Into the Depths - A Slay-the-Spire kind Weight Gain Theme Roguelike Deckbuilder! (2025.6.27 update)

I am… actually not against the speed mechanic. I think that the game would actually end up being two easy without it right now since you do have a few attack cards that either scale faster than the strength stat lowers them (body slam) or cards that use other stats for damage calculation(calorie bomb). I DO HOWEVER find it VERY unfair that if the enemy gets multiple turns that you only get to know what they are going for on the first turn. And while you can guess what they are going to do most of the time with experience… that’s still not fair to the player who’s trying to make an optimal play for the ONE turn they get. There’s a reason why runic dome gives you a whole extra mana when it takes information from the player… its pretty damn hard to play around an enemy in a turn based game when you don’t know with absolute certainty what they will do. I’d say an easy fix would be to show the actions of an enemy for every turn they will take before you. Obviously the UI will have to be reformatted slightly so that at extreme speed differences they arent overlaping each other but i think that would be a good start.

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Fixed. Thanks for report.

I will make pick up button easier to see.

The problem of fetish part is that the text is designed for more than one character. Thus it is to made to be vague intentionally. I will change the flavor text in future update.

Could you please provide more information about the bug?

Translation and pandora’s box will be fixed. I admit that some enemies are not well balanced. Aside from my judgment, I would like to hear from the community about which enemy is too strong currently.

Fixed. Thanks for report.

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When we first designed the speed, it was to reflect the effect of weight on combat. Since it is indeed not balanced enough, we will find a way to deal with it.

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Enjoying the game so far especially that you get to take the whole floor without being forced to rush to the boss.

For the “error: Error: <>: exceeded configured maximum loop iterations (1000)” bug I got that to but I only got it after giving up multiple times to try roll the start with legendary card in deck option so it could be from that?

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There is no debug menu to the best of my knowledge… or a save function to scum save… :smiling_face_with_tear:

Anyone got good advice for carrying on a run? Furthest I can get is the third floor before the attack debuff from packing on the pounds renders every single attack I have, with the exception of the one that scales damage with weight faster than you lose attack, completely useless, and I can’t keep up with the higher demands of Block that the challenges present.

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the ui screen scaling / zoom is all messed up. would you accept a patch if i fixed it? do you already have this project on github/gitlab?

Saving is done automatically during the game

How about collecting enough relics, upgrading and deleting cards on the first floor to prepare for higher floors?

To be honest, I am completely amateur in programming and the project was not created in github. I will appreciate if you create a patch to fix that.

From my experience from playing the game, high weight/capacity builds focus on attacks cards like body slam and calorie bomb as the weight penatly on attack doesn’t affect the damage. You’ll also need either the djiinn’s jar or Hermes’s sandle relic to get around the speed penalty with the build. Nibble and cheat meal is great for earlier floors while blessing cards + overstuff go hand to hand.

Been playing the game for a bit. I seen a few bugs with the swamp witch fight and tea party boss where if they ko’ed themselves feeding you, you gain much more weight as intended. Sometimes when you reset the current page, some relics with start of combat effects repeat their effects more than once (seen it with the red cookbook and the one that gives 3 thorns).

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Found another bug or something unintended. If the fight end by poison or thorn damage, there is no after battle text besides card selection, gold pick up, and relic pickup.

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That one elit enemy with 300 hp that swings for 30 damage every attack in act 1.

I’d also take a FULL heal after each act because even in StS thats an ascension thing.

The main problem the game has is that the strategies that can beat act 1 and 2 fuck you in act 3 and the strategies that might be able to beat act 3 get destroyed in act 1 and 2.

I think if you close the game and re-open it that resets the fight, not proper scum save but might help

I think I might have a skill issue. I just cannot even make it to the first boss, mainly because of those damn lizards. Anyone have tips on how to get good?

Use cards that take away fullness to your advantage because there is no real downside for going past 0. Take the smallest amount of fights possible because more card rewards aren’t really that good and most relics you find kinda suck in general also.

Holy shit I did it boys. I beat the game, clearing EVERY SINGLE room in version 1.1. After more hours than I’d like to admit, I’d love to share my knowledge with you all. I wasn’t able to capture what relics I was using (but the one that makes your speed drop no lower than 4 is a must). I was, however, able to capture my final deck that cleared rooms 2+ with ease:
(SPOILER WARNING)



My main strategy involved getting to max hand size and fullness so I could filter cards and gain tons of actions per turn, while my relics generated enough shield for me passively. I think it’s super important not to pick up cards after every room clear, and you skip picking up any relic that reduces your strength or speed. Also, getting proliferated blessing to help boost weight leads to crazy damage output, especially when your Entralled blessing is giving you hundreds of fullness

This is without a doubt my favorite fetish game that has come out since Rouge Weight from last year’s gain jam, I cannot wait to see how this game… expands <3

As for improvements, I think there should be cards that affect player speed because of how important a stat it is to combat, I also think higher weight stages should increase armor as well as resilience, so block cards fall off less late game. By stage 3, I was practically never blocking.
I also wish there were hints for the requirements of each ending so I could hunt down specific curse combinations.

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at least in my game version, you lose hp when you lose fullness past 0

Also figured this out myself. Nice that you get a new hand.