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Play as scoundrels attempting to escape ever-shifting dungeons in a stylish physics-based Action RPG: PC Mac Linux iOS Android OUYA
Play as scoundrels attempting to escape ever-shifting dungeons in a stylish physics-based Action RPG: for PC, Mac, Linux, iOS, Android, OUYA
Play as scoundrels attempting to escape ever-shifting dungeons in a stylish physics-based Action RPG: for PC, Mac, Linux, iOS, Android, OUYA
4,534 backers pledged $150,745 to help bring this project to life.

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    1. Pixelscopic Creator on January 28

      Hey, Chris! Things are going pretty well. Our newest programming team members are working hard and are now very fluent in the game's systems. This is helping us to collectively make a lot more progress. On the art side we're still working on some monsters and level artwork, so that's mostly business as usual.

    2. Christopher Guest on January 27

      How're things going guys?

    3. Pixelscopic Creator on December 23

      Hi, Jeritza. Thank you for the encouraging Miyamoto quote; but we are sorry that you have deep concerns with the game. Rest assured that we continue to have the game's original vision and Kickstarter promises in mind, and continue to refer back to our original vision statements for guidance. We will eventually deliver on those commitments, and promise that we will produce a quality game. We'll reach out via PM to see if there are any other questions or concerns we can address. Thank you for being a backer, and happy holidays!

    4. Jeritza Goris on December 22

      "A delayed game is eventually good, but a rushed game is forever bad" Shigeru Miyamoto

      And a game fallen into development hell loses sight of what it wanted to be in the first place and ends up terrible anyway.

    5. Pixelscopic Creator on November 7

      @Mickaël — yes indeed! We will have another update about our progress and current developments shortly. Thank you for checking in!

    6. Mickaël "Froh" Garcin
      on November 6

      Hope the game is still going

    7. Pixelscopic Creator on October 23

      @John - Yes, we noticed there is an issue with our hosting provider, and have not had a chance to fix it yet. We will need to do some cleanup, so it may take some time. Thank you for brining it to our attention.
      @Ben - So sorry for the delay! Yes we will post another update very soon.
      @Blue-Demon - Thank you for the persistent encouragement! It means a lot, and thank you for your patience.

    8. John Schiavo on October 23

      FYI - The pixelscopic forums are throwing a database error. I hadn't seen any activity on there for a while as of the last time I checked, but it seems to be down completely now.

    9. Ben on October 23

      Any updates soon?

    10. Blue-demon on October 23

      I just wanted to say that i, one of many, appreciate that you guys are still trying to make a great game instead of simply dropping it. As long as the game gets released right, i don't care if i have to wait 20 years for it to happen.

      "A delayed game is eventually good, but a rushed game is forever bad" Shigeru Miyamoto

    11. Pixelscopic Creator on October 2

      Hi, Claude. We're very sorry that the original schedule was far too optimistic, and that development has been so difficult, causing such a long delay. But we thank you for your patience, and for continuing to follow the project.

    12. Missing avatar

      Claude Gingras on October 2

      4 years anniversary of initial estimated delivery date (October 2013).

    13. Pixelscopic Creator on September 11

      Hi, Aaron. Development is continuing at a good pace. We are currently working toward some improved collision features so that collision boxes more accurately match everything from fast-moving objects to odd-shaped enemies to weapons with more unique swing-arcs. More details to come soon!

    14. Aaron Gunderson on September 11

      So, where are things at currently?

    15. Pixelscopic Creator on July 17, 2017

      Hi, Morse. Yes indeed, we're still kicking! Sorry we did get behind on the update - we're trying to stay on schedule and apologize for the delay. We'll have another post out shortly!

    16. Missing avatar

      Lying Morse on July 17, 2017

      Hi guys. I hope the project is still kicking. Could you post a brief update in here if you have the time? It would be appreciated I'm sure.

    17. Pixelscopic Creator on May 31, 2017

      Hi, Raaxis. We definitely understand your concern, and our Kickstarter funding amount is not a lot compared to what it costs to run some companies or make some videogames - but it is definitely still a lot of money! We've done a number of things to keep our business expenses limited, and we have made a number of personal and professional sacrifices to ensure that development continues. Feel free to private message us if you are still curious or have other questions about our business practices. Thanks!

