About this project
"Tangledeep is an ever-changing labyrinth full of mysteries, danger and treasure. Yet, it is the only way to reach a world long-forgotten by time. Will you heed the call of adventure and face the challenges that await within?"
Tangledeep is an upcoming turn-based, dungeon crawling, roguelike RPG for PC, OSX and Linux. Its gorgeous 16-bit aesthetic is inspired by some of the most classic RPGs of the SNES era, such as Secret of Mana and Chrono Trigger, while its deep and strategic gameplay combines elements of modern titles like Diablo and Rogue Legacy.
Like what you see? Play the game yourself! We've been releasing public builds for 6 months now and lots of people are already playing and enjoying the game, even in its pre-alpha state! If you like what you see, remember that we have over 8 months of additional development left - think about much greater the game will become!
Note: These are PRE-ALPHA builds and may have bugs, placeholder content, and gameplay balance issues. They're still fun, though!
We will be releasing new public builds through the end of APRIL, at which point builds will only be available to $15+ backers!
Tangledeep is designed with all the depth that is the hallmark of the roguelike genre - wonderfully diverse items, monsters, procedurally-generated locations, strategic gameplay, endless replayability, and deep customization.
And just like console RPGs in the 16-bit era brought accessibility to an often dense and arcane genre, so too does Tangledeep offer a portal to the incredible depth of roguelikes with beautiful, easy-to-understand presentation and gameplay.
Of course, this is not to say the game is easy! The trials will be great, the battles intense, and you will surely die. But you will see every challenge coming - nothing is unpredictable or hidden - and come away from each playthrough with more knowledge and better strategies for the next one.
If the concept of 'permadeath' is intimidating, fear not - Tangledeep also has elements of metagame progression, inspired by such games as Rogue Legacy, Dungeonmans, and Shiren the Wanderer. For example, through the memorable and lovable Banker character, you'll be able to store items for future heroes to use in their journey.
No two adventures in Tangledeep are the same! Each time you play, the dungeon, its monsters, and items are all procedurally generated. The challenges you'll face will always be fierce, and it's up to you to build the character you want to play, with a highly flexible job system and 12 unique jobs planned.
Want to sneak up on monsters, catch them by surprise and use dirty tricks like bombs and backstabs? Try the cunning Brigand!
Do you prefer to carefully plan your encounters, laying down traps and dispatching enemies before they can get close? The swift Hunter is for you!
Or how about using powerful elemental magic, modding and manipulating it to create custom spells? Give the Spellshaper a try!
Not only does each of these jobs (and all the rest) have a distinct playstyle, but you can also mix and match skills from multiple jobs, along with hundreds of items and magic properties to completely customize your character!
Tangledeep has been in development for just over a year, and has been entirely funded out-of-pocket. Everything is budgeted and planned so that the core vision of the game can be completed no matter what.
However, there are some visual and musical elements that I think would truly make the game look & sound amazing.
On the art side, I want to implement more character animations like walking, attacking, or using items. Since every piece of art is hand-drawn pixel-by-pixel, doing this requires significantly more art budget. For example, drawing 2 extra animations per character with 4 frames each requires 8x as many frames as the original character (and thus, 8x the time required!)
Musically, I want to expand the score with special guests contributing to the soundtrack. One such guest is composer Hiroki Kikuta, best known for his work on Secret of Mana and Seiken Densetsu 3, and one of my personal musical heroes!
If the Kickstarter succeeds, Kikuta will be writing a track!
With your help, we can expand the art and sound budget to create new sprites, write new music tracks, and make the game look & sound truly amazing.
All the music is being written first using an SNES-style sample set, via the Super Audio Cart virtual instrument I designed with OverClocked ReMix. Then, I'll be taking these nostalgic chiptunes and turning them into fully-produced versions of all tracks with modern production!
With your help, I can also budget for more live musical performers (like Jeff Ball and Jillian Aversa) to help make these modern versions truly shine.
Check out the player below to see how the soundtrack is shaping up!
- Single Player
- Platforms: Steam (PC, OSX), Linux forthcoming
- Other Platforms: Possible, as we are developing in Unity!
