Follow TV Tropes

Following

History VideoGame / DungeonOfTheEndless

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

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

Added: 393

Changed: 14

Is there an issue? Send a MessageReason:
None


* AntiFrustrationFeatures: Chimera Keepers don't spawn at all if the Refreezerator Pod is selected (where you can only use a single hero), due to the fact that it will probably kill you if you tried to solo it at its strongest.



** Later in the game, there are enemies which don't attack but occupy dark rooms, getting stronger over time until dealt with.

to:

** Later in the game, there are enemies Chimera Keepers which don't attack but occupy dark rooms, getting stronger over time until dealt with.


Added DiffLines:

* OneManArmy: The Refreezerator Pod enforces this. You can only use one character with slightly better stats to go through the entire dungeon. They respawn if killed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EliteMook: On lower floors, most monsters will have an elite variant that is differently-coloured and tends to be a greater threat than the regular variants.

Added: 277

Changed: 159

Removed: 240

Is there an issue? Send a MessageReason:
None


* BanditMook: Silic Crystals and Necrophage Crystallophiles will head directly for your Crystal and drain your precious dust if they attack it.



* TheGoomba: Necrophage Larvae. They're weak and die easily, even thought they tend to ZergRush.



* BanditMook: Silic Crystals and Necrophage Crystallophiles will head directly for your Crystal and drain your precious dust if they attack it.



* HarderThanHard: The game begins with two modes, "Too Easy" and "Easy". And you ''will'' struggle to beat the game even on "Too Easy."

to:

* HarderThanHard: The game begins with two modes, "Too Easy" TheGoomba: Necrophage Larvae. They're weak and "Easy". And you ''will'' struggle to beat the game die easily, even on "Too Easy."thought they tend to ZergRush.


Added DiffLines:

* NintendoHard: The game begins with two modes, "Too Easy" and "Easy". And you ''will'' struggle to beat the game even on "Too Easy".

Added: 240

Changed: 74

Is there an issue? Send a MessageReason:
None


* BanditMook: Silic Crystals and Necrophage Crystallophiles will head directly for your Crystal and drain your precious dust if they attack it.



* TheGoomba: Necrophage Larvae. They're weak and die easily, even thought they tend to ZergRush.




to:

** Necrophage Larvae. They're very weak but they always appear in numbers.

Added: 232

Changed: 107

Is there an issue? Send a MessageReason:
None


* AfterCombatRecovery: All heroes regain full health after all the monsters on a floor are killed.
* DarknessEqualsDeath: Every time you open a door, monsters may spawn in any dark unpowered rooms that aren't occupied by your heroes.




to:

* ZergRush: Once a hero picks up the crystal, mooks will continuously spawn from all dark rooms on the map.

Added: 824

Removed: 827

Is there an issue? Send a MessageReason:
None


--> A few hundred condemned criminals were being shipped to the Auriga system on board the prison hulk "Success"...

--> Auriga once hosted a major settlement of the galaxy-travelling ancestors known as the Endless. In addition, the planet was still orbited by a functioning (and well cloaked) defensive system, which sprang eagerly to life upon the arrival of the Success. Within a few minutes, the ship was nothing but a few large chunks of metal falling toward the planet...

--> Every set of holding cells also functioned as an escape pod, so the ship let itself disintegrate and the surviving prisoners fell bruised but alive and safe to the planet below. Until they realized that they had crashed through some sort of facility of the Endless, down to a sub-basement so deep and ancient it might as well be called a dungeon...


Added DiffLines:


-> A few hundred condemned criminals were being shipped to the Auriga system on board the prison hulk "Success"...

-> Auriga once hosted a major settlement of the galaxy-travelling ancestors known as the Endless. In addition, the planet was still orbited by a functioning (and well cloaked) defensive system, which sprang eagerly to life upon the arrival of the Success. Within a few minutes, the ship was nothing but a few large chunks of metal falling toward the planet...