    18. Missing avatar

      Raaxis on May 31, 2017

      How can you guys survive for 4 years from these few bucks? �

    19. Pixelscopic Creator on May 13, 2017

      Hi, Duncan. We definitely understand your concerns, and we are working as hard as we can to get another version of the game into everyone's hands. We'll be in touch shortly to see if we can address your specific concerns. Thank you!

    20. Missing avatar

      Duncan on May 13, 2017

      Hi there, I'm wondering where I can report this project to Kickstarter? I'll look around some more and figure it out, just seeing if you guys have any insight. Mainly because paying $50 for a pledge 4 years ago is getting... old?


    21. Pixelscopic Creator on May 3, 2017

      Hi, Quirken. We definitely like that way of commutating progress, and it's something that we'd like to start doing again for our backers. It was pretty difficult for a while to break the engine work down into percentages, since so many systems affected other systems. But now that we are moving back into more direct "feature" work, it should be easier to quantify. Thanks for the suggestion!

    22. Quirken on May 3, 2017

      In a broader sense than release dates, can you give a general idea of progress, something like "X milestones remaining for feature-complete alpha" or "70% feature complete" or what not? I understand not having an exact date, but having a sense of how much there's left to do would be nice (even if the remaining parts are nonlinear and take up more time than other parts)

    23. Pixelscopic Creator on May 3, 2017

      Hi, Chris. Thanks for reaching out! It is true that we currently do not have a release target — but this is not intended to be viewed as a lack of any goals or deadlines. We are trying to work on the game as quickly as we possibly can, but the completion dates for some aspects like the recent engine rework are difficult to predict. In an effort to not set unrealistic expectations for the game or our backers, we have not set a final end date, but have rather been setting internal goals for individual milestones (such as the engine rework, endless drop mode, etc). We are currently revising our goals based on the recent completion of the engine work and the responses to the survey, so that we can focus on the most necessary aspects to complete a successful game that satisfies our backers.

      So in short — we do operate with internal goals and deadlines, but we are not yet prepared to issue a (potentially unrealistic) release date.

    24. Chris Privitere on May 3, 2017

      What's your current release target? Anything at all? I get things were hard but operating with no deadlines whatsoever is very dangerous.

    25. Pixelscopic Creator on May 1, 2017

      Hi, Zesty. We are sorry to hear that you are dissatisfied with the project. We will reach out shortly via private message to see if there are any questions we can answer, or anything we can do to restore your confidence in the project. Thank you!

    26. Zesty on May 1, 2017

      I would like to request a refund for this game, please advise. Thank you.

    27. Pixelscopic Creator on April 30, 2017

      Hi, Hardy. Unfortunately, we currently do not have a release date, but we are continuing to work on making the game the best it can possibly be. We're sorry to hear about your friendship coming to an end - but we hope that the silver lining will be an amazing game for you, and hopefully your copy can be shared with someone else that will enjoy it!

    28. Hardy LeBel on April 29, 2017

      So... is there an announced release date for this? I backed this project to give my extra copy as a gift to someone who was excited about this game, but I'm not even friends with that person anymore... I'm not holding out high hopes that this will turn into a great game, but even shovelware on Steam beats nothing at all...

    29. Pixelscopic Creator on March 14, 2017

      Hi, Darewind. We are sorry to hear that you are unhappy with the state of the project - we definitely wish it was done as well. We will be in touch shortly via private message to see if we can answer any of your concerns and restore your confidence in the project. Thank you!

    30. Darewind on March 14, 2017

      I want a refund on this. It is three years past the original listed release date.

    31. Pixelscopic Creator on February 20, 2017

      Thank you for the info! After all of the required ports are complete, and if the game is successful, we may consider additional ports. It's hard to say which system(s) we might support, since it's so theoretical, and we've had backers request ports to several different systems. But it's great that development kits keep going down in price. Unfortunately, the largest expense is the programming time required to port our engine to each additional system. So we would have to weigh whether that cost would be worth it, based on the potential sales. And depending on the system architecture, some ports may be easier than others... for example a PS4 port is easier than an XBox One port. Being an artist, I'm not as familiar with the architecture of the Switch, but I believe it's much easier to develop than the WiiU or 3DS, so that is good news for devs like us!

