
DeAnima is a brutal yet rewarding dungeon crawler steeped in classic roguelike tradition. Set in a sprawling, medieval dungeon, you embody a lone wanderer seeking the fabled Crown of Nivek.
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About
Descend into the abyss, where every step confronts the darkness within.
DeAnima is a first-person dungeon crawler that resurrects the unforgiving spirit of the original Rogue for a modern audience. Set in a sprawling, medieval dungeon steeped in dark fantasy, you embody a lone wanderer seeking the fabled Crown of Nivek.
Classic Traditional Roguelike: Experience true permadeath, turn-based exploration, and randomized dungeons, heavily inspired by the game that started it all back in the 80s! Every run is a unique, merciless challenge.
First-Person Immersion: Navigate a medieval dungeon with moody visuals and an oppressive atmosphere, where every shadow hides a threat or a secret.
Tactical Survival: Face monstrous demons with scarce resources and tough choices. Progress by mastering your environment, not overpowering it.
Hidden Depths: Many secrets lurk in the darkness, offering paths to enlightenment or ruin. The dungeon’s truths are yours to discover.
Ever-Changing Dungeons: Explore procedurally generated labyrinths where no two runs are alike.
Unforgiving Permadeath: Every death is final, raising the stakes with each choice.
Mysterious Item Discovery: Master a deep identification system to uncover the secrets of 80+ unique items, including potions, scrolls, wands, rings, and bags.
Pure Roguelike Experience: No meta-progression - every run starts from zero, testing your skill and cunning.
Strategic Turn-Based Combat: Time pauses with your inaction, giving you the space to plan your next move or escape.
Weapon Enhancement: Enchant and Vorpalize your weapons to gain a deadly edge in the dungeon’s darkest depths.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
I didn't know if I would like this one but I'm glad to say that I did. There is a difference between games that could be classified as asset slop, and games that are made by people who's creativity is limited by their inability to code and model. This is an example of the later. This game is fun, addictive, and scratches an itch I didn't even know that I had. If you are looking for a great little time killer, this game is for you. Congrats to the developer for somehow cobbling together premade assets into something fun and unique. P.S. If the dev reads this, please make the later dungeons more possible. If there is a way to buff myself to the level I need to be in order to beat the monsters on floor 10 onwards, I haven't found it and its too well hidden. It's really frustrating making it all the way to floor 13 just to get 1 tapped by an ogre from full health. The only viable strategy I have found is to just run away and hope your ac is high enough to carry you to the next elevator. Also, eating a goblin and getting randomly transformed into a monster, just to then starve to death as said monster 60 seconds later, is a really lame "Gotcha" way for a run to end and I would rework that mechanic.
It's an awesome game, real roguelike.
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Hours played at review time, across 31 reviews with recorded playtime.
So, I like DeAmina. I liked the demo, putting about 2.5 hours in it, and I like the launched game. I recorded much of my progress in DeAnima, enjoying it, as well as offering some observations and thoughts. Please take a look if you prefer a more audio / visual format.[/b] https://youtu.be/Sr4EYSy5IxQ DeAnima is an Indie, RPG Roguelike, First Person Dungeon Crawler; think old school Rogue, but in first person. DeAnima is a far more approachable take on Rogue. Interested? [h1]Interesting Things To Find:[/h1] Due to the Procedural Generation of the dungeon lvls, you never know exactly what you will find, adding exploration focused excitement to each run, which is something I find glaringly lacking in games where the layout is always the same. In DeAnima, you will never know exactly what is around each corner, or lurking in each room, adding to the excitement and anticipation so vital to dungeon crawling. The absence of the dungeon crawling from many so-called “Dungeon Crawlers” is downright disheartening: I am glad to report that is not the case here! Secret treasure rooms? Present! Pits of doom = in! Watch your step! I have yet to encounter any illusionary walls, but that does not mean they are not present… I also found some weird stuff, which is good, as it is usually the weird ones who choose to live in a dungeon in the first place! I found a ghost light that when snuffed out, whispered a word to me; mysterious! I found a demon that wanted me to make a deal; no thank you evil! There was a fey who identifies a few items for you; handy. You can also explore, with your stomach! You can seemingly eat many of your fallen foes. I once ate a spider, followed by a “Boris” (a foul monster of the dark), and I died of food poisoning! Immersive and believable! Fun! [h1]Goodies:[/h1] Like Rogue, there are many powerful items to find here. They start unidentified, adding to the mystery and excitement. Think scrolls of vorpal blade, or Monster Massacre Potions of long lasting, improved invisibility (does not break after attacking) Think wands of polymorph, or calm monster, letting you run right past. Magical rings of power, like the very handy ring of Slow Digestion, that makes food last much longer. Plus, the expected piles of magic armors and armor. In short, there are a lot of powerful, interesting items to find in the dungeons of DeAnima: this is good. Controller Support is present, and good, as is good old Mouse and Keyboard, in case you want to play a first person Dungeon Crawler the classic way. While I did enjoy my time with DeAnima, I did find some areas where it could be even better. Please let me know if any of this is off-base, but I find directness works best here. I will try and keep this organized. [b]Tech / UI Suggestions:[/b] [h1]1: Rebindable Controls Planned?