-> Every set of holding cells also functioned as an escape pod, so the ship let itself disintegrate and the surviving prisoners fell bruised but alive and safe to the planet below. Until they realized that they had crashed through some sort of facility of the Endless, down to a sub-basement so deep and ancient it might as well be called a dungeon...

Added: 53

Changed: 100

Is there an issue? Send a MessageReason:
None



to:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/8f3b1af5cd946c2437757ad3a643f56b.jpg]]
[[caption-width-right:350:This Might Take Awhile...]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ShoutOut: Several float around in the various character names and the items you can collect.
** "Sara Numas" is an anagram of [[VideoGame/{{Metroid}} Samus Aran]], and her outfit is very similar to Samus' blue Zero suit.
** One of the items you can find is TheHitchhikersGuideToTheGalaxy.

Changed: 517

Removed: 329

Is there an issue? Send a MessageReason:
None


''Dungeon of the Endless'' is a RogueLike ActionRPG with TowerDefense and TeamworkPuzzleGame elements from Amplitude Studios, creators of ''VideoGame/EndlessSpace''.

In ''Dungeon of the Endless'', players coordinate a ragtag team of up to four prisoners and/or prison guards as they attempt to escape a labyrinthine network of workshops, storage rooms, tunnels, and more. The objective is simple enough: find the exit elevator to next floor, take the Crystal there to power it, and exit the level. Gameplay takes the form of mixed turn-based/real-time elements. Each time the player opens a door to a new room, a turn passes, resources are produced, researches are carried out, and monsters might be spawned, giving floor to the combat, which occurs in real-time with pause.

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 usually works as currency, now determines how many rooms you can power at once and doesn't carry over to the next floor.

to:

''Dungeon of the Endless'' is a RogueLike ActionRPG with TowerDefense and TeamworkPuzzleGame elements from Amplitude Studios, creators of ''VideoGame/EndlessSpace''.

''VideoGame/EndlessSpace''. It is the second SpinOff in the 'Endless series', alongside ''VideoGame/EndlessLegend'' - a fantasy 4X.

In ''Dungeon of the Endless'', players coordinate a ragtag team of up to four prisoners and/or prison guards characters as they attempt to escape a labyrinthine network of workshops, storage rooms, tunnels, the eponymous dungeon and more. The objective is simple enough: find reach the exit elevator to next floor, take the Crystal there to power it, and exit the level.surface. Gameplay takes the form of mixed turn-based/real-time elements. Each time the player opens a door to a new room, a turn passes, resources are produced, researches are carried out, and monsters might be spawned, giving floor to the combat, which occurs in real-time with pause.

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 usually works as is no longer a currency, now determines how many but acts as energy to power rooms you can power at once and doesn't carry over to the next floor.



Ultimately, the goal is to escape to the surface. Good luck!

''Dungeon of the Endless'' is the second SpinOff in the 'series', alongside ''VideoGame/EndlessLegend'' - a fantasy 4X. It has recently finished [[http://steamcommunity.com/app/249050/ its Early Access period and is now available on Steam]].

Also has a [[Characters/DungeonOfTheEndless character page]] that needs a lot more work.

to:

Ultimately, the goal is to escape to the surface. Good luck!

''Dungeon of the Endless'' is the second SpinOff in the 'series', alongside ''VideoGame/EndlessLegend'' - a fantasy 4X. It has recently finished [[http://steamcommunity.com/app/249050/ its Early Access period and is now available on Steam]].

Also
The game has a [[Characters/DungeonOfTheEndless character page]] that needs a lot more work.

Added: 827

Changed: 69

Is there an issue? Send a MessageReason:
None


--> A few hundred condemned criminals were being shipped to the Auriga system on board the prison hulk "Success"...

--> Auriga once hosted a major settlement of the galaxy-travelling ancestors known as the Endless. In addition, the planet was still orbited by a functioning (and well cloaked) defensive system, which sprang eagerly to life upon the arrival of the Success. Within a few minutes, the ship was nothing but a few large chunks of metal falling toward the planet...

