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

this happens when using Magical Backpack+



(everything else shows up as normal and the card still functions, it’s just the icon being annoying from what I can see)

Fatty Lumps will sometimes cause the game to freeze for several seconds when resolving its turn and fatten you literal tons in an instant

1 Like

I’ve only played the free version, but I can say this game is AMAZING.
I know it’s not everyone’s cup of tea, but as an (extremely casual) Slay the Spire player and very general enjoyer of card games, this game really feels good with being balanced and introducing systems and circumstances where you can very easily fall into deck building traps if you’re not careful.
(I use the word Layer to describe each “Realm” or “Level”)
Now I know that you’re going for a Slay the Spire style game and that in Slay the Spire you don’t really have continued progression… that being said, I would absolutely love it if even something minor could be added just to give a bit of a nudge to the player to keep going. So far I’ve played five playthroughs, two of which ended on Layer 2 and the other three ending on Layer 3. To give yourself the best chance you should definitely go through every room in a Layer, however this is also very time consuming. An hour of game time, deck building, and really getting a build together, all to be killed in about 30 seconds because of two bad hands and a couple big attacks from the enemy…
Which is fine! Things like this happen, it’s a part of the game. But it would certainly sting a lot less if there was even a very minor thing I could upgrade for my character. “Leveling Up” with a character and being able to choose between +3 Starting Health, +1 Starting Capacity, or +10 Starting Gold. I know the game is meant to be a balanced experience where you CAN complete it on your first playthrough, but at the same time it can certainly be exhausting after multiple hours and these minor buffs wouldn’t do too much while giving the players a sense of desiring to continue.
Or even if it’s not a direct upgrade, just more options becoming available is good. Getting a new potential Background option when making your character (You could also just remove some current options and then add them as unlockable options later, I won’t tell >:3c ) Or new unlockables for shop items, so on and so forth.

I would say that’s my biggest gripe, but all in all this is a great game and I’m really looking forward to seeing more. There’s still a lot more with abilities and otherwise I need to figure out… Good thing there’s a whole in game dictionary to guide me through! Thank you Devs!

3 Likes

If you are talking about slay the spire maybe it could be something like a new character, or knowledge due to an interaction that may affect future runs, for example you have found a girl in the last floor and she tells you that she left her doll in a ruined cart, that event is from floor 1, so when you return to that cart you will have an extra option to search for the doll, and getting a relic in return. What do you think?

In the support version, we did make a similar feature

Unlike Slay the Spire, the save/load in our game will lead to different results

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Really like what there is so far, and looking forward to the game’s development!

I did manage to get a win, and uh. I think Entralled Blessing (which I assume should be called Enthralled Blessing ?) should probably not double every time you use, or have a cap of some kind. You can kinda completely break the game with it and reach numbers the game definitely isn’t designed around. It was fun to have a run where I definitely reached the highest possible weight though!

2 Likes

The Swamp Witch is bugged. She only gave out the Dazed cards. At some point I was at 2500kg and overstuffed was at 6000. Had to end the game there.

Not sure if this is a bug or not:
The fight against the Crazy Alchemist is insane. He debuffs you until you can only do 1 or 2 damage. It took me about 30min. to win that fight and I only won because I had that heart that can revive you after you die for the first time.

I got the same error!

it’s from line 15868 in the html:

<<goto "rewardbossrelic">>

rewardbossrelic is a passage that doesn’t exist. Is there a passage that gives you a special relic for doing this certain thing after this boss that’s missing/misnamed?

The game is too difficult, it’s too poorly balanced, and it needs additional modes.
The previous version, 1.03, was much more enjoyable to play.
Moreover, defense points should carry over to subsequent rounds and not disappear for unexplained reasons.
Moreover, defense points should carry over to subsequent rounds and not disappear for unexplained reasons.
Currently, version 1.13 is unplayable.
Please specify difficulty levels or godmode.

Defense Points carrying over was a bug, I believe. In Slay the Spire, the source of inspiration, block points represent the player character reading and countering the enemy’s attacks in that specific exchange of blows. Then they go away, because once the enemy’s finished their attack, you need to make a new movement to block their next one.

Slay the Spire requires the use of relics and powers to preserve the amount of block you have between rounds.

I agree, but in my opinion there should be difficulty levels for those who just want to have fun and for those who want to prove themselves

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i will admit the concept is cool and fun but holy jesus its unnecessarily hard, i havent been able to get past layer 2 because either i hit the boss with enough damage that for some reason the game bugged and thought i died, or one of the random enemies ends up being able to do 76 damage on their second turn. Like it really feels like a very risky gamble with the encounters where either you get some moderate loot or you end up losing half hp in a single attack. like PLEEEASEE give some balancing

6 Likes

Hey, creator. I know it might look like a lot of people complaining about your game and they are, but no one here is saying “this sucks” straight up. You have so many people playing it a ton and then sharing that they want to see the game grow. Keep up the good work! You’re so close!

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Dying a lot is part of playing a roguelike. The balance fits the genre

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oh i know its not my first roguelike, the thing is that its not really cool to see an enemy go from being able to deal 20 damage to 70 in literally just 2 turns, and then see that same enemy go to deal also 90 in its next turn with very little ways to reduce it unless you nuke the enemy

3 Likes

Thanks for your playing. Just an update of progress, I am currently working on redraft of flavor text for most(if not all) of the enemies. Text of waiting in map, openning up chest and some specific event is scheduled to be redrafted.

After finish all the polishment, we will head on to make a major balance for the game. As I had received from the response, the current problem of game design is mostly incoordination of attack and defense. Late game enemies have too much HP which cause most attack cards to be inefficient, while the high attack intentions make defense very challenging. I am fully aware of this drawback, and will change it in the next significant update.

If you any suggestions on game design, I am glad to hear. By the way, is it necessary to open a discord chatroom for that? I do not use it very often actually.

7 Likes

Can you add descriptions for stomach fullness in the text that shows when the player clicks the portrait?