
A procedurally generated multiplayer real time dungeon crawler/roguelike.
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Please note that currently there is only one server available and it can only hold 9 players at once.
The idea of the game is simple. Kill all monsters, level up, descend the dungeon, and have fun. The farther down you go, the tougher the monsters are. Bring your friends for maximum fun! It's a pretty casual game as there is no way to save your progress. If every player on the server dies or you close the game, all of your levels and items are lost. The game ends when all players are dead, statistics are displayed for kills, deaths, gold gathered and such and the game starts back at level 1.
You can also join games in progress but this will be tough for you as you start no items or levels and everyone else is usually far superior to you and who knows how deep down the dungeon you are. There's nothing much you can do about it.
 Table of Contents
Table of Contents
 Controls
Controls Keyboard layout
Keyboard layout: Shows network information. Latency is your ping, the lower the better. Anything below 300 is still playable.
Ctrl + O: Shows option dialog mid-game.
Ctrl + K: Self Delete.
F2: Show player list.
For some unexplainable reason some keys (Like R and F) cannot be rebound through the options. To fully customize your keybindings go to 
The@Team\base\client and modify config.cs with a text editor. Once you are done editing, be sure to make the file read-only so the game does not overwrite the file when you start the game.
Xbox controller layout
 Game Mechanics
Game Mechanics
 Gold
Gold It's useless for now but it can be gathered by breaking pots and tables randomly generated in the dungeons.
Throwing
To gently put down an object press the use key again. To throw an object press the attack key.
Almost anything can be picked up and thrown. You can pick up dead bodies of players and monsters, tables, and pots. Throwing player's dead bodies to the floor or to a wall causes their inventory to be dropped. This is generally frowned upon as it's a pretty richard move. Pots and tables when broken by throwing or smashing yield gold. Dead monsters drop random items.
You can also throw any items in your inventory. Shields and scrolls do nothing when dropped, but weapons cause damage, and potions apply the effect of the potion to the thing it hit be it player or monster. Since such potions as poison, paralysis, and sleep exist, it's a great tactic to save these and throw them on higher level monsters. Paralyze that Yeti and smash away with your party!
Throwing people down the stairs is also a valid option. Pick up a player's body, and press the use key above the stairs while holding their body. This will "throw" them down. It seems to be a mere cosmetic feature and does not affect anything.
 Stairs
StairsTo go down stairs and proceed to the next level, stand on them and press the use key. You can also carry a player's body and press the use key to "throw" them down stairs. The game does progress until each and every player on the server has gone down the stairs. Once you have gone down you cannot return.
 Strategies
Strategies Potion Usage
Potion UsageInitially all potions are unknown and only described by their color. The color is always randomized and has nothing to do with the effect. In order to know what each potion does one must drink it. This poses a risk as there are more potions with detrimental effects than beneficial. As such it is best to find a narrow hallway preferably with one or more players in it and then drink an unknown potion. In the case of sleep or paralysis other players might be kind enough to protect you but this might not be necessary as hallways seem to have less monsters than rooms.
Scroll Usage
As with potions, scrolls too are unknown before they are used. Initially they are described by a random word that has nothing to do with the effect of the scroll. Using scrolls is a lot trickier than potions because some scrolls have an area of effect. It is best to use scrolls while being in a group of three or more players if the server has five or more players. In the case of less players it might be best to use the scroll after clearing out the dungeon while everyone is standing on the stairs. This also depends on the level of the players on the server. If players are still below level five or so, using a scroll while everyone is not near the stairs could potentially be fatal as a high level monster could be summoned. If most players on the server are high level the summoning scroll might not be a problem at all. What ever the case it might be best to inform everyone before using a scroll but this is obviously difficult if the server has a lot of players.
 Weapons
Weapons
 Mace
MaceYour basic weapon that you get after you spawn. Does about as much damage as a Dagger.
 Two Handed Sword
Two Handed SwordA "two" handed sword that seems to do more damage any other weapon. You can still equip a shield while using this weapon thus making it one handed.
 Dagger
DaggerA primarily ranged weapon but can be used as a melee weapon just as well. You often find these by the dozen so you can throw them and use them as a range weapon. Some thrown daggers are not lost and can be picked up again.
 Bow
BowA ranged weapon that fires arrows. (Arrows show up as multiple bows in the inventory)
 Miscellaneous
Miscellaneous
 Players
PlayersYou and others.
 Monsters
MonstersIf they are moving, hit them until they stop moving.
 Potions
PotionsThese come in various colors and have all kinds of effects. Some heal, some poison. The thing is you don't know what each color does until you drink it. Once a colored potion is drank, that colored potion becomes a known potion for the rest of the playtrough and has a descriptive name. Some potions do nothing.
 Scrolls
ScrollsOnce again all kinds of colors and unique effects. You must use a scroll before it becomes known. The effects range from spawning a high level monster to increasing the strength of every player nearby permanently and reviving dead players and monsters. Some scrolls do nothing.
 Shield
ShieldA defensive item that takes off some of the damage inflicted on you. These can be enchanted with scrolls to improve their defensive potency. Be aware though, shields can break. Yellow shields initially block two points of damage where as a regular one blocks one point. Watch out for Aquators, they destroy shields.
 Pots and Tables
Pots and TablesObjects that randomly dot the dungeons. Once broken by smashing or throwing they drop gold. Since gold is right now not used for anything, these are a waste of time.
 Levels & Ranks
Levels & Ranks
Experience builds up across levels and does not reset after leveling up.
The XP field is formatted as follows: 
Total XP required to level up (+XP required to level up)The last slot is really the only one you might want to know.
| Level 1 Guild Novice
 HP: 15 | STR: 15 | XP: 10 (+10)
 