[/h1] These are an expected feature in a launched product on Steam, so it is never a good sign when a game launches and they are not present. Also, an ability to view the controls off options is another feature I would encourage you to add, as having to press “?” is very non-standard to most games on Steam. Rebindable controls are badly needed here, especially due to some of the very non-standard control scheme. Space = inventory? E = search, not interact? I will say that the controls feel fine when you get used to them, but space is usually jump, used for running leaps, which could be a very nice feature here, given both the first person perspective, and the presence of traps and pits, so I’d strongly recommend allowing rebinding, to make room for the expected running leap. [h1]2: “Esc” Does not Close the Map?[/h1] It is seemingly a small thing, but when the players is often consulting the map trying to find the downstair, not having it instantly close when “Esc” is hit again rapidly gets unpleasant. Allowing “Esc” to serve as the expected universal cancel button, as it currently does with the options, discoveries tab and inventory screen, would be a very player friendly improvement here. [h1]3: Want to Resize Message Text.[/h1] The text is a bit too large, especially when the messages get too long, starting to encroach onto the center of the screen. Maybe if the message got too long, like for example, getting about as far as the “Apprentice” message on the bottom of the screen, then the message log text should start another little line below the last. That would likely make the message log readouts seem much less overpowering and crowding the screen. [h1]4: The Map Needs a Legend.[/h1] Maybe a little box on the side, this reminds players which are doors, chests, downstairs, handy things like that, as it can be very unclear, especially if a player has taken a break from the game. [h1]5: Movement is Too Slow[/h1] On the fastest setting in options, yet I feel I have to just have to hold down Lshift to move at a decent pace. Any chance of allowing the in-game fast forward command to be a toggle? It would really help here. [h1]6: Arrows Fire Too Slowly[/h1] Even on the fastest setting in options, I found myself hesitating to use it, on account of just how slow it is to fire. About 2 seconds after hitting RMB to fire until the projectile launches. Makes me just want to ignore it and stick to melee. [h1]7: Base Attack is Too Slow[/h1] Not as painfully slow as the arrows, thankfully, but still, on the fastest setting in options, it feels too slow. While playing, I find I have to hold down LShift when attacking to make it feel snappy. [u]A toggle or check for faster attacking, arrows and movement would feel much better here.[/u] [b]Gameplay Suggestions:[/b] [h1]8: Crawlers Can’t Open Chests?[/h1] It seems like such a brutal punishment, as it prevents them from perhaps finding a scroll or potion to undo the curse. Worse, it actively encourages the player to end the run after polymorphed, which is not very interesting. I tried to keep going as a crawler, killing and consuming 2 monsters, but not seemingly getting any experience, and having to pass up chest, after chest, after chest, just got to me, and then new monster plummeted off the edge into the great unknown. Maybe after enough kills, and enough new protein, the player’s mind can resurface, enabling them to remember how to open chests, and understand the concept of an inventory. Perhaps learn how to shape pockets of flesh into baggies, or even grow some of their own? After all, some monsters have gold on them, so maybe some of their old life was coming back. That would at least allow a recovery state to the polymorph, which otherwise, just seems an extended death. Perhaps monsters can even grow physically, with long claws / articulated hooves / tendrils / tentacles able to manipulate and rip open chests, perhaps even wield wands and weapons. That would allow wand and weapon drops off perhaps surprising monsters, as well as perhaps a surprise monster variants deeper in the dungeons. It might also help explain certain merchants... Anyway, my suggestions aside, I did enjoy my time with DeAnima. DeAnima is an Indie, RPG Roguelike, First Person Dungeon Crawler; think old school Rogue, but in first person. DeAnima offers a far more approachable take on Rogue, and is easily well worth a look.
Great atmosphere, having a great time.
Game has amazing potential but Dev's didn't tag their game correctly or listen to fan base feedback. "DeAnima is a brutal yet rewarding dungeon crawler steeped in classic roguelike tradition. Set in a sprawling, medieval dungeon, you embody a lone wanderer seeking the fabled Crown of Nivek." In reality its a Discovery Classic Rogue game which can be fun but not what I thought I was buying pretty disappointed in mechanics of "Dungeon crawler game" Rate a 4/10 but add things to the game or change tags I'd give a 10\10
After 10+ hours of play I've grown tired of trying to figure out hidden interactions.
This one is a diamond in the rough. If you like to find loot and tangle with the denizens of a massive dungeon, [b]DeAnima[/b] is the game for you!
I've played a ton of blobbers and drpg and this one is uniquely dark with a horror vibe. Recommended
This dungeon crawler is really cool, it does a bunch of things that are different. Glad I found it.
Don't waste your time.
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