Deepsown is a bite-sized top-down action roguelite. Every dungeon is grown from a seed — handcrafted rooms stitched into a layout you've never seen before, filled with things that want you dead. Descend through four escalating depths, from mossy catacombs to obsidian halls, and take down the boss at the bottom.

FEATURES

  • Seeded procedural dungeons built from handcrafted rooms — every run is a new layout
  • Four biomes with rising difficulty: stone, moss, volcanic rock, obsidian
  • Melee + bow combat with weapon drops, power levels and ground-swapping
  • Dodge roll with invincibility frames — read the telegraphs, don't get greedy
  • Five enemy behaviors: chasers, archers, exploders, summoners and their swarm
  • A telegraph-heavy boss fight with a nasty second phase
  • Emerald economy — heal up or restock arrows at the shrine before going deeper
  • Built for readability: x-ray silhouettes behind walls, cooldown indicators, weapon comparison on pickup

CONTROLS

WASD — move · LMB — melee · RMB — bow · Space — dodge roll · E — interact / swap weapon · Esc — pause

Keyboard + mouse only for now.

ABOUT

Made solo in Godot 4 as a milestone-driven project. Uses CC0 assets by Kenney, ambientCG and KayKit. This is v1.0 — a roadmap of updates exists, and feedback genuinely shapes what comes next.
Built with Claude Code.

NEWS:

Update 4 — The descent no longer ends
(v1.6)

The big one. The dungeon doesn't stop at the bottom any more, everything in it has a body, and the rooms finally look like they were built rather than extruded.

The run is now endless

  • The dungeon is split into worlds of four floors. Each world has its own look, and each one ends with a boss.
  • Clear world 3 and you've won — the victory screen is still there, with your time and your kills. But now it has a "Continue deeper" button. Take it and the same run keeps going, as far as you can hold out.
  • Floors keep growing and enemies keep getting meaner the deeper you go. How deep you got is your score.
  • Four new worlds to see: frozen vaults, a bone-white ossuary, a rusted ironworks, and a violet nowhere. Eight in total.
  • The air gets thicker the further into a world you are, so floor 4 feels worse than floor 1 even though they share a look.

Rooms that look like rooms

  • Walls used to be flat slabs with a hard edge on top. They now have a capped top and ribs running down them, with rubble piled where they meet the floor.
  • Shafts of light break through from above in some rooms, pooling on the floor.
  • Torches cast a warm pool of light on the ground beneath them.
  • The floor grows things now, and each world grows its own: grass tufts, standing water, dried mud, snow drifts, glowing crust. Puddles catch the torchlight.
  • So do the walls: hanging vines, shelf fungus, icicles, roots breaking through the stone.
  • The air itself tells you where you are — dust drifts, snow falls, embers rise, spores blow sideways.

Rebalanced for the long haul

  • Enemy damage now stops climbing at a point. A hit deep down hurts, but it can't delete you from full health — the pressure comes from how many of them there are, not from one-shots.
  • Enemy health now outgrows your weapons instead of the other way round. (Before, past a certain depth the game would quietly have got easier.)

Everything looks like a person now

  • The player and all six enemy types were capsules. They now have a body: head, arms, legs, and whatever they're carrying.
  • They walk — legs and arms swinging, leaning into the turn. They breathe when they stand still. Their heads follow you.
  • Attacks are readable in the body, not just the colour: enemies crouch and wind back before a lunge, then slump forward afterwards. That slump is your free hit, and now you can see it.
  • Each monster moves differently. The exploder waddles, the summoner floats with no legs at all, the swarmling scurries, the boss stomps and raises both fists overhead before a slam.
  • Your roll is a real forward tumble.
  • Enemies fall over when they die instead of quietly shrinking away.

Seeing through walls

  • The x-ray outline used to be a plain capsule. It's now the shape of the actual character, weapon included, and it leans and falls with them.
  • Arrows, enemy shots and aim lines now show through walls too — you can see a shot coming at you from behind a pillar.

Interface

  • The title screen got a proper background and now scales with your window instead of sitting small in the middle of a big monitor.
  • Bigger, easier-to-read cooldown slots.
  • Weapons on the ground stopped shouting over each other: each one shows just its name and power, and only the one you'd actually pick up shows the full stat comparison. Its label turns gold so you know which one that is.

Update 3 — Deeper dungeons, smarter enemies

The dungeon itself

  • Two brand-new rooms: a ring arena built around a solid stone core (you can circle it forever and make archers lose sight of you), and a spike room where the floor bites back on a timer.
  • Rooms are now picked to suit the depth. Floor 1 feels tight and cramped; floor 4 opens up into big, sprawling halls.
  • Winding corridors now show up on the main path the deeper you go.
  • Every combat room rolls its own encounter type — a mixed fight, a swarm of weaker bodies, an archer nest, a single tough duel, or an ambush where enemies are lying in wait until you get close.
  • Treasure rooms are guarded now, and a longer detour to reach one pays better.
  • First couple of runs show short hints written on the floor of the starting room.

