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"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

author=meisam
@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.


Ah, gotcha. The class chosen has an overall modifier to everything? Interesting. The only issue is that there's already traits that will affect defense and vision, not sure about attack, though. Also, changing the preset range and damage of spells might cause balance issues or be unnecessary since I'm sure there's already long and short range spells with high and low damages that you can already focus on. Deltree said there was a rather large amount on his blog I think...

I do hear you about it being a bit of a hassle to change spells, but trust me it's worth it. The bonus to picking the right element's very big and much more easily determined than their weakest stat. In terms of keeping track of three health bars, it's not that bad once you're used to it in my experience.

So, while the classes is a cool idea, I think everything mentioned can kind of already be modified with traits. You should check out this video if you haven't already - http://rpgmaker.net/games/4395/media/823/ - it gives a full rundown of all the possibilities at character creation. It should help you better understand all that you can do already. I can't watch it now, but I'll double-check later.
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
well Ro9ge you were right, it seems character creation is very good already. (a lot better than what i suggested). it probably need some balancing though. but i still like to see trap spells :D

btw can someone tell me a good example of a rouge like game? one that is free so i can get familiar with this genre (i thought i know everything about rpg :S)
Deltree
doesn't live here anymore
4556
Almost all of them are freeware. I like Dungeon Crawl Stone Soup, myself. Keep in mind that "real" roguelikes tend to be very difficult and complicated compared to most RPGs - I have been trying to make things simpler and more accessible with The Drop, but the whole genre is an "acquired taste."

I like the idea of traps, and it's sort of what I was going for with the environmental manipulations, albeit in more of a direct way. Instead of laying traps, you lure an enemy into the puddle of water that's already there, and then freeze or electrify it. Since most of the combat is elemental-based, I tried to give each element its own sort of utility in addition to damage to reinforce this idea.

Character creation is pretty involved, but if it's too much, there will also be a dozen or so pre-made characters like the ones in the demo with their own predefined styles.
author=argh
I appear to be the only person in the western hemisphere who likes visual novels, so I doubt I can speak for everyone. ^_^;

The fact that there are visual novels on Steam suggests otherwise! If Christine Love and "games" like To the Moon can find their niche, I figure it's possible for any respectable space lizard as well.
I'd take a game made only of several clever "boss-battles" over a grindfest any day. Which sadly makes me a rather bad audience for dungeon crawlers.
I'll be sure to try The Drop one of these days though, so I can at least claim to have played a Rogue-like once in my life (although the fact that it has real graphics instead of ASCII surely detracts from the authenticity of the experience)

Edit: Okay I did try it today, and I had a lot of fun discovering the interactions with the items and environments. Then after one hour, the aimlessness of the genre began to weigh in a bit too heavily for me and I stopped, but I'm sure the intended audience will love it.
Deltree
doesn't live here anymore
4556
Well it's only got a half dozen enemies or so in the demo, so I'm surprised you made it an hour! Still, I'm glad you tried it out!
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
wow i loved "Dungeon Crawl Stone Soup", so much customization :), it was a lot like wizardry (in wizardry 8 you can chose to play as 1 person instead of a group of 6)
damage claculation system of Dungeon Crawl Stone Soup is D&D?
i need to see more of "the drop" to say more. do you want to make it complicated? or it would be for casual gamers?

thanks.
Deltree
doesn't live here anymore
4556
A little of both; it's complicated because of the quirks in the system, but it has a simpler and more controller-friendly interface instead of having to memorize what every key on the keyboard does. It's probably closer to Chunsoft's Mystery Dungeon games in how it actually handles, though The Drop is probably more forgiving.

I haven't played a Wizardry game in years. I never knew a single-character party was feasible! I try to keep up with the Etrian Odyssey games, which are pretty close in spirit, but they always end up feeling like a slog after a few hours.
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
I only play PC games, so i am not sure what Etrian Odyssey is. but if its like Wizardy its good :P LOL
in "Dungeon Crawl Stone Soup" after 3 hour of following tutorial, i only remembered 3 keys F, O and G because i used them a lot, i used menu and mouse for other things. what make it complicated was race, class,what skill to train, what equipments, what god to chose based on previous choices. auto explore was a very good idea. i think you may need it too.

i guess players of this genre is super devoted, who want to explore every last bit of dungeon before they go to the next floor (i know, i was), so some kind of mapping system is required. something that tell player, he explored everything.

in "the drop"; gale (one of Lani starting spells) cause some serious lag, in my system,(about 3-4 second) i think its about Force property, all other Force spells caused this lag.
Deltree
doesn't live here anymore
4556
There will be a minimap in the final version of The Drop, so, don't worry about that!

You're right about the lag; in the demo, there is a bug with the Force property that causes it to loop too many times when checking for "Fire" squares that it can put out. It is fixed in the final version as well.
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
I think the mountain and the swamp (jungle) walls dose not fit, specially the forest wall. (I know it was important for you, since the 3 other had very good walls)
Oh and I loved grassland :).
Deltree
doesn't live here anymore
4556
Eh, they're not meant to be very realistic. I'll admit for the mountains all I was thinking was "rock," though the walls for the swamp are meant to resemble a particular building from The Reconstruction.
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
Ok then, my nitpicking is finished for this round :P, I can't wait for the next though
author=Deltree
Eh, they're not meant to be very realistic. I'll admit for the mountains all I was thinking was "rock," though the walls for the swamp are meant to resemble a particular building from The Reconstruction.


The Shra Capital? The only other thing I can think of it something from Do'Ssha, although Nal's more associated with swamps...
Deltree
doesn't live here anymore
4556
That's the one. Nal gets its own muddy cave thing. All of the themes are based on different areas (though some are more abstract than others.)
So we actually get to go inside the Shra capital in a weird sense...huh. I'll be paying attention to the enemies and descriptions in that area.
Gotta love that old school feel. This game looks great.
Deltree
doesn't live here anymore
4556
Whoa hey, sup front page. It's been a while!
author=Deltree
Whoa hey, sup front page. It's been a while!
This is what happens when you leave me to manage everything - I miss featuring cool things in a timely manner sometimes.
By the way, everyone, The Drop has a page on the Tilde-One Games Wiki! It's pretty bare-bones right now, but hopefully it can be fleshed out with information soon! Feel free to contribute if you find anything new (or a way to pretty it up a bit -- things are pretty much just regular, ugly text because I don't know how to work images and tables very well).

Please. It's so lonely there. ;_;

Edit: Oh, new players should definitely beware of spoilers though, especially in the last section on the base camp page. The spells page could also potentially spoil some secret characters who have signature techniques. The item and enemy pages are spoiler-free, though.
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
Hmm, is the game too easy or my build is too good :P (+.5 +.2 growth no items low stealth)

I am on floor 6 but never faced the danger of death all creature can do a maximum of 1 or 4 damage (even the one that have a skull) to me it's somehow odd