- Control: Keyboard only, Keyboard+mouse, Mouse only, controller
- MSRP: $15-20
- Release Date: Q4 2017 (see Roadmap below for details!)
For the rest of the year, there will be ongoing work creating new content like items, monsters, NPCs, side areas, art, music. We're also constantly doing bug fixes, balance tweaks, polish, and optimization.
That being said, there are some major milestones and features planned which we've outlined in this handy roadmap below!
NOTE: As is the case with game development, all features and dates are subject to change!
Andrew Aversa (@zirconST) - Programming, Design, Music
Hello! I'm a composer, and the owner and lead developer at Impact Soundworks, a music software company. So, when I'm not writing code for Tangledeep, I'm writing code for virtual orchestras, guitars, world instruments, and unique tools like Super Audio Cart. Since 2008 I've worked on and shipped over 30 software titles.
You might also know me as the electronic artist zircon (YouTube / Facebook), an alias under which I've released about a dozen albums and 30+ game remixes! I've also been part of the game industry for over 10 years, writing music for both AAA productions like Soulcalibur V as well as mobile games like Tap My Katamari, and indie titles. I've seen games through from conception to completion and I couldn't pick a better industry to work in.
Personally, I've had a very close connection to games for as long as I can remember. Besides playing them avidly in the 16 and 32-bit eras, I started creating games using QBasic, Klik n' Play, and mIRCScript (text-based IRC MUDs!) while growing up. I'm also a huge of tabletop gaming, especially pen & paper RPGs (I've been running a Pathfinder campaign for over 2 years now.)
Andrew Luers (@OceansAndrew) - Environmental Art, UI / UX
Andrew Luers (a.k.a. OA) is a UX designer, pixel artist, star musician and fitness guru hailing from Minneapolis! (He's also the beautiful and handsome face of OverClocked University, a kick-ass video game cover band you should check out.)
Fervir (@BlankTheVidya) - Character & Monster Art, Icons, Combat FX
Fervir has infused the world of Tangledeep with personality through awesome characters, sweet monsters and stylish animations. And while he's a true specialist in pixel art and animation, he's also a seasoned one-man game developer with skills in code, music, sound and design.
Lachlan Cartland (@AlcopopStar) - Item and Equipment Art
Lachlan is a freelance pixel artist from Melbourne, Australia who previously worked on Dungeonmans, among other projects - a game I worked on as well! - which was Kickstarted and launched to widespread acclaim in 2014.
No physical rewards?!
I would rather spend that time and money on making Tangledeep the best game possible. I hope you'll agree!
That being said, the digital rewards we've created are pretty awesome too. In the place of things like shirts, books, and posters, we've got things like immortalizing your name or handle in the game itself all the way up to collaborating with us to design new items and monsters. How cool is that?
For 6 months now, Tangledeep has been in 'public development', and I intend on keeping it that way! This means you can always:
As mentioned above, public builds will continue to be available through the end of April, 2017. After this, builds will only be available to $15+ backers.
- More interesting flavor text for various items
- Various "lore drops" like journal entries, books, historical records
- Extended dialogue with NPCs
- Story quests, key items
- In-game compendium entries
Risks and challenges
I've been working on Tangledeep since February 2016 and the game is already in a very playable state with PC and Mac compatibility. You can play it for yourself now and see that the game is coming along quite well!
I'm fortunate enough to have financial stability through my music software business Impact Soundworks, and royalties through my artist career. Thus, there is no risk that I'll lose my job and be unable to continue working on or investing in the game myself.
I've also been careful in planning the scope and budget of Tangledeep, implementing all core features and systems already. All new content and work is iterative: more and better art, more items, more skills, more areas, better balance, etc.
However, there are always unexpected challenges in game development. Here are a few:
* Bugs can arise that take a long time to solve.
* System-specific problems can occur, which often take the longest to diagnose and fix.
* Porting to new platforms (in this case, Linux, which is planned) can be difficult.
* Changes to Steam or other actions by Valve can make it take longer to get a game on the platform
* Health or family issues can affect anybody working on the game.
I've done my best to plan for these risks as best I can by allowing 8+ months and leaving an entire month (November) for bug fixing and polish.Learn about accountability on Kickstarter
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