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Formerly known as Legends of the Roguelike

DEEP SOULS is a old school dungeon crawler with class-based gameplay, modern RPG elements, roguelike elements, and hard difficulty! The dungeon is packed to the brim with secret treasures, rich lore, fallen heroes, ghouls and demons, traps, magic spells, and powerful weapons!

You are an adventurer who has reached the gateway to the Tomb of Ghalung-Korrid, the final resting place of two wrathful Dark Half-Gods. Standing outside of the dungeon is Gatewatcher Volus, an old, wise guardian, who has warned you that no one has returned after setting foot inside the walls of this cursed dungeon. But you are determined - you will find Ghalung and Korrid, but happens from there is up to you...

- Classes (Knight, Mage, Thief, Priest)
- Shrines (Restore HP/MP, Save, Allot healing items, Warp)
- Souls (Used as currency for buying items and leveling up)
- Hundreds of spells and weapons (catered to whichever class you're playing)
- Unique NPCs and Souls-like questlines
- Monsters, mini-bosses and boss fights!
- Massive Dungeons (many floors deep, each with winding and reconnecting paths)

Resources from Pixel Dungeon (tilesets), Defender of Texel (classes and monsters), Final Fantasy Legends (modified charsets), Devil May Cry (sound effects), Skyrim (more sounds), Dark Souls (concept, sounds), and Charas-Project (charsets)

Latest Blog

Lore Behind the Game

I felt that in case people wanted a bit of backstory, I would include some of the lore behind the game. A lot of this can be uncovered in the game itself, but also so much more. I've included the regions, history, and clans found in Legends of the Roguelike.

- Vygard is considered the de facto capital city of the Western Continent. Within the city is the Vygard Royal Church, a powerful religious institution spreading the word of their holy book, the Tyrtet. They often send clerics, priests, paladins, and royal troops on religious quests, though they've suddenly gotten in the habit of throwing every soldier they can at the Tomb of Ghalung-Korrid. Known Vygardians include Montas the Swordsman, and Jameth the Scribe.

- Norsil is a region to the north. It is a massive tundra, dotted with expansive forests, imposing mountains and cliffsides, and warm mead halls. Many hunters and rangers live there, making ends meet in the frozen wastes, often times turning to mercenary work from the nobility in Vygard. Known Norsilians include Ranger Kiln, Sevenius, and Rezia the Journeyman.

- Aevyn is a dismal city in perpetual darkness, due to heavy industry and the natural overcast. The place is home to all sorts of seedy merchants and clever thieves, though some honest men manage to keep residence there. The Merchants' Guild runs most of the city's operations, as the government is so corrupt that people put more faith in trade than politics. Known Aevynians include Merchant Orion, the legendary Lefer Quick-Foot, and Philosopher Magnus.

- Lolun is in somewhat of a hidden region - buried deep in the Western Forest is a massive crater, yet in the center of it is a floating mass of land, on top of which this city was built. In the city resides almost exclusively mages and philosophers, and the inhabitants are known to scorn outsiders. Known Lolunites include Mage Edwas and his daughter Ili, Philosopher Kerek, and the Great Sage Ardanthis.

- Stalforth is a humble city in the east, half built into the enormous Belohk trees that surround it, and half built into the plains beneath it, in some parts extending into the underground. The city is home to mages and druids, yet they aren't opposed to outsiders like Lolunites. Known Stalforthans include Thief Marion, Mage Volbion, and Malakai the Wise.

- First Era (1-537AB): These were the centuries following the War of the Ancients, a conflict between the two nations of Klavik and Bosnilon. The era was marked by the efforts to split the two nations into many, with Vygard, Norsil, and Aevyn being formed. The city of Lolun emerged from the Western Forest, and the city of Stalforth, which had existed before the War of the Ancients, had now entered a period of modernization. Land disputes between Vygard and the surrounding camps of barbarians soon led to the Elder Wars, in which two of the barbarians, Ghalung and Korrid, abandoned their armies. They soon became disgusted with each other and fought, both dying and becoming Dark Half-Gods. Thus, the Tomb of Ghalung-Korrid was erected, and a terrible curse swept across the land. In an attempt to end the evil quickly, the mages of Lolun chose Ardanthis, the first female sage in history, to enter the tomb. She never returned, and after a few years of waiting, Stalforth sent their own agent - a priest named Malakai the Wise - to rescue Ardanthis, though he disappeared as well. The five nations decided to send in Gatewatcher Volus, an ancient, undying sage, to guard the tomb's entrance.

