Underkeep
Pubblicato
About the game
Un gioco di difesa del labirinto per giocatore singolo in cui interpreti il boss finale. Scava corridoi e posiziona mostri e trappole per impedire agli avventurieri di raggiungere il tuo nucleo. Ogni ondata viene mostrata prima di iniziare e la notorietà ottenuta in una partita ti rende più forte in quella successiva.
Descrizione originale su Steam
This time, you're the final boss.
Adventurers keep coming into your labyrinth, and it's your job to stop them before they reach the boss room. You dig the corridors and decide where the monsters and traps go. Whatever you build stays after each wave, so over a run the labyrinth slowly turns into your own design.
At a glance
[*]15 monsters, 12 traps and 8 special zones. 12 of them are available from the start, and the other 23 unlock as you play.
[*]7 adventurer classes, including miners who break your walls and sappers who disarm your traps.
[*]A permanent upgrade tree with 15 nodes in 3 branches, bought with notoriety between runs.
[*]4 difficulties: Easy, Normal, Hard and Hell.
[*]A final wave at 30. Win the run there, or keep going endlessly.
How it plays
Walls are your main tool. Fold the path back on itself a few times and the same trap gets to hit the same adventurer again and again.
Before each wave you can see who's coming. Miners break walls, sappers disarm traps, and rogues sometimes walk right past a trap. Most of the game is looking at the next wave and rebuilding for it.
Every adventurer is weaker to either body damage or mind damage. A warrior barely notices a blade but falls apart under a whisper, and a mage is the other way around. What you spend your gold on decides how far you get.
When you lose, the labyrinth goes with it, but you keep the notoriety you earned. Spend it on the upgrade tree between runs. Some nodes make you pick one of two options, and you can reset the tree whenever you like. Hold off the hero's party at wave 30 to win the run, then try a harder difficulty. Hard and Hell add elite adventurers with more health.
The first time a class shows up, the game pauses and shows a card explaining it, including what it's weak to.
Controls
[*]Left click: select and place (drag to place several in a row)
[*]Right click: remove (dragging works too)
[*]Space: start the wave
[*]S: shop, G: expand your land, B: move the boss room
[*]R: rotate, F1: game speed, Esc: settings
In the shop, click a card once to select it and again to buy it. Right-clicking shows the details without buying.
From the developer
I'm making this on my own.
In every tower defense game I played, I was the one attacking. At some point I started wondering what it would feel like to be the one holding the door, and this game came out of that. So instead of a hero who levels up, you get a labyrinth that gets better the more you learn.
Korean, English and Spanish are supported.
If something feels off, please let me know.






Informazioni sulla demo e sull’uscita
I dati del controllo attuale non confermano alcuna demo. Ciò non significa che il gioco non ne abbia mai avuta una; consulta la sua pagina Steam per verificarne la disponibilità attuale.
Demo di Steam, playtest e accesso anticipato: qual è la differenza?
Informazioni e immagini: Steam · Ultima verifica UTC