Shattered Pixel Dungeon is a Roguelike RPG, with pixel art graphics and lots of variety and replayability. Every game is unique, with four different playable characters, randomized levels and enemies, and over 150 items to collect and use. The game is simple to get into, but has lots of depth. Strategy is required if you want to win!
This game is based on the freely available source code of Pixel Dungeon. It began as a project to improve on the original game's quirks, but has since evolved into a separate game, with many unique features.
Shattered Pixel Dungeon is a 100% free game. There are no advertisements, microtransactions, or paywalls. An optional donation to support the game unlocks a couple of fun extras, but these are entirely cosmetic and do not affect gameplay.
Find an issue with the game? Have a suggestion? Then contact me! This game is a solo project, so the feedback of players is invaluable in improving the game. You can contact me at Ev...@ShatteredPixel.com (My ability to respond to emails in languages other than English is limited.)
v2.4 features a new category of item: trinkets! They are more about tweaking gameplay variables than giving direct power or utility. There are also a bunch of smaller additions and tweaks, most notably to the Duelist and to Alchemy.
Oh happy day! There is no roguelite I've played more of, nor enjoyed more, than Pixel Dungeon. But until now its modern versions being confined to my portable telephone has precluded declaring said delight in the hallowed halls of PC gaming. But what's this popping up, unannounced, in the Steam new releases? It's Pixel Dungeon, rebuilt and perfected for returning to my desktop computing machine! Here's wot I think:
Pixel Dungeon is the most refined and minimalised of rogue-lites, and yet absolutely compelling and surprisingly deep. You pick one of four classes - Warrior, Mage, Rogue and Huntress (the last of which is unlocked) - and then begin moving around the top-down 2D dungeons, killing rats and crabs, gathering potions, scrolls and seeds, and descending, always descending.
The focus is on exploration, revealing each level and searching for the downward stairs. (Who are these madduns who design their dungeons with staircases in different locations for each floor? For starters, it's enormously impractical, but it would also be exceedingly more expensive. Ridiculous.) In between there are enemies, equipment, hidden rooms (meaning you'll always want to be hitting 'S' to discover doors in the walls, weighed against the time it uses up to do so), and boss fights. There are shops every five levels, there's the always-pressing need to pick up food to stave off hunger, and there's the constant danger of traps to avoid.
I dread to imagine how many hours I've spent playing the game on my phone and tablet. It will definitely be edging toward a hundred of them. I first discovered it on a flight back from GDC in 2014, thinking I'd give it a quick go, and then spending most of the ten hours in the air failing to get any further than level 4. (The game was tougher then, I swear. And it didn't help that I was insisting on playing as the weakly mage or vulnerable rogue.) But despite this incessant failure, I never grew frustrated, and kept wanting to try again and again. I haven't stopped wanting to since, and I'm pleased to say I've seen levels in the high teens before being whomped.
Following some traditions of Rogueing, each new play resets the contents of various coloured potions, and the effects of the rune-labelled scrolls, meaning extraordinarily risky experimentation is generally required to learn the contents of your inventory. There are some rare identification fountains, and identification scrolls are a boon (but only once you've, well, identified them), but at a certain point there's always the teeth-gritted click on the unknown, ending in either delight, death, or complete anticlimax as you learn you've wasted the ability to hover on a level without any holes in the floor.
Also horribly risky are gravestones and skellingtons. Clicking on these can reveal some really nice loot, or perhaps a horribly deadly ghost beast thing that'll polish you off if you don't have the right sort of handy wand. The game becomes about balancing risk and reward, or if you're me, always picking risk and then starting again.
The more time you spend in the dungeons, the more tricks you pick up. It's a treat realising the different patterns of enemy types, and exploiting it via the real-time-but-turn-based movement. It's a much bigger treat when you realise there are so many tiny details to discover, like how potentially poisonous crab meat can become safe when cooked, and the entertaining ways cooking it can come about. You'll start to favour particular items in shops on which to spend your very limited gold, and learn the foibles of each boss and attempt to equip yourself accordingly. Will you help the friendly ghost find his rose, or slay the fetid rat, for the risk of his handing over armour or a weapon better than what you currently have? Is it worth heading up that unexplored corridor on almost no health, or just nipping down the next stairs in the hope of getting deeper?