- Second Era (537-881AB): This era marked the Dawn of the Iron Age, a moment of both great industry and enlightenment. Philosophers such as Kerek of Lolun and Magnus of Aevyn penned world famous books on the human condition, life and death, and the Tomb of Ghalung-Korrid. With the threat of that crypt's evil growing, Aevyn began to step up its manufacturing, establishing the Merchants' Guild, constructing a massive harbor, and building all sorts of industrial contraptions. This sudden, rampant production quickly polluted the city, and the government seemed to decay along with it. While Aevyn fell into the hands of the Guild, Lefer Quick-Foot escaped the city and decided to try his luck at the Tomb of Ghalung-Korrid. Legend has it that he made it the farthest into the dungeon, and left signs along the way to help those who came after him. Meanwhile, the Royal Church of Vygard was quickly gaining control of its city. The Church's power had grown immensely, and they began to send mercenaries and priests on glorified suicide missions to the tomb in hopes of ending the evil within. They sent in the swordsman known as Montas, while Stalforth sent in the level-headed mage Volbion. The two apparently became friends and helped each other traverse the dungeon before their presumed deaths. This served as a precursor to the Indigo Clan, which went into the tomb not long after.

- Third Era (881AB-): This period marks the Dawn of the Steel Age, and the breaking point for the tomb's curse. It has nearly erupted through the walls of the dungeon, and nations are becoming frantic. Jameth and Ambrose of Vygard, Sevenius of Norsil, Ranger Kiln, Rezia the Journeyman, the Clan of the Serpent, Mage Edwas, and Thief Marion were among the hundreds thrown at the dungeon, yet nobody has been able to stop the threat. The year is 884, and you are the last hope for the world.

- Clan of the Serpent: This is a clan of snake worshipers, whose devotion to the Great Serpent, Kah, has led them to becoming grotesque, plant-like abominations. Kah's maidens and clansmen roam the halls of the Low Chambers, but his mistresses guard the entrance to the Great Serpent's lair. These insane followers have been endowed with earth magic, and will use it to destroy anyone who disapproves of their god.

- Indigo Clan: This is a team of mages and knights formed after the Montas-Volbion alliance. Volbion's clever use of magic allowed him to relay messages to the outside world, which was a famous trick in and of itself, where he kept the Lords aware of his and Montas's progress. The two were eventually killed, but the five nations of the world formed a team of similar adventurers, and sent them to the Tomb. They never returned, but there are rumors that they are still alive, all these centuries later.

- Vygard Royal Church: Also known as either the Vygard Church or the Royal Church, this establishment is practically the ruling power of Vygard, able to execute, order, and build as it pleases. Since the Late Second Era, the Church has gotten into a sudden, rather impious habit of throwing every mercenary it can get its hands on into the Tomb of Ghalung-Korrid. Rezia himself followed a troop of Royal Guards into the dungeon...

- Aevyn Merchants' Guild: Like the Royal Church, the Merchants' Guild rules over its city, though for good reason. Since the Second Era, the government has been wading in a pool of corruption, leading the people into putting their faith in trade instead of politics. Orion, a high-ranking member of the Guild, defended its treasure from a group of bandits. Other members became jealous of his standing, so they ordered hits on him. No matter where he fled, the sellswords and hitmen caught up with him, so as a last ditch effort Orion entered the Tomb of Ghalung-Korrid.