    32. Jeritza Goris on February 19, 2017


      There was a recent article with NintendoEverything that the Nintendo Switch development console will only cost 50,000 japanese yen ($500). I felt a port for that device would be more apt than other big video game consoles. The control flexibility of the Nintendo Switch seems perfect for this game. Give a look if you're interested. Cheers.

    33. Pixelscopic Creator on February 19, 2017

      Hi, Jeritza. We have discussed the platforms previously, but it's buried somewhere in the comments, so I will simply restate it here. I'll also post this information in a future update, since I'm sure many others are wondering too!

      We are still committed to PC/Mac/Linux for the initial release, as promised. After that, iOS and Android will obviously be the next release goals. After the Android port is complete, Ouya would have been the next port (since it was Android-based). But since it seems that Ouya is no longer viable, we will consider other options. At that time, our goal will be to swap the dead-on-arrival Ouya port for support of one or more Android-based or Android-like devices or platforms.

      After we begin porting to Android, we will likely allow backers to vote on a short list of these Android-based devices that are still relevant at that time — such as Amazon FireTV, NVidia Shield, or Razer Forge TV (which might be the successor to Ouya?). We only will make these porting decisions when the port development process is ready to begin, so that we do not pick another platform which may be phased out, bought out, DOA, or generally a bad fit for our backers / fanbase / market.

      But the good news is that Android devices are plentiful (and should continue to be for years), and we may be able to support more than one after that initial port has been completed.

      I hope that helps! Feel free to let us know if you have any other questions!

    34. Jeritza Goris on February 17, 2017

      Have there been any updates on platform release information?

      The Ouya seems to have vaporized.

    35. Pixelscopic Creator on February 7, 2017

      ...we address all of your concerns. I don't know how the end of that sentence got cut off!

    36. Pixelscopic Creator on February 7, 2017

      Hi, Brianna. There is a bit more information about reward shipping in the previous update ( But in short, we will be letting you know before the rewards ship. So I think the best option would be for you to move worry-free, and we will make sure we get updated addresses from everyone before any shipments go out. Hopefully that works! (I'll also message you by PM to make sure we

    37. Missing avatar

      Brianna Allen on February 7, 2017

      Is there any update on when things should be shipped? I will be moving a few times this year and don't want to keep bothering you with updates.

    38. Pixelscopic Creator on February 7, 2017

      Hi, Daniel and Tim.
      @Daniel - We have released early versions of the game for backers to play via Humble. I'll be in touch via private message to see if you received your key. And yes, there was a reward survey, so I will look into that for you as well. We'll make sure you get your rewards!
      @Tim - I also responded to your comment in our Updates section, so I hope you don't mind if I paste the same response here: We understand your frustrations, and we are sorry that you feel that the updates are not up to the standard you would prefer. We are truly doing our best to give you relevant news and keep you up-to-date on what we are doing, while keeping updates to a manageable length for us. But due to your frustrations, we will be in touch via private message to see if there are any concerns that we can address directly. Thank you!

    39. Tim Stainton-James on February 7, 2017

      So... how do we get a refund?

    40. Missing avatar

      Daniel on February 6, 2017

      I'm going to be honest and say that I funded this so long ago that I don't actually remember what this project is or if anything was ever released. Is it still in progress? Was I ever asked to fill out any form to receive any reward or to fill out a survey to determine what system I wanted it on? I'm concerned I missed out on getting my backer reward somewhere as the years passed. Actually, now that I'm thinking about it, it seems to have been about a fifth of my life.

    41. Pixelscopic Creator on January 6, 2017

      Hi sudoshred. We totally understand wanting more information on the Linux version and where we stand on that; sorry we've never really put all of this info out there before but hopefully this will provide you with the important stuff now :) So yeah, we are still 100% committed to the Linux version. Now to be sure, Linux has always been platform #3 for us -- partially because we started with Windows and OSX support, but also because we had a relative lack of experience there as well. Despite that, Linux has always been part of the original "Triad" for our release platforms. To be honest, there are a lot of questions marks beyond those 3 platforms, but there are not with Linux. Now a bit more into the weeds... Way back in the first year of development the original plan was to outsource the Linux version - in fact, we talked to a couple of developers and got a rough bid from one. But of course, we ended up being really dissatisfied with the game as it stood and realized we were way off course and yeah, we began this really long convoluted dev cycle. At that point, the immediate Linux plans were put on the back burner - we were struggling mightily with just the game's development so additional platforms were shelved for the time being. Fast forward to the present: we've been doing a lot of engine and general tech related work and all of that has been done with Linux support in mind - including testing a few specific things (filesystem stuff, etc.) We still have to port the renderer and windowing code which is a substantial amount of work, but we also did some experiments this past year, including perhaps using SDL2 as the underlying system for the Linux version. Anyway, Linux has been on the backburner for sure but it hasn't been absent in our minds at all and in general there is a very strong desire to start getting Linux builds out sooner than later but there is no real timeline on when we can do that. Anyway, hopefully that sort of clarifies both where we are coming from and where we are going regarding Linux. By all means, if you have other/more questions please let us know and we will do our best to answer them! Thanks for your support :)

