a playable party with their own special abilities, but enemies will be diverse and the player will probably make use of the surroundings/in-combat set pieces to overcome them.

This sounds like everything I never knew I wanted from RPGs. :D Basically, a more story-heavy, puzzle-focused game, a bit more like a visual novel than RPGs usually are? That sounds lovely. But then again, I appear to be the only person in the western hemisphere who likes visual novels, so I doubt I can speak for everyone. ^_^;
Deltree
doesn't live here anymore
4556
The master plan lives on!

And you may be right about that. Barring the occasional Phoenix Wright, I like my games to be, well, gamey. I hope to strike a good balance, though. (Maybe with a sort of optional "easy mode" too).

edit phone typos grr
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
Its a nice game. I think its kinda a diablo clone game, so speed in making decisions and choosing appropriate skills is key to success, It means you need to let players appoint shortcuts for their spells. Also i think a skill progression system is needed.
what i suggest is, first you chose your character affinity, and starting spells and stats, then you chose your class
about class, I think 3 class can work.
Tactician: long range, low defense, medium damage, high vision
Warrior : medium range, high defense, medium damage, medium vision
Trapper: low rang, medium defense, very high damage, very high vision.
Trapper use spells that convert to a mine, only long range non damage spells should be, knock back and pull.

Tehgonan, -0.2 growth means he would never get bonus stats, that means in the long run his stats would sucks, i guess the idea is that he always must manipulate enemy weakness, however with the current way of choosing spells, most people will avoid him.

Spells use too much health, you can increase health growth per lvl (game would be very hard in beginning, very easy later) or you can decrease health cost, it should never be more than 10-15% of your max health.

In such a game people should not think too much about what spells they should chose, its not exactly a turn base game, its cross between action and turn base. this means spell diversity must be your secondary concern.

I think what will work is that skills determine how your spells work, like cost, damage, range, penetration, for example Moce should have penetration, and can be a great trapper, Tehgonan should have cost skill and can be a great tactician. Lani can use damage skill and would be warrior. you can exchange favor to skills with your trainer.
Deltree
doesn't live here anymore
4556
I get what you're saying, though the game is meant to be closer to a roguelike than a Diablo style hack-and-slash, which is why so many spells and items have secondary considerations instead of straight damage. It's really meant to be contemplative and turn-based, almost like a strategy game. I was also trying to avoid a rigid class system for much the same reason. If it were a more traditional dungeon crawler, I'd definitely go with a more class-based route, but I always did like to run contrary.

The bonus stats from 1.0+ growth rates are mostly inconsequential, as a 1.2 is just a 20% chance of a bonus point. Characters with lower growth rates usually have a bonus elsewhere to compensate.

Spell costs are high to make spells more valuable and keep melee combat as a viable option. Otherwise, it would be a matter of flinging spells from maximum range and never being in real "danger." It's a balancing act, and I'm interested in how it will work in the long run.

I appreciate your insights, and hope you'll be willing to take part in the closed beta when I announce it!
If the Reconstruction is any indication, this is set up to essentially custom make your own class when you make a character. Restricting it to 3 classes isn't nearly as good as being able to pick from a huge list of perks and backstory instead that affects your character in my opinion.

Tehgonan also gets access to I think most elements early, which makes manipulating enemy weaknesses much easier than, say, Moke. I think the game is set up to stop the story part at floor 30, even though infinite crawling is possible, which means the growth effect hopefully won't be that bad, but I admit to sharing the same concern. However, learning enemy properties can be extremely helpful.

Yeah, the high health kind of stinks, but I also like the strategy that it brings. The worst part is that it takes health from the area you're most likely bad in if you're strong in that area, like Moke taking from Soul for his mind attacks. (I think) Oy.
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
@ Deltree: of course it would be a honor to participate (i really mean that)
I played the game so let me share my personal experience, i never changed spells since it take too much time and Tehgonan died an unfortunate death :P problem was keeping track of 3 health and at the same time trying to concentrate to what spell i should chose, was overwhelming for me. so i chose Lani, chose a mind to body healing, 1 physical and 1 divine and I mope the floor. maybe rouge like isn't my game :P
Bonus stat depends on how high your level will be, if its 100 it means 30 bonus stat (for Lani body), if maximum level is 30 well its only 9 stats.
i admit i don't know much about rouge like games, probably i should read somethings first.

@Ro9ge: well actually what i suggested, should give player more freedom. it means you can play differently with Lani, class changes how spell work, so you could chose whatever you wanted, then chose how your spell work (long rang, low damage/medium range, medium damage/ high damage trap, low range) so my suggestion was to expand it, and it was 3 very basic class, there could be alchemist who use natural resources to create his own throw able object, or geomancer who use floor as base of how his spell work. options are limitless, balance is scarce.
thanks for reading.