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Pretty cool but pretty easy as a thiefd. I never found that body on which rhe sword is found.
Pretty cool but pretty easy as a thiefd. I never found that body on which rhe sword is found.
Alright, I'll see what I can do about the thief! The body with the sword is in region not in the demo. I'll be releasing new versions every once in a while. In retrospect the thief is pretty easy - maybe i can tweak with the attributes and condition effects. Thanks for the feedback!

EDIT: I have lowered the stack limit for any item to 15 (instead of 99) and I slightly nerfed the power of the Thief's toxin dart; and I'm thinking about either increasing enemy resistance to weapons or just generally giving them more health.
the original sinn
The artstyle is simply fascinating!

Will this be finished anytime soon?
Subbing it.
Tilesets from Pixel Dungeon, hrm? That was a good game, you'll do it justice I'm sure.
The artstyle is simply fascinating!

Will this be finished anytime soon?

I'm working on it whenever I'm not bored of it!

Subbing it.
Tilesets from Pixel Dungeon, hrm? That was a good game, you'll do it justice I'm sure.

I loved Pixel Dungeon, and I thought it was fitting to make a chipset using some of its tiles! I hope I can do it justice, since that game is arguably put together a lot cleaner than this one.
Game is a little too basic. Didn't feel like playing that far into it past the first boss. But I do have some thoughts:

For one the checkpoint system is taken from dark souls yet doesn't utilize what was great about it. You find souls that you use to get a healing or mana item but there isn't much choice in that and feels like an extra item you'd get at a shop. The thing that made bonfires great in dark souls is that you gained free (but limited max) healing items every time you rested, you could increase that limit with humanity but you had to figure out which bonfire you'd be using the most. This was also reinforced by the looping level design which bonfires would be reused. On top of that humanity could be used for other things that made you think about the choices. The choice between HP and MP isn't that great.

The enemies are either random battles or onscreen encounters or sometimes just both. It's a weird inconsistency. The thing about dark souls is that enemies would be gone forever unless you rested at a bonfire. This meant if you were low on health but really far in you'd have to think about whether or not you wanted to safely retreat but miss out on getting to the boss. Since you lost souls/money when you die (and human form) there was a lot risk/reward thinking going on. But in this game I treat it like any other RPG where I just use it to heal whenever.

The battles are pretty basic, but this wouldn't be a problem for me if the resource management was actually good.

I'm not saying your game should be Dark Souls far from it. But when you call your checkpoints bonfires, similar sounding location names, "souls", sparse NPC in the middle of the dungeon, etc. I'm going to wonder why it does nothing to attempt the risk/reward concepts that made Souls the game it was. It doesn't have to use the exact same systems, but maybe even something different/unique something you wish dark souls had to make you think more. That's not up to me though.
Game is a little too basic. Didn't feel like playing that far into it past the first boss. But I do have some thoughts:


All good points. I wanted to make a Dark Souls-esque game in Rm2k3 for a while, and my lack of hardcore event scripting aside, the engine just has too many limitations for a Souls game spin-off/knock-off/whatever-off. The closest thing I came up with is this (perhaps bland) combination of roguelikes, traditional RPGs and the Souls RPGs. Why kindle those souls into healing items, when you can buy them for cheap from merchants? The idea was that the further you get into the dungeon (in a way like Dark Souls) the madder things become. NPCs you may have breathed a sigh of relief at after a bunch of corridor battles might be gone forever, or others might go insane and you'll have to fight them off.

As for the battles themselves, it wasn't meant to be inconsistent - in retro roguelikes there were lit rooms and unlit rooms (represented by "." and "#", respectively, since it was all ASCII-based). I kept that idea - there are lit and unlit rooms, and in unlit rooms there were random encounters, and in lit rooms your were completely safe as long as no enemies were present.

As for the resource management comment, well I have no idea what that means, and I don't know if I want to know! If it's about the redundant undead enemies, we're in agreement, and I've got more varied sprites I can use now. If it's about enemy variety, it's already something I've addressed for later demos.

At any rate, I do appreciate you playing the demo and giving feedback, because this stuff does matter to me.
Cool looking game. Too bad it looks to have petered out. I love the art style though!
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