"Ah... yes, it worked. I can see the spark of life in your eyes, twisted and seething as it once did. It has been centuries since your wretched soul tasted air, Dark One. They cursed your name, burned your effigies, sealed your crypt with wards of purest light - but even the brightest flame wanes with time. And here you are, risen once more, your legend but a shadow in the minds of mortals."

Welcome to Gloamvault!

  • You are a resurrected evil wizard.
  • Charm any monster you encounter to build up your army.
  • Over 500 different monsters to fight.
  • Use your dark magic to merge two monsters together.
  • Spend points to get upgrades.
  • Cast spells to influence the battle.
  • Collect items to further enhance your build.
  • Try to reach the depths of the dungeon... or die trying.

If you want to give feedback, report bugs or have other ideas feel free to join the discord server.


Controls

  • Use WASD to move around and the mouse to click on monsters and menu elements.
  • Press 'u' to open the army.
  • Press 'i' to open the inventory.
  • Press 'b' to open the bestiary.
  • Press 'v' to open upgrades.
  • Press 'c' to open settings.
  • Press 'h' to open help.
  • Press 'm' to zoom out the minimap.
  • Press 'space' to end your turn or hold it to auto-walk when exploring.

Modes

Normal Mode: Play through random levels where the monsters and their stats are procedurally generated. They get stronger you deeper you go.

Seed of the Day: Play through the same level as everyone else for the day.


Status

This game started a challenge to see how far I could develop it within approximately three weeks of working on it after my day job. My goal was to keep the scope small and focus on a limited set of features defined as the MVP (Minimum Viable Product). I started building it on November 1, 2024, and reached the MVP milestone on November 19, 2024—about 19 days later.

From the 19th to the 23rd, I invested some additional time into polishing the game some more.

BUT I'm having so much fun developing it, that I will continue working on it for a while :) If you encounter bugs or have ideas for improvements join the discord or leave a comment!


Links


Credits

Updated 7 days ago
StatusIn development
PlatformsHTML5, Windows, macOS, Linux
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorBigJk
Made withraylib
TagsDungeon Crawler, First-Person, Roguelike, Roguelite
Average sessionAbout a half-hour
LanguagesEnglish
LinksDiscord

Download

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Click download now to get access to the following files:

gloamvault-windows-amd64.zip 33 MB
Version b11_1
gloamvault-macos-m1.zip 32 MB
Version b11_1
gloamvault-macos-intel.zip 32 MB
Version b11_1
gloamvault-linux-amd64.zip 32 MB
Version b11_1

Development log

Comments

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I was trying your beta link (via bay12) but not sure how to proceed in the web version - it gets to that skull looking gate thing and then there are no options to proceed - no button to push like when you fight a monster or anything.  Very cool though!

Just a random thought but I'm not sure the wizardry style first person view adds anything to the game.  While clearing out the first floor I did find myself thinking I'd prefer just a 2d tilemap view.  Since you autopath the walls just look bad in your face the whole time.

(1 edit)

Thanks for checking it out!

Hm. The web version is the same as the download version, so each level should have a door to descend into the next level. Maybe I misunderstand the problem though. I think what you mean with the “skull looking gate thing” is the initial spawn point where you are resurrected. Holding down space for auto-walk should eventually lead you to a door, maybe the pathfinding got stuck and you have to walk away from the spawn point a bit :D

I can definitely see your point about the first-person style! I specifically choose it because I felt just doing another top-down 2d roguelike game wouldn’t be fun for me, but that’s totally subjective :)

EDIT: I just updated the beta build to include a simple 2D mode for a more classical roguelike experience. You can enable it in the settings. Additionally the pathfinding should now go around the spawn to avoid any confusions

Awesome!  And yes the view is totally just a personal thing so I don't want to sound too concrete about it.