 Level 2
 Apprentice
 HP: 18-21 | STR: 15 | XP: 20 (+10)
 
 Level 3
 Journeyman
 HP: 23-27 | STR: 15 | XP: 40 (+20)
 
 Level 4
 Adventurer
 HP: 31-36 | STR: 15 | XP: 80 (+40)
 
 Level 5
 Fighter
 HP: 44-54 | STR: 15 | XP: 160 (+80)
 
 Level 6
 Warrior
 HP: 51-64 | STR: 15 | XP: 320 (+160)
 
 Level 7
 Rogue
 HP: 71 | STR: 15 | XP: 640 (+320)
 
 Level 8
 Champion
 HP: 80 | STR: 15 | XP: 1,280 (+640)
 |  | Level 9 Master Rogue
 HP: 72 | STR: 15 | XP: 2,560 (+1,280)
 
 Level 10
 Warlord
 HP: 86 | STR: 15 | XP: 5,120 (+2,560)
 
 Level 11
 Hero
 HP: 83-92 | STR: 15 | XP: 10240 (+5,120)
 
 Level 12
 Guild Master
 HP: 90-101 | STR: 15 | XP: 20,480 (+10,240)
 
 Level 13
 Dragonlord
 HP: 105 | STR: 15 | XP: 40,960 (+20,480)
 
 Level 14
 Wizard
 HP: 110 | STR: 15 | XP: 81,920 (+40,960)
 
 Level 15
 Rogue Geek
 HP: 111-117 | STR: 15 | XP: 163,840 (+81,920)
 
 Level 16
 Rogue Addict
 HP: 125 | STR: 15 | XP: 327,680 (+163,840)
 | 
 List of Monsters, Potions & Scrolls
List of Monsters, Potions & Scrolls
| MONSTERS @ - Zombie
 A - Aquator (-DEF)
 C - Centaur
 D - Dragon
 F - Venus Flytrap
 G - Griffin (~1000 XP)
 Θ - Eye (Unused monster?)
 I - Icemonster (Paralysis)
 J - Jabberwock
 L - Leprechaun (-GOLD)
 M - Medusa (Confusion)
 N - Nymph
 P - Phantom
 R - Rattlesnake (-STR)
 V - Vampire (-HP)
 X - Xeroc
 δ - Slime
 T - Troll
 U - Uma-No-Ashi
 W - Wraith (-XP)
 Å - Cyclops
 Ω - Yeti
 e - Emu
 h - Hobgoblin
 k - Kestral
 o - Orc
 q - Quagga
 ˅ - Bat
 |  | POTIONS Confusion Potion
 Haste Potion
 Heal Potion
 Paralysis Potion
 Poison Potion
 Sleep Potion
 Sloth Potion
 Strength Potion
 SuperHeal Potion
 |  | SCROLLS AggravateMonsters Scroll
 Chaos Scroll
 EnchantArmor Scroll
 RestoreStrength Scroll
 Revival Scroll
 SummonMonster Scroll
 Teleport Scroll
 | 
 Screenshots & Videos
Screenshots & Videos
Right click and view the images for larger resolution.
Gameplay video by Pablo
http://www.youtube.com/watch?v=HFeXKkl0kk0

















The team stats after playing through floors 1-15

My stats after playing floors 1-64, smaug played floors 31-64. McTwist, Pnobio, and Poser left before we reached floor 64 and are not visible in the stats.

 Known Bugs
Known Bugs
- Occasionally items get stuck inside walls. You can also throw dead players to inside walls.
- Items can be thrown through walls and off the world. Happens rarely though.
- If you open the chat dialog before the floor is beaten and do not close it until floor changes, the chat dialog will visually stay open. Press the chat key twice to close the dialog.
- Equipping a shield then throwing it away while it is equipped does not remove the (EQP) tag from the name. Picking up the shield and repeating the process adds up the (EQP) tags.
- When spectating the stats displayed at bottom left are incorrect but they do seem to change from person to person.
- AggravateMonsters scroll aggravates dead monsters.
- Monsters do not spawn after floor 56.
 Suggestions
Suggestions
- More melee weapons like battle axes, staves, and such.
- A ranged magic wand weapon. You could be able to fire ~8 shots before it needs to recharge and can be fired again. Or the wand could be recharged at stores or random altars.
- Altars for randomized god names that grant you miscellaneous buffs. Some evil altars could also debuff you. Or Nethack style fountains.
- Placeable trap items. Since you can lure monsters traps are only a natural choice.
- Randomized stores on floors. Obviously these are already planned as the gold has been implemented.
- Improved Inn. Each floor the Inn could act as a spawn point. This way AFK people can chill out in the Inn without bothering other people's progress. It would also be interesting if the people in the Inn are not counted towards the 9 player server limit. The Inn could become a hub of sorts. Obviously it would need something more interesting in there as well. A plain rectangle is infinitely boring. Perhaps an innkeeper that does something neat? Maybe implement item saving? You could turn it off in the server options of course.
- Dynamic lighting and shadows. Too much to ask? Placeable+Carryable Torches would be totally sweet.
- Modding support. Why not allow us to change the base game models and allow for custom items?
- Bombs or other area of effect weapons.
- Random chests that give off (high level) loot. rare of course.
- People who have left mid game should have their stats displayed at the end. I played a game with people to floor 64 but some of them left before we all died so their stats are not displayed at the end. It's a shame since they played over 40 floors.