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During the 2020 Videogame Awards, a sort of spiritual successor was announced titled ''Endless Dungeon'', bring it closer to the mainline titles of the Endless Universe.

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During the 2020 Videogame Awards, a sort of spiritual successor was announced titled ''Endless Dungeon'', ''VideoGame/EndlessDungeon'', bring it closer to the mainline titles of the Endless Universe.Universe. The game released on October 19th 2023.
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* FakeDifficulty: Though it's rare, certain hero combinations can result in the game deliberately making things more difficult. For example, having both [[spoiler:Sara Numas]] and [[spoiler:Gork "Butcher" Koroser]] in your party will mean they exchange threats due to their shared story. Escape enough floors and the arguments keep escalating, culminating with a clash where one kills the other. ''[[ClassicVideoGameScrewYous And no, the game doesn't give you any warning or replace the dead guy.]]''

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* FakeDifficulty: Though it's rare, certain hero combinations can result in the game deliberately making things more difficult. For example, having both [[spoiler:Sara Numas]] and [[spoiler:Gork "Butcher" Koroser]] in your party will mean they exchange threats due to their shared story. Escape enough floors and the arguments keep escalating, culminating with a clash where one kills the other. ''[[ClassicVideoGameScrewYous And ''And no, the game doesn't give you any warning or replace the dead guy.]]''''
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* DifficultySpike: As you progress through the dungeon, enemies get replaced with EliteMook variants which have more health and deal more damage. On the 12th floor, dust becomes very scarce, major module slots become much harder to come across, and some rooms have ''no major or minor module slots in them''.
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* ExtremeOmnivore: The Soylent Green skill gained by some heroes generates small amounts of food whenever they kill things, implying they're eating the dungeon's monsters.

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* ActionBomb: Both Chimera Kamikazes and the Necrophage Kamikazes will attempt to find the most populated room and explode, dealing heavy damage to all heroes and modules within, and slight damage to other monsters within.

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* ActionBomb: Both Chimera Kamikazes and the Necrophage Kamikazes will attempt to find the most populated room and explode, dealing heavy damage to all heroes and modules within, and slight damage to other monsters within.monsters.



* AllForNothing: Once you actually reach the end of the dungeon, [[spoiler: the team, confronted with the dangerous environment of Auriga, realizes that their best chance of survival is to ''turn around and go right back in''. Granted, they've cleared the Vault of dangerous denizens and made it much safer, but it's a bit of a kick to realize that they've climbed all that way and fought so hard only to realize that they're trapped and can't leave anyway.]]

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* AllForNothing: Once you actually reach the end of the dungeon, [[spoiler: the team, confronted with the dangerous environment of Auriga, realizes that their best chance of survival is to ''turn around and go right back in''. Granted, they've cleared the Vault of dangerous denizens and made it much safer, but it's a bit of a kick in the goolies to realize that they've have climbed all that way and fought so hard only to realize that they're trapped and can't leave anyway.]]



** Opening a door to a room with Merchants, [=NPCs=], EMP surges or Exits will not cause any mook waves to spawn.

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** Opening a door to a room with Merchants, [=NPCs=], EMP surges surges, or Exits will not cause any mook waves to spawn.



* CombatAndSupport: Characters tend to fall into two groups- either combat (high offense, average to low wit) or operator (lower offenses, high wit).

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* CombatAndSupport: Characters tend to fall into two groups- groups -- either combat (high offense, average to low wit) or operator (lower offenses, high wit).



* DifficultySpike: Once you reach the later floors, enemies get replaced with EliteMook variants which have more health and deal more damage. On the 12th floor, dust becomes very scarce, major module slots become much harder to come across, and some rooms have ''no major or minor module slots in them''.

to:

* DifficultySpike: Once As you reach progress through the later floors, dungeon, enemies get replaced with EliteMook variants which have more health and deal more damage. On the 12th floor, dust becomes very scarce, major module slots become much harder to come across, and some rooms have ''no major or minor module slots in them''.



** On later floors, Hurna Riders can smash down closed doors. Since opening a door (even one that links two already-explored rooms) runs resource generation ''and'' generally spawns enemies in unlit rooms, this can be extremely bad. Nevermind the potential of an enemy breaking open a door to an unexplored room in a weaker area.
** Players can sometimes find the exit extraordinarily early due to the map being randomly generated, after which they then have the choice of leaving early or keep exploring for more loot.