--> Every set of holding cells also functioned as an escape pod, so the ship let itself disintegrate and the surviving prisoners fell bruised but alive and safe to the planet below. Until they realized that they had crashed through some sort of facility of the Endless, down to a sub-basement so deep and ancient it might as well be called a dungeon...



In ''Dungeon of the Endless'', players coordinate a ragtag team of up to four prisoners and/or prison guards as they attempt to escape a labyrinthine network of workshops, storage rooms, tunnels, and more. The objective is simple enough: find the exit elevator to next floor, take the Crystal there to power it, and don't die. Gameplay takes the form of mixed turn-based/real-time elements. Each time the player opens a door to a new room, a turn passes, resources are produced, researches are carried out, and monsters might be spawned, giving floor to the combat, which occurs in real-time with pause.

to:

In ''Dungeon of the Endless'', players coordinate a ragtag team of up to four prisoners and/or prison guards as they attempt to escape a labyrinthine network of workshops, storage rooms, tunnels, and more. The objective is simple enough: find the exit elevator to next floor, take the Crystal there to power it, and don't die.exit the level. Gameplay takes the form of mixed turn-based/real-time elements. Each time the player opens a door to a new room, a turn passes, resources are produced, researches are carried out, and monsters might be spawned, giving floor to the combat, which occurs in real-time with pause.



Ultimately, the goal is to escape to the surface. Good luck with that!

to:

Ultimately, the goal is to escape to the surface. Good luck with that!
luck!



Also see the [[Characters/DungeonOfTheEndless cast page]].

to:

Also see the has a [[Characters/DungeonOfTheEndless cast page]].character page]] that needs a lot more work.

Added: 261

Changed: 1246

Is there an issue? Send a MessageReason:
None


Each opened door brings new discoveries - maybe you'll find nothing, perhaps you'll find another survivor, an item, or some other useful supplies. Or maybe you'll find a pack of ravenous natives that want to eat your face. Rooms can be powered using Dust, and if they have module slots, various major and minor modules can be built to increase resource production and defense. Any '''un'''powered room acts as a potential spawn point for monsters in the next turn.

to:

Each opened door brings new discoveries - maybe you'll find nothing, perhaps you'll find another survivor, an item, or some other useful supplies. Or maybe you'll find a pack of ravenous natives that want to eat your face. Rooms can be powered using Dust, and if they have module slots, various major and minor modules can be built to increase resource production and defense. Any '''un'''powered room acts as a potential spawn point for monsters in the next turn.
turn. There are always more rooms than there can be powered with Dust, so players will have to be cautious when placing heroes, modules, and even choosing which door to open and which room to power/unpower.



** Also, when going for the exit early, every door left begins to open, only without generating resources.

to:

** Also, when going for As the levels are randomly generated, players can sometimes find the exit early, every door while there are half the doors left unopened. They will then have the choice of leaving early or keep exploring for more loot.
* HarderThanHard: The game
begins with two modes, "Too Easy" and "Easy". And you ''will'' struggle to open, only without generating resources.beat the game even on "Too Easy."



* 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 .5 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 enemies which don't attack but occupy unpowered rooms, getting stronger over time until dealt with.

to:

-->Why is everything busted except this elevator?
* 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 .5 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 enemies which don't attack but occupy unpowered dark rooms, getting stronger over time until dealt with.