    42. Missing avatar

      sudoshred on January 6, 2017

      Good day. I'm happy to hear that the game is still chugging along. I have watched your livestreams and I must say the art is very beautiful. So I understand that a game does take a while to build, and life things happen, so four years happens and I hope we're coming to the end of that. And I appreciate the updates and more is better. However, my biggest problem is once again from a developer it seems that Linux is an after thought. We've never had a build of the game and now we're not even being mentioned in the updates or being considered in the engine rebuild. I've seen this too many times before with other developers where they say they're going to build for Linux and then don't think about it until the end and by that time it's too late and the game is too broken on Linux that it's not possible. I supported this game, 1 because it looks amazing, but 2 because you were supporting Linux. Where do we stand with that? Are we just another after thought or a "it'll happen eventually"? Because being an afterthought after major rewrite to your engine, and after four years of indie development isn't really showing Linux users respect. Yes I understand we're a small portion, but we supported you, and we at least deserve an update on what our support has done to bring the game closer to supporting Linux. I hope this comment doesn't come off too snarky, but Linux gamers have been burned a LOT since this game has gone into development. Please don't burn us again.

    43. Pixelscopic Creator on January 6, 2017

      And the update is live! Thank you again for all of your patience, everyone. Please hit us up via private message with any major questions, comments, or complaints, and we'll be happy to respond!

    44. Pixelscopic Creator on January 5, 2017

      Hi, Aaron. We are finalizing our edits for the year-end update on our progress and status, and should be sending it later tonight. Thanks for checking in!

    45. Aaron Gunderson on January 4, 2017

      So what's the update as the end of the year has passed? Going on 4 years now since I pledged. Some progress or a refund would be welcome at this point.

    46. Pixelscopic Creator on December 10, 2016

      Hi, Michael. We are currently working on a big end-of-the-year update that should get everyone up to speed. More on that soon! I'll also reach out via private message to see if you have any other specific questions we can answer for you. Thanks!

    47. Missing avatar

      Michael Compton on December 9, 2016

      Is there any news on this?

    48. Pixelscopic Creator on November 24, 2016

      Hi, HaikenEdge. We will be in touch shortly through the private messaging system, so that we can address your concerns with the project. Thank you!

    49. HaikenEdge on November 24, 2016

      I want a refund on this. It's three years past the original listed release date, and still no game. It's ridiculous.

    50. Pixelscopic Creator on November 22, 2016

      Hi, Gomisan.
      Thank you for your feedback, and perspective on sharing our progress better. We were really wanting to share more experimental updates with backers earlier this year, but the current issue is that with Humble as our only build distribution platform, we can only have one build available. This means that we typically want this build to be as stable as possible... and unfortunately, that stable build is very (veeeery) old at this point. As we mentioned in some previous updates, we were working on a way to distribute builds through our website, but the friend of the team who was helping us out with the website update (and build distribution system) had some life changes and was no longer able to help complete that project. However, we now do have a new part-time developer who may be able to pick up where he left off. If and when we are able to work out build distribution, we would post much more regular updates, even if those updates are buggy or limited in features. We know not everyone would want to play such a build, but some of you do - which is why we are hoping to do this on our own site, giving us the ability to explain what people are getting into.

      I know that's a lot of information, much of which will be coming in our next update. I apologize again for dropping out of communication. We are truly trying to get back on a regular schedule, with structured communication, and have made some changes within our team's workload and schedule in an effort to make this viable. We do want to re-instill our backers' ownership and pride in the project, and I'm glad there are backers like you who are still interested in participating in our process of development. Thank you!

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