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** On later floors, Hurna Riders can smash down closed doors. Since opening a door (even one that links two already-explored rooms) runs resource generation ''and'' generally spawns enemies in unlit rooms, this can be extremely bad. Nevermind the potential of an enemy breaking It's even worse if they open a door to an unexplored room in a weaker an undefended area.
** Players can sometimes find the exit extraordinarily early due to the map being randomly generated, after which they then have the choice of leaving early or keep exploring continuing to explore for more loot.



* EndlessGame: The Drill Pod, though the lack of victory is negligible -- crew members can still be unlocked the same and the next ship simply unlocks after 24 floors, making the only real difference that you don't see the victory screen.
* EscortMission: Carrying the Crystal to the exit. The hero who does it can't attack or use abilities and moves a lot slower, so he or she needs protection from the others or modules along the way. With a good setup, you can simply defend a bottleneck until the crystal is close to the exit.
* FakeDifficulty: Though it's rare, certain hero combinations can result in the game deliberately making things more difficult. For example, having both [[spoiler:Sara Numas]] and [[spoiler:Gork "Butcher" Koroser]] in your party will mean they exchange threats due to their shared story. Escape enough floors and the arguments keep escalating, culminating with a draw where one kills the other. ''[[ClassicVideoGameScrewYous And no, the game doesn't give you any warning or replace the dead guy.]]''

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* EndlessGame: The Drill Pod, though the lack of victory is negligible -- crew members can still be unlocked by the same methods (survive three floors with them in your party) and the next ship simply unlocks after 24 floors, making the floors. The only real difference is that you don't see the victory screen.
* EscortMission: Carrying the Crystal to the exit. The hero who does it carrying the crystal can't attack or use abilities and moves a lot slower, so he or she needs protection from the others or modules along the way. With a good setup, you can simply defend a bottleneck until the crystal is close to the exit.
* FakeDifficulty: Though it's rare, certain hero combinations can result in the game deliberately making things more difficult. For example, having both [[spoiler:Sara Numas]] and [[spoiler:Gork "Butcher" Koroser]] in your party will mean they exchange threats due to their shared story. Escape enough floors and the arguments keep escalating, culminating with a draw clash where one kills the other. ''[[ClassicVideoGameScrewYous And no, the game doesn't give you any warning or replace the dead guy.]]''



* TheGoomba: Silic Crystals and Necrophage Larvae. The former ''don't even attack heroes'', move slowly, and are easy to shatter. The latter are weak and die easily, even thought they tend to ZergRush.
* HarderThanHard: The Sanitary Pod. Considering that "Easy mode" is anything but, being labelled the "Hard Mode" ship should be a warning, as all of the following is heaped on: no in-game pausing, removing any turn-based advantages; stronger monsters; negative events, such as slowing gas and module disabling [=EMPs=], are much more likely; module slots, heroes, and items spawn much less often; healing is more expensive; and, to top it all off, enemies can now spawn when you research too.

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* TheGoomba: Silic Crystals and Necrophage Larvae. The former ''don't even attack heroes'', move slowly, and are easy to shatter. The latter are weak and die easily, even thought they tend easily (but there tends to ZergRush.
be [[ZergRush a lot of them]]).
* HarderThanHard: The Sanitary Pod. Considering that "Easy mode" is anything but, being labelled the "Hard Mode" ship should be a warning, as all of the following is are heaped on: no in-game pausing, removing any turn-based advantages; stronger monsters; negative events, such as slowing gas and module disabling module-disabling [=EMPs=], are much more likely; module slots, heroes, and items spawn much less often; healing is more expensive; and, to top it all off, enemies can now spawn when you research research, too.



* KaizoTrap: Defied. If the player clicks the exit button the crystal carrier will still need to walk over to the exit portal in order to win. However, if there are any monsters in the exit area, they will not deal any damage once it is clicked, ensuring your success at level completion.

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* KaizoTrap: Defied. If the player clicks the exit button button, the crystal carrier will still need to walk over to the exit portal in order to win.escape the floor. However, if there are any monsters in the exit area, they will not deal any damage once it is clicked, ensuring your success at level completion.



** The [=KIP=][[labelnote:*]]Knowledge Is Power[[/labelnote]] Cannon is powered by stockpiled Science points - the more unspent Science you have, the more powerful it becomes. The basic version gains .8 attack power per unspent Science point up to a maximum of ''100'' (to contrast, the basic defensive 'Prisoner Prod' module has an attack power of around 10 to begin with), and the later versions only get stronger.
** Later in the game, there are Chimera Keepers which don't attack but occupy dark rooms, getting stronger over time until dealt with.