Added: 925

Changed: 1352

Is there an issue? Send a MessageReason:
None


In ''Dungeon of the Endless'', players coordinate a ragtag team of up to four prisoners and/or prison guards as they attempt to escape a labyrinthine network of workshops, storage rooms, tunnels, and more. Gameplay takes the form of mixed turn-based/real-time elements, with resource-gathering and research being dependent on opening doors to progress, whilst combat is real-time. Each door opened brings new discoveries - maybe you'll find nothing, perhaps you'll find another survivor, an item, or some other useful supplies. Or maybe you'll find a pack of ravenous natives that want to eat your face. Once explored, rooms can be powered using Dust, and powered rooms allow for the use of major and minor modules to increase resource production and can have defensive structures like turrets installed. Useful, since any '''un'''powered room acts as a potential spawn point for more of those ravenous natives. The game also uses the same '[=FIDS=]' (Food, Industry, Dust, Science) resource set as Endless Space and Endless Legend, if a bit differently than those entries. Especially Dust, which usually works as currency, now determines how many rooms you can power at once and doesn't carry over to the next floor.

to:

In ''Dungeon of the Endless'', players coordinate a ragtag team of up to four prisoners and/or prison guards as they attempt to escape a labyrinthine network of workshops, storage rooms, tunnels, and more. The objective is simple enough: find the exit elevator to next floor, take the Crystal there to power it, and don't die. Gameplay takes the form of mixed turn-based/real-time elements, elements. Each time the player opens a door to a new room, a turn passes, resources are produced, researches are carried out, and monsters might be spawned, giving floor to the combat, which occurs in real-time with resource-gathering pause.

Similar to Endless Space
and research being dependent on opening doors Endless Legend, the game also uses the same '[=FIDS=]' (Food, Industry, Dust, Science) resource set, but the usage is bit different. Especially Dust, which usually works as currency, now determines how many rooms you can power at once and doesn't carry over to progress, whilst combat is real-time. the next floor.

Each door opened door brings new discoveries - maybe you'll find nothing, perhaps you'll find another survivor, an item, or some other useful supplies. Or maybe you'll find a pack of ravenous natives that want to eat your face. Once explored, rooms Rooms can be powered using Dust, and powered rooms allow for the use of if they have module slots, various major and minor modules can be built to increase resource production and can have defensive structures like turrets installed. Useful, since any defense. Any '''un'''powered room acts as a potential spawn point for more of those ravenous natives. The game also uses the same '[=FIDS=]' (Food, Industry, Dust, Science) resource set as Endless Space and Endless Legend, if a bit differently than those entries. Especially Dust, which usually works as currency, now determines how many rooms you can power at once and doesn't carry over to monsters in the next floor.
turn.



* NonIndicativeName: The game practically ''runs'' on this trope. Found a t-shirt? The 't' stands for 'titanium.' A frag grenade? It's a defensive system that's designed to 'frag incoming grenades'. Works on other projectiles too! Then there's the Tear Gas module, which reduces enemy Defense because it tears them apart, not makes them cry. The Pepperspray module hits a single enemy, making them smell so delicious that it causes all the other mobs to attack them for a short time. In short; almost every item you find should be judged on its properties, not its name.

to:

* NonIndicativeName: The game practically ''runs'' on this trope. Found a t-shirt? The 't' stands for 'titanium.' A frag grenade? It's a defensive system that's counterweapon designed to 'frag incoming grenades'. Works on other projectiles too! Then there's the Tear Gas module, which reduces enemy Defense because it tears them apart, not makes them cry. The Pepperspray module hits a single enemy, making them smell so delicious that it causes all the other mobs to attack them for a short time. In short; almost every item you find should be judged on its properties, not its name.



* StandardStatusEffects: ''Pepper Spray'' modules cause enemies to attack each other, whilst ''Neurostun'' modules and the ''Toxic Cloud'' room hazard slow down all enemies. ''Tear Gas'' weakens enemies. Some hero abilities also have comparable effects.

to:

* StandardStatusEffects: ''Pepper Spray'' modules cause enemies causes the affected enemy to attack each other, others, whilst ''Neurostun'' modules and the ''Toxic Cloud'' room hazard slow down all enemies. ''Tear Gas'' weakens enemies. Some hero abilities also have comparable effects.



