
Depths of Providence is a turn-based roguelike JRPG through 100 procedurally generated floors. Your party enters at level 1 with empty pockets. Fight down through instant-death depths and escape with rare loot before you lose it all. Bank blue-chest relics forever and climb the daily leaderboard.
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About
Depths of Providence is a roguelike JRPG inspired by the Ancient Cave of Lufia II. Every run drops your four-hero party at floor 1, level 1, with nothing but the relics you've banked from previous descents. One hundred procedurally generated floors stand between you and the Guardian of the Depths. What you carry out is yours forever, but only if you make it out.
Every run is a gamble. Red chests hold run-only gear, consumables, and spell scrolls to keep you alive right now. Blue chests hold rare named equipment; escape with them and they're banked in your vault forever, ready at the start of every future run. Somewhere on floors 15–24, a single glowing Providence chest lets you end the run from anywhere and keep everything you've found. Cash out early and bank little, or push deeper and risk it all. Die, and everything you found this run is gone.
The deep floors are unfair on purpose. Instant-death gazes, petrification, and full-party nukes await the greedy. Death wards, white magic, and knowing when to run are the difference between a full vault and an empty one. Every tenth floor a mini-boss guards the stairs, and floor 100 belongs to Chrono-Lord Aiful himself: slay him and your haul is banked and forged into a super-blue, a relic with a unique, randomly generated affix all your own.
Secrets run deeper still. Rumor speaks of eight Ancient Key shards scattered through blue chests. Complete the key and bring it to the cave's depths, and something older opens
Compete on the Daily. Everyone descends the same seeded cave each day. Same floors, same chests, same formations, and races for depth on a global leaderboard. Every run is replay-verified, so the board is real.
100 procedurally generated floors with escalating, deliberately punishing depths
Persistent vault: bank rare blue-chest relics across every future run
The Providence mechanic: a genuine risk/reward "cash out or push on" decision every run
Turn-based JRPG battle with classes, spells, elemental affinities, and 11 equipment slots
Two fully supported art modes, 8-bit style or 16-bit style
Named super-blue relics forged with unique procedural affixes
Hidden Ancient Key questline and an unlockable custom Party Builder
Daily seeded runs with a global, replay-verified leaderboard
Full controller support, Steam Deck ready
The above is all accurate, but it's ostensibly the typical marketing hype one might read for a game. I wanted to tell you the brutally honest truth about why I made this game, and why I think you might enjoy it. I really enjoy JRPG's. My biggest complaint about them has always been that they're too easy. Some might have moments that are challenging, others may start a bit difficult but pretty soon the player just stat checks everything and it's a snooze. The game I always have wanted is a turn based JRPG with a high skill cap, near infinite replayability, and a competitive aspect. That game, as far as I am aware, does not exist, so I set out to make it.
The story mode of the game is cool. One basically tries to go as deep as possible to acquire as many powerful blue chest items as they can before they escape the Depths via Providence. There's real tension between pushing deeper or getting out with what you can. The player is not supposed to make it to floor 100 on the first run. I think this mode is fun, but it isn't really the primary mode I built this game for, though if you are someone who loves meta-progression, stacking mountains of obscenely powerful items, then you might love this mode forever.
The other mode is the daily challenge run. This run has no meta-progression. You start from level 1 on floor 1 with no skills and no banked items. You and everyone else face the same procedurally generated Depths on any given day; same enemy formations, same chest contents, same skill drops, and same blue chest items. This mode is fine-tuned with increased blue chest occurrence such that with near perfect play, and a little bit of luck, a player might hope to make it deep, but the overwhelming majority of players will probably die off at floor 20-something. There's a daily leaderboard to track who makes it the deepest on any given day and there's server side replay validation of every submitted run so that players can be assured of fair play. This mode is why I built this game, and I promise to always tune this to be fiendishly difficult so that if you can pull off a deep run, it'll be something to really be proud of.
Anyway, I truly hope you enjoy this game as much as I do. I'm honestly not expecting huge commercial success from this endeavor; I just want to share my work with others in the hopes that some of you might enjoy the game as much as I do. My heartfelt thanks for considering purchasing my game.
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Reviews
Really cool game. The dev puts a lot of time and effort into it, and has been constantly updating it. My friend recommended it to me and I watched him play for a number of hours. With the recent upgrade to SNES style sprites it is even better. I used to love Lufia 2's Ancient Cave and this is a great reminder of that. I haven't made it to the final floors yet, but I've been enjoying what I have seen and played. There are definitely still some improvements that can be made, specifically with some scaling and the blue chest rates, don't want it too easy, but minor tweeks can be made. Graphically it has improved a lot compared to just two weeks ago. My biggest complaint, and its not even one that has much merit, is that with how fast the battles go on the early floors, the battle theme and map theme restarting constantly gets a bit jarring. Right now? I'd give it a solid 7/10, but as I said, the dev is constantly working on it and I'm pretty proud of his vigilance. I just hope he doesn't burn himself out for working too much too quickly.
This takes me back. Very addictive. RIP Goobert
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Languages: English**languages with full audio support
Lufia 2 is my favorite game and ancient cave is back baby! This game is affordable and awesome. As a fellow developer, I clearly understand functionality over esthetics and the use of AI to fill gaps especially when you are a solo dev. I see the game keeps getting updates, which is fantastic! The archfiends starting at floor 60 keep ending my runs. I will figure them out. Maybe it's use of that cursed pick that can instant kill enemies on Wren. I don't agree with the Ikari/IP/Limit attacks replacing the basic attack command though. They should be separate commands. Thanks for bringing Lufia 2 ancient cave to steam for everyone.
Really fun game and a steal at $2.99. My only feedback with minor spoilers are [spoiler] mimics spawn way too often [/spoiler] and I wish that [spoiler] Goobert [/spoiler] didn't scare me so much.
Game is very fun and the art style brings a retro vibe. The most recent update has improved a lot on the mechanics and visuals. Would highly recommend picking up this gem of a game.
Pro Tip Protect Seline at all costs. Perfect arcade addict gameplay loop with old school music. Feels kinda like a gameboy color revived in the best way. 10/10
Still in the early stages but man does this game scratch an itch. Getting my first blue chest and then sweating bullets hoping Providence shows up before I die really took me back to Lufia 2 and stumbling around there. Finding out your Black Mages regens MP if they Defend is such a game changer, just another thing you can greed on fights along with your thief stealing or attacking. Overall I'm in love with what I see and look forward to casually grinding out more items on my Steam Deck.
It's a fun game. I'd say it has a rather slow beginning and feels a bit grindy. It definitely calls for a lot of QoL improvements, nevertheless it's fun and it's money well spend.
Rogue like adventuring, lufia 2 name, ancient cave gameplay, brutal game loop, absolutely addicting. Love it. It's simple, it's straight forward, dev is responsive. For $3 it's a no brainer.
Knowing what this is based off of from the SNES era, and knowing how much I enjoyed that. This was a no trainer. How much time are you willing to put into a near endless grind? If the answer is a lot of time, this is for you!
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