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** The [=KIP=][[labelnote:*]]Knowledge Is Power[[/labelnote]] Cannon is powered by stockpiled Science points - -- the more unspent Science you have, the more powerful it becomes. The basic version gains .8 attack power per unspent Science point up to a maximum of ''100'' (to contrast, the basic defensive 'Prisoner Prod' module has an attack power of around 10 to begin with), and the later versions only get stronger.
** Later in the game, there are Chimera Keepers which don't attack can't move, but occupy dark rooms, getting stronger over time and granting floor-wide buffs to the monsters until dealt with.



* {{Permadeath}}: Like most {{Roguelike}}s, characters that are killed are KilledOffForReal with no way to bring them back. The two exceptions are the Refreezerator Pod, where you only have a single hero for the playthrough that respawns at the cost of food, and buying the Time of Sands item from the incredibly rare Death Dealer, which takes up an accessory slot but will revive the hero it's equipped on when they die, but with only a portion of their HP (they get more HP back the longer they held the item).
* PracticalCurrency: Shops swap resources for materials, but it's chosen randomly between appearances; each merchant will exclusively use Industry, Food, Science, or Dust.
* RagtagBandOfMisfits: Your team will probably end up as this. The first four available characters alone consist of a [[NoIndoorVoice loud-mouthed]] doctor, a blade-wielding bounty hunter, a [[HulkSpeak Hulk speaking]] mercenary, and a cowardly thief. They only get weirder from there.

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* {{Permadeath}}: Like most {{Roguelike}}s, characters that are killed are KilledOffForReal with no way to bring them back. The two exceptions are the Refreezerator Pod, where you only have a single hero for the playthrough that respawns at the cost of food, and buying the Time of Sands item from the incredibly rare Death Dealer, which Dealer. Equipping it takes up an accessory slot until the hero dies, but will revive the hero it's equipped on when the next time they die, but die; however, [[ResurrectionSickness they come back with only a portion fraction of their HP (they get more HP back HP]] -- the longer they held the item).
Time of Sands before dying, the more HP they get back.
* PracticalCurrency: Shops swap resources for materials, but it's chosen randomly between appearances; each merchant will exclusively use trade in Industry, Food, Science, or Dust.
* RagtagBandOfMisfits: Your team will probably end up as this. The first four available characters alone consist of a [[NoIndoorVoice loud-mouthed]] doctor, a blade-wielding bounty hunter, a [[HulkSpeak Hulk speaking]] Hulk-speaking]] mercenary, and a cowardly thief. They only get weirder from there.



* RealTimeWithPause: One can use the pause function during and out of combat to give orders to heroes. However, there is an unlockable ship and an achievement that requires the player to ''not'' use this function at all in a winning game.
* RecurringTraveller: Whilst exploring, you'll occasionally find mysterious Merchants. Whatever could they be doing in such an inhospitable place? (They are probably members of Endless Legend's Roving Clans...still, odd place to set up shop, even if it has a lot of Dust.)
* ResourcesManagementGameplay: There are four different types of resources- Industry (for building), Science (for getting upgrades and restoring skill cooldowns), Food (for leveling up and healing), and Dust (for powering up rooms). Careful management of these is needed in order to survive, as the first three are carried over to the next floor.

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* RealTimeWithPause: One can use the pause function during and out of combat to give orders to heroes. However, there is both an unlockable ship pod and an achievement that requires require the player to ''not'' use this function at all in a winning game.
* RecurringTraveller: Whilst exploring, you'll occasionally find mysterious Merchants. Whatever could they be doing in such an inhospitable place? (They are (They're probably members of Endless Legend's ''VideoGame/EndlessLegend'''s Roving Clans...still, Clans. Still, a dungeon's an odd place to set up shop, even if it has a lot of Dust.Dust...)
* ResourcesManagementGameplay: There are four different types of resources- resources -- Industry (for building), Science (for getting upgrades and restoring skill cooldowns), Food (for leveling up and healing), and Dust (for powering up rooms). Careful management of these is needed in order to survive, as the first three are carried over to the next floor.



* ShootTheMageFirst: Certain attacking modules will actually target enemies of different priority. For example, Tesla modules attack anti-module units such as Silic Bulldozers and Silic Zoners, while Smoking Guns tend to attack Hurna Shamans (debuffs attack of heroes in a room) first.