* UnexpectedGameplayChange: After picking up the crystal, the game snaps into full combat time, with enemies constantly spawning until you make it to the Exit room.

to:

* UnexpectedGameplayChange: After picking up the crystal, the game snaps into full combat time, with enemies constantly spawning until you make it to the Exit room.room.
* 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.
Is there an issue? Send a MessageReason:
None


* 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.

to:

* 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 [[HulkSpeak Hulk speaking]] mercenary, and a cowardly thief. They only get weirder from there.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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.
Is there an issue? Send a MessageReason:
None


* NonIndicativeName: The game practically ''runs'' on this trope. Found a t-shirt? It's actually a titanium vest. A frag grenade? It's a defensive system that's designed to 'frag incoming grenades'. Works on other projectiles too! Then there's the Tear Gas module, which reduces enemy Defense because it tears them apart, not makes them cry. In short; almost every item you find should be judged on its properties, not its name.

to:

* NonIndicativeName: The game practically ''runs'' on this trope. Found a t-shirt? It's actually a titanium vest. The 't' stands for 'titanium.' A frag grenade? It's a defensive system that's designed to 'frag incoming grenades'. Works on other projectiles too! Then there's the Tear Gas module, which reduces enemy Defense because it tears them apart, not makes them cry. The Pepperspray module hits a single enemy, making them smell so delicious that it causes all the other mobs to attack them for a short time. In short; almost every item you find should be judged on its properties, not its name.



* UnexpectedGameplayChange: After picking up the crystal, the game snaps into full combat time, with enemies constantly spawning until you make it to the Exit room. Worse, any room the crystal is carried through loses its power, shutting down its defenses.

to:

* UnexpectedGameplayChange: After picking up the crystal, the game snaps into full combat time, with enemies constantly spawning until you make it to the Exit room. Worse, any room the crystal is carried through loses its power, shutting down its defenses.
Is there an issue? Send a MessageReason:
None


* NonIndicativeName: The game practically ''runs'' on this trope. Found a t-shirt? It's actually a titanium vest. A frag grenade? It's a defensive system that's designed to 'frag incoming grenades'. Works on other projectiles too! Then there's the Tear Gas module, which reduces enemy Defense. In short; almost every item you find should be judged on its properties, not its name.
* RecurringTraveller: Whilst exploring, you'll occasionally find mysterious Merchants. Whatever could they be doing in such an inhospitable place?

to:

* NonIndicativeName: The game practically ''runs'' on this trope. Found a t-shirt? It's actually a titanium vest. A frag grenade? It's a defensive system that's designed to 'frag incoming grenades'. Works on other projectiles too! Then there's the Tear Gas module, which reduces enemy Defense.Defense because it tears them apart, not makes them cry. In short; almost every item you find should be judged on its properties, not its name.
* RecurringTraveller: Whilst exploring, you'll occasionally find mysterious Merchants. Whatever could they be doing in such an inhospitable place?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.)
Is there an issue? Send a MessageReason:
The game has come out of Early Access. Updated the fourth paragraph to reflect this.


''Dungeon of the Endless'' is the second SpinOff in the 'series', alongside ''VideoGame/EndlessLegend'' - a fantasy 4X. It is currently [[http://steamcommunity.com/app/249050/ in Early Access on Steam]].

to:

''Dungeon of the Endless'' is the second SpinOff in the 'series', alongside ''VideoGame/EndlessLegend'' - a fantasy 4X. It is currently has recently finished [[http://steamcommunity.com/app/249050/ in its Early Access period and is now available on Steam]].

Added: 583

Changed: 284

Is there an issue? Send a MessageReason:
None


In ''Dungeon of the Endless'', players coordinate a ragtag team of up to four prisoners and/or prison guards as they attempt to escape a labyrinthine network of workshops, storage rooms, tunnels, and more. Gameplay takes the form of mixed turn-based/real-time elements, with resource-gathering and research being dependent on opening doors to progress, whilst combat is real-time. Each door opened brings new discoveries - maybe you'll find nothing, perhaps you'll find another survivor, an item, or some other useful supplies. Or maybe you'll find a pack of ravenous natives that want to eat your face. Once explored, rooms can be powered using Dust, and powered rooms allow for the use of major and minor modules to increase resource production and can have defensive structures like turrets installed. Useful, since any '''un'''powered room acts as a potential spawn point for more of those ravenous natives. The game also uses the same '[=FIDS=]' (Food, Industry, Dust, Science) resource set as Endless Space.