The mobile version is always changing, with new content, new items, and tweaks to the extremely high difficulty. I've not been back to it in a couple of months, so new elements in the PC build might have appeared there too, but either way, the game now includes new treats like bombs, honeypots, and mimics, and horrors like item degradation. Oh come on! Like it wasn't hard enough! You can switch the latter off, but at the cost of not winning badges and your score not being ranked.
If you're familiar with the Android version, then there will be few surprises here, other than the good news that it plays just as nicely with a mouse and keyboard. You might also know that the original game is free on Android, and released as 'free software', meaning you're welcome to access its code and use it as you wish. You can also get hold of the original itch.io version for free, too. Or you could stump up a measly 4 and get this superb Steam version. I bloody love it. I think you will too.
Pixel Dungeon is a 2012 roguelike indie game created by Oleg Dolya. Through turn-based gameplay, the player must descend and battle through dungeon floors to obtain the Amulet of Yendor. Initially developed for Android, it expanded to iOS and PC platforms. Dolya stopped updating the game in 2015. Since it is open source, the game's small community have created mods and games based on Pixel Dungeon's code, the most notable of which is Shattered Pixel Dungeon. While it received little attention from game critics, the few who reviewed it found the gameplay addictive, striking a balance between approachability and roguelikes's defining difficulty.
Pixel Dungeon is a simple roguelike video game with pixel art graphics.[1][2] Players are tasked with obtaining the immortality-giving Amulet of Yendor by descending down the floors of a dangerous dungeon filled with monsters. Like other roguelikes, death is permanent and requires the player to start from the very beginning with a new game.[3]
Before every game, the player must choose a character class to play as: the melee Warrior; the wand-wielding Mage; the evasive Rogue; and the ranged, unlockable Huntress.[3] Gameplay is turn-based and tile-based. Every time the player character moves or uses an item counts as at least one turn; in-game time progresses and enemies move every turn.[1]
The player descends through maze-like floors such as sewers, abandoned prisons and buried Dwarven cities.[1] New floor layouts are procedurally generated every game.[3] There are 25 levels, with shops and a boss fight every five levels. NPCs can appear and give players quests in exchange for items.[1][4]
The player can attack enemies with an equipped melee weapon, or use wands/ranged weapons from their inventory. Armor can be equipped which provides absorption against melee attacks. Rings can be equipped which provide bonuses to the player. Equipment can be upgraded, which enhances their stats. Weapons and armor can also be enchanted, giving them an extra effect. It is important to note that a player must become familiar with a piece of equipment to know its upgrade level. Some pieces of equipment may even be cursed, making them harm the player instead of helping them. The player has a range of items at their disposal. The player can find and use potions and scrolls, but they start off unknown to the player. For example, a player may not know the effect of an "orange potion" until they identify it.
The player levels up by gaining experience points from killing enemies. This increases their max health and effectiveness in combat. Enemies often sometimes drop equipment or money. The money can be used in shops that are on the floor below every boss level. Another mechanic is hunger. The player must find and eat food, or they will starve and take damage every turn.
Pixel Dungeon was created by independent developer Oleg "Watabou" Dolya, who was inspired by another roguelike titled Brogue (2009).[1] By July 2014, it had over one million downloads on Google Play.[2] Dolya released the game for iOS in July 2015, but shortly after stopped working on the game, considering it complete.[1][5]
Pixel Dungeon was highly praised by players upon release. In a 4.5-star review, TouchArcade's Andrew Koziara thought that it struck a good balance between approachability and the unforgiving difficulty of roguelikes by streamlining their mechanics, but found that the purpose of many items remained unclear.[1] Koziara and John Walker of Rock Paper Shotgun enjoyed exploring the dungeon and learning the details over time.[1][4] The few critics who reviewed the game found it addictive despite the difficulty.[1][2][4][6] Android Central and GamesRadar+ included it on their list of the best Android games in 2022.[6][7]
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