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* ShootTheMageFirst: Certain attacking modules ShootTheMageFirst:
** Each offensive module
will actually target enemies of prioritize different priority. types of enemies. For example, Tesla modules attack anti-module units such as Silic Bulldozers and Silic Zoners, while Smoking Guns tend to attack Hurna Shamans (debuffs attack of heroes in a room) first.first.
** Some monsters have their own attack priorities. Silic Bulldozers go after major modules and deal splash damage to anything else in the room, Necrophage Hunters beeline for the nearest hero or NPC, Necrophage Crystophiles ignore everything except for the crystal, etc.



* SpinOff: Of ''VideoGame/EndlessSpace'', sort of. It ties in much more closely with ''VideoGame/EndlessLegend''. For both of them, it unlocks a faction: Vaulters for Endless Space and Mezari for Endless Legend, though Mezari are really just re-skinned Vaulters (it's who they were before they crashlanded and got the new name).

to:

* SpinOff: Of ''VideoGame/EndlessSpace'', sort of. It ties in much more closely with ''VideoGame/EndlessLegend''. For both of them, it unlocks a faction: Vaulters for Endless Space and Mezari for Endless Legend, though Mezari are really just re-skinned Vaulters (it's who they were before they crashlanded crash-landed on Auriga and got the new name).



* UnstableEquilibrium: Since your characters, items and resources carry over to the next floor, the game will only get harder if you get off on a bad start. Likewise, the more the enemies manage to attack your crystal, the less Dust you will have, which means less floors can be lit up, causing more waves of mooks to spawn, and thus ensuring a higher chance of mooks getting to attack the crystal.

to:

* UnstableEquilibrium: Since your characters, items and resources carry over to the next floor, the game will only get harder if you get off on a bad start. Likewise, the more the enemies manage to attack your crystal, the less Dust you will have, which means less floors rooms can be lit up, causing more waves of mooks to spawn, and thus ensuring a higher chance of mooks getting to attack the crystal.
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* StandardStatusEffects: ''Pepper Spray'' causes the affected enemy to attack others, ''Neurostun'' modules slow down all enemies, and the ''Toxic Cloud'' room hazard slows down all players. ''Tear Gas'' [[DamageIncreasingDebuff weakens enemies' defence]]. Some hero abilities also have comparable effects.

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* StandardStatusEffects: StatusEffects: ''Pepper Spray'' causes the affected enemy to attack others, ''Neurostun'' modules slow down all enemies, and the ''Toxic Cloud'' room hazard slows down all players. ''Tear Gas'' [[DamageIncreasingDebuff weakens enemies' defence]]. Some hero abilities also have comparable effects.
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Added DiffLines:


During the 2020 Videogame Awards, a sort of spiritual successor was announced titled ''Endless Dungeon'', bring it closer to the mainline titles of the Endless Universe.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AllForNothing: Once you actually reach the end of the dungeon, [[spoiler: the team, confronted with the dangerous environment of Auriga, realizes that their best chance of survival is to ''turn around and go right back in''. Granted, they've cleared the Vault of dangerous denizens and made it much safer, but it's a bit of a kick to realize that they've climbed all that way and fought so hard only to realize that they're trapped and can't leave anyway.]]

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Changed: 1971

Removed: 65

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* AntiFrustrationFeatures: Chimera Keepers don't spawn at all if the Refreezerator Pod (where you can only use a single hero) or the Library Pod (all heroes have their damage nerfed and cannot equip weapons) is selected, due to the fact that it would probably kill you if you tried to fight it at its strongest.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
Chimera Keepers don't spawn at all if the Refreezerator Pod (where you can only use a single hero) or the Library Pod (all heroes have their damage nerfed and cannot equip weapons) is selected, due to the fact that it would probably kill you if you tried to fight it at its strongest.



* DungeonBypass: On later floors, Hurna Riders can smash down closed doors. Since opening a door (even one that links two already-explored rooms) runs resource generation ''and'' generally spawns enemies in unlit rooms, this can be extremely bad. Nevermind the potential of an enemy breaking open a door to an unexplored room in a weaker area.
** As the levels are randomly generated, players can sometimes find the exit while there are half the doors left unopened. They will then have the choice of leaving early or keep exploring for more loot.

to:

* DungeonBypass: DungeonBypass:
**
On later floors, Hurna Riders can smash down closed doors. Since opening a door (even one that links two already-explored rooms) runs resource generation ''and'' generally spawns enemies in unlit rooms, this can be extremely bad. Nevermind the potential of an enemy breaking open a door to an unexplored room in a weaker area.
** As the levels are randomly generated, players Players can sometimes find the exit while there are half extraordinarily early due to the doors left unopened. They will map being randomly generated, after which they then have the choice of leaving early or keep exploring for more loot.



