The Depths Below is a text based dungeon diving game, where the player customizes their character in order to defeat all of the monsters lurking within. Dozens of unique monsters, items, and skills give the player many options in which to emerge victorious with the highest score.

An Android APK is available below as well!


Unique Dungeons

Each game randomizes the monster sets that the player encounters in the dungeon, allowing for a new experience every play through.

Strategic Character Creation

Players must customize their character and play accordingly in response to the different types of monsters in the dungeon.

Special Scoring System

Scoring is based off of trophies earned from fighting certain monsters, as well as player gold and time remaining. Managing all of these effectively will allow the player to get the highest score!

Still In Development

I'm still actively working on this game, so expect frequent patches that introduce new items, monsters, and skills! Also feel free to leave a message below if you like the game, or have any comments in general! :)

StatusReleased
PlatformsHTML5
Rating
Rated 3.5 out of 5 stars
(6 total ratings)
Authorgameslee
GenreRole Playing, Adventure, Strategy
Made withUnity
TagsDungeon Crawler, Singleplayer, Text based
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse, Touchscreen, Smartphone

Download

Download
The Depths Below v2.5.apk 26 MB

Development log

Comments

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Update anytime soon?

Is this game going to be updated anytime soon? I just found it today and I find it to be extremely fun, I have been looking for a game like this. I would love to see a selling system in the game, it not only allows a player to offload unwanted items, but it would also be a good way to earn money.

Thanks for the kind words! I do plan on updating it eventually... just keep getting sidetracked :P I'll add in the selling feature as well!

(3 edits)

Bugs:

The skill Guardian Spirit appears to be bugged. Sometimes it will say in the log "The warm aura of your guardian spirit heals you for X health" but the color of X will be red instead of green. A calculation of the total healing and damage shows the numbers do not always add up, and any red colored "healing" seems it might sometimes be deducted as damage instead. I wonder if this is affected by how much willpower the PC has. If the PC has 0 willpower, will this affect how the ability works?

Suggestions:

1. Showing actual numbers for things like current/max enemy health, player total critical hit chance, dodge chance, etc. would make it flow a lot more smoothly and make strategic considerations easier. Right now for the close fights, I have to keep manual track of the actual numbers for current enemy health by doing mental math for every turn. It slows things down and breaks the flow.

2. Allow for a way to sell or otherwise get rid of unwanted equipment/items, perhaps converting them directly to points when thrown away, instead of piling them up in the inventory right now. It makes finding the actual upgraded equipment that much slower once the items build up.

3, Is it not possible for Double Strike to actually critical hit or trigger weapon effects such as vampirism? If so, it would be nice to have that stated in the description. Details like this have an effect on the overall strategic decisions such as what to choose when leveling up, and what attributes and gear to go for. Of course, right now the overall strategy is limited, but it could be nice to increase the variety and depth through increased items and skills in the future.

Wow, thanks for the feedback and bug catches! I'll definitely take these points into consideration. I hope overall it was still a fun experience :) 

Absolutely! Before I realized I had lost an entire Saturday afternoon to it ;)

Thanks for making and sharing this game with everyone!

Hi, could you possibly think about adding accessibility for blind players? For instance, if the game uses ascii, an alternate mode that might say something like, door, one north, two east, or a coordinate system.

that would be cool, but I think the most I could do is provide support for on screen reading software! The game is almost entirely text based without many images already. 

Hi, that would be absolutely amazing if you would consider including support for screen readers. I am using a piece of software called NVDA on windows, and unfortunately it's struggling to read the game. When I go to the frame in Chrome, the first thing it sees seems to be a graphic clickable, and when I press space to activate it, I get a prompt saying "press esc to exit fullscreen" and a frame with a bunch of things saying "graphic clickable", and it's not really saying anything else at the moment as I'm arrowing up and down the page, it just spots a metric ton of graphic clickables and doesn't say what they do. A lot of projects have gotten around this by using alt text for their images, or labeling links. The good news is, if you wanted to experiment yourself, you could, because NVDA is free software. On a mac, there's also VoiceOver, same with iOS. I would also be very happy to test the game as well. There's also a forum filled with blind gamers at the audiogames.net forum who would be happy to help you and give feedback as well. We don't really have that many accessible rpg games, especially single player ones and roguelikes, and this sounds quite interesting. I hope you'll please consider making the game readable by screen readers such as NVDA.

This was great! Very well thought out and heaps of variation. Looking forward to seeing more!

Glad you enjoyed it! I see you were sent down the trophy route this time, what build did you try?

I went full on wizard build. Things got really tough by the third tier of enemies and I couldn't scale quick enough

Ah, wizard build is tough against beasts as they have higher magic defence. There's a lot of hidden information in the game that I was hoping the player could have fun figuring out, but maybe it would be better if I put it in a wiki or something ?

games like Pillars of Eternity use a bestiary that you "learn" through fighting an enemy type. Maybe that could work?

That's a good idea, I would also need it to carry over between games though

This is great! Super classic vibe

(1 edit)

Thank you for your kind words!