Enemies

  • Attack wind-ups no longer get wiped out by the white hit-flash, so you can always read what's coming — even while you're hitting them.
  • Packs spread out instead of stacking into one blob, and they come at you from different angles.
  • Only a couple of enemies can commit to a lunge at once, so a group attacks in a readable sequence instead of all at once.
  • After a lunge, an enemy stands rooted for a moment — whiffed lunges are now a free hit for you.
  • Archers visibly draw before firing and lock their aim, so you can sidestep.
  • Enemies that are off-screen no longer attack you.
  • Exploders now chain. Set one off next to another and the whole cluster goes up. They also start glowing earlier, so you get more warning.
  • Bait the boss into a wall and it slumps there, stunned and taking extra damage. It's the fight's big skill moment.
  • Every hit throws sparks, every death pops instead of quietly shrinking, and each threat now has its own sound instead of sharing one.
  • Fixed: enemies could still be hit for a moment after dying.
  • Fixed: enemies grinding against walls and doorways now unstick themselves.

Your character

  • Swings now aim at your cursor, and you can hold the mouse button to keep swinging instead of clicking over and over.
  • The swing has a real animated arc, and heavier weapons feel heavier — a step into the blow, a stronger jolt on impact, a deeper sound.
  • Weapons play differently now: the axe staggers what it hits, the dagger does double damage from behind, and the sword gets a longer, more forgiving combo.
  • Rolling cancels attack recovery, and you can see your invulnerability as a glowing shell.
  • Dodge an attack at the last moment and your next swing hits much harder.
  • Bow changes: you move slower while drawing, a full draw punches through enemies, and some arrows come back to you after a kill.
  • Fixed: you could roll straight through exits, arena doors and pickups.
  • Fixed: falling through the floor now costs one health instead of the run.

Interface

  • The map got a full overhaul: a legend, icons for special rooms, a marker for where you're standing, an explored counter, and you can now tap Tab to pin it open instead of holding.
  • The boss bar shows markers for its phase change and enrage point, and says ENRAGED when it's angry.
  • The level banner tells you your objective.
  • Pause now shows your live run stats and your full weapon numbers.
  • Restart asks for a second press so you can't nuke your run by accident.
  • Fixed: dying at the exact moment you reached the exit could confuse the game.

Options and atmosphere

  • New Controls screen on the title screen and in the pause menu — it pops up automatically the first time you play.
  • New "Reduce flashing" option for anyone sensitive to flashing visuals.
  • Each depth has its own background ambience that fades in as you descend.
  • Each depth has its own colour grading and fog.
  • Pressing E now only interacts with the nearest thing, so you can't accidentally swap your weapon while opening a chest.

Update 2 — A dungeon worth looking at

Environment

  • Three new room shapes: a pillared hall, a four-way crossroads, and a bending corridor — so the dungeon stops feeling like a straight line of boxes.
  • Glowing exit portals, plus a dim arch where you arrived.
  • Rooms got dressed up: worn floor tiles, drifting dust, hanging banners, door frames, and rubble piling up in front of sealed passages.
  • Treasure rooms glow gold, sparkle, and have coin piles scattered around.
  • Each depth grows its own flavour — rubble, glowing mushrooms, lava cracks, crystal shards — plus its own lighting and glow.
  • Barrels and crates can be smashed, and some of them hide emeralds.
  • Torches throw embers, shrines are lit by candles.
  • The map now hides rooms you haven't visited yet.

Combat

  • Enemies scale into existence when a room activates, and show a "!" when they spot you.
  • Summoners telegraph before casting.
  • The boss slams out a shockwave and leaves afterimages when it charges.
  • Projectiles trail particles.
  • Elite enemies come in two flavours: fast (cyan crown) and tough (magenta crown).
  • Archers strafe instead of standing still.
  • Getting hit flashes the edge of the screen in the direction it came from.
  • Big hits show big golden numbers.

Interface and audio

  • Segmented health bar, boss bar with a trailing damage chip, queued notifications.
  • Rotating tips on the death screen.
  • Fullscreen toggle, animated menu background, volume percentages, Enter to start.
  • New sounds for blocking, smashing, elite deaths, charged shots and boss rage.


Update 1 — Making it feel good to hit things

Feel

  • Hits briefly freeze the game and shake the camera.
  • Damage numbers float up off everything you hit.
  • Enemies have health bars over their heads.
  • Your screen pulses red when you're nearly dead.
  • Footsteps, a level intro banner, and the boss finally has a name: GRAVEWARDEN.

Combat

  • Every third melee hit in a row is a finisher that does extra damage.
  • Hold the right mouse button to charge the bow — a full draw doubles the damage.
  • Melee enemies wind up and lunge, so their attacks can be dodged.
  • Elite enemies appear from floor 2 — tougher, crowned, and worth much more loot.
  • Your swing can knock enemy projectiles out of the air.
  • Armor absorbs a whole hit; find it in chests and off elites.
  • The boss enrages below 20% health.
  • Arrows that miss can be picked back up.

Between runs

  • Run stats on the death and win screens: time, kills, emeralds.
  • Your best run is saved and shown on the title screen.
  • Hold Tab for a map of the floor.
  • A lantern so you can actually see in the dark depths.
  • Cause of death is now spelled out ("Slain by Exploder at Depth 3").
  • Screen shake can be turned off.
  • Smoother transitions between floors.


Download

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Click download now to get access to the following files:

Deepsown_macos.zip 111 MB
if you pay 1.00€ EUR or more
Deepsown_win64.zip 89 MB
if you pay 1.00€ EUR or more

Development log

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