* LampshadeHanging: The game hangs a little one on the frequency of hostile encounters;

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* LampshadeHanging: The game hangs a little one on the frequency of hostile encounters;encounters. The random elevator conversations often involve these as well.



** The random elevator conversations often involve these as well.



* MagikarpPower: The [=KIP=][[labelnote:*]]Knowledge Is Power[[/labelnote]] Cannon is powered by stockpiled Science points - the more unspent Science you have, the more powerful it becomes. The basic version gains .8 attack power per unspent Science point up to a maximum of ''100'' (to contrast, the basic defensive 'Prisoner Prod' module has an attack power of around 10 to begin with), and the later versions only get stronger.

to:

* MagikarpPower: MagikarpPower:
**
The [=KIP=][[labelnote:*]]Knowledge Is Power[[/labelnote]] Cannon is powered by stockpiled Science points - the more unspent Science you have, the more powerful it becomes. The basic version gains .8 attack power per unspent Science point up to a maximum of ''100'' (to contrast, the basic defensive 'Prisoner Prod' module has an attack power of around 10 to begin with), and the later versions only get stronger.



* UnstableEquilibrium: Since your characters, items and resources carry over to the next floor, the game will only get harder if you get off on a bad start.
** The more the enemies manage to attack your crystal, the less Dust you will have, which means less floors lighted up, causing more waves of mooks to spawn, ensuring a higher chance of mooks getting to attack the crystal.
* ZergRush: Once a hero picks up the crystal, mooks will continuously spawn from all dark rooms on the map.
** Necrophage Larvae. They're very weak but they always appear in numbers.

to:

* UnstableEquilibrium: Since your characters, items and resources carry over to the next floor, the game will only get harder if you get off on a bad start.
** The
start. Likewise, the more the enemies manage to attack your crystal, the less Dust you will have, which means less floors lighted can be lit up, causing more waves of mooks to spawn, and thus ensuring a higher chance of mooks getting to attack the crystal.
* ZergRush: ZergRush:
**
Once a hero picks up the crystal, mooks will continuously spawn from all dark rooms on the map.
** The Necrophage Larvae. They're Larvae monsters are very weak but they always appear in numbers.
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** When your crystal is under attack, a warning alarm plays, and a text message saying "now is a good time to panic". They ''mean it''.

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** When your crystal is under attack, a warning alarm plays, and a text message saying "now is a good time to panic".panic" appears. They ''mean it''.
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* OhCrap:
** When your crystal is under attack, a warning alarm plays, and a text message saying "now is a good time to panic". They ''mean it''.
** The shutdown noise whenever a door you open triggers an EMP surge. If the affected room is one you're relying on to hold off the hordes, now is a good time to panic.
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* {{Permadeath}}: Like most {{Roguelike}}s, characters that are killed are KilledOffForReal with no way to bring them back. The only exception is the Refreezerator Pod, where you only have a single hero for the playthrough that respawns at the cost of food.

to:

* {{Permadeath}}: Like most {{Roguelike}}s, characters that are killed are KilledOffForReal with no way to bring them back. The only exception is two exceptions are the Refreezerator Pod, where you only have a single hero for the playthrough that respawns at the cost of food.food, and buying the Time of Sands item from the incredibly rare Death Dealer, which takes up an accessory slot but will revive the hero it's equipped on when they die, but with only a portion of their HP (they get more HP back the longer they held the item).
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italics


Similar to Endless Space and Endless Legend, the game also uses the same '[=FIDS=]' (Food, Industry, Dust, Science) resource set, but the usage is bit different. Especially Dust, which is no longer a currency, but acts as energy to power rooms and doesn't carry over to the next floor.

to:

Similar to Endless Space ''Endless Space'' and Endless Legend, ''Endless Legend'', the game also uses the same '[=FIDS=]' (Food, Industry, Dust, Science) resource set, but the usage is bit different. Especially Dust, which is no longer a currency, but acts as energy to power rooms and doesn't carry over to the next floor.
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* ActionGirl: Pretty much every female character in the game is capable of combat.

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