to:

In ''Dungeon of the Endless'', players coordinate a ragtag team of up to four prisoners and/or prison guards as they attempt to escape a labyrinthine network of workshops, storage rooms, tunnels, and more. Gameplay takes the form of mixed turn-based/real-time elements, with resource-gathering and research being dependent on opening doors to progress, whilst combat is real-time. Each door opened brings new discoveries - maybe you'll find nothing, perhaps you'll find another survivor, an item, or some other useful supplies. Or maybe you'll find a pack of ravenous natives that want to eat your face. Once explored, rooms can be powered using Dust, and powered rooms allow for the use of major and minor modules to increase resource production and can have defensive structures like turrets installed. Useful, since any '''un'''powered room acts as a potential spawn point for more of those ravenous natives. The game also uses the same '[=FIDS=]' (Food, Industry, Dust, Science) resource set as Endless Space.
Space and Endless Legend, if a bit differently than those entries. Especially Dust, which usually works as currency, now determines how many rooms you can power at once and doesn't carry over to the next floor.



* EscortMission: Carrying the Crystal to the exit. The hero who does it can't attack, use abilities and moves a lot slower, so he needs protection from the others or modules along the way. Though with a good setup, they can simply defend a bottleneck until he is close to the exit.



** Also, when going for the exit early, every door left begins to open, only without generating resources.



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



** Later in the game, there are enemies which don't attack but occupy unpowered rooms, getting stronger over time until dealt with.



* StandardStatusEffects: ''Pepper Spray'' modules cause enemies to attack each other, whilst ''Neurostun'' modules and the ''Toxic Cloud'' room hazard slow down all enemies.

to:

* StandardStatusEffects: ''Pepper Spray'' modules cause enemies to attack each other, whilst ''Neurostun'' modules and the ''Toxic Cloud'' room hazard slow down all enemies. ''Tear Gas'' weakens enemies. Some hero abilities also have comparable effects.

Changed: 81

Removed: 61

Is there an issue? Send a MessageReason:
Game is out.


* BetaTest: Currently in ''Early Access'' on Steam.
* CoOpMultiplayer: Planned, and nearing Early Access testing.

to:

* BetaTest: Currently in ''Early Access'' on Steam.
* CoOpMultiplayer: Planned, and nearing Early Access testing.Added right before the game's full release.
Is there an issue? Send a MessageReason:
None


* SpinOff: Of ''VideoGame/EndlessSpace'', sort of.

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 and got the new name).
Is there an issue? Send a MessageReason:
unnecessary doublebracketing


''Dungeon of the Endless'' is a RogueLike ActionRPG with TowerDefense and TeamworkPuzzleGame elements from Amplitude Studios, creators of ''[[VideoGame/EndlessSpace]]''.

to:

''Dungeon of the Endless'' is a RogueLike ActionRPG with TowerDefense and TeamworkPuzzleGame elements from Amplitude Studios, creators of ''[[VideoGame/EndlessSpace]]''.
''VideoGame/EndlessSpace''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NonIndicativeName: The game practically ''runs'' on this trope. Found a t-shirt? It's actually a titanium vest. A frag grenade? It's a defensive system that's designed to 'frag incoming grenades'. Works on other projectiles too! Then there's the Tear Gas module, which reduces enemy Defense. In short; almost every item you find should be judged on its properties, not its name.
Is there an issue? Send a MessageReason:
None


* StandardStatusEffects: ''Pepper Spray'' modules cause enemies to attack each other, whilst ''Neurostun'' modules slow down all enemies.

to:

* StandardStatusEffects: ''Pepper Spray'' modules cause enemies to attack each other, whilst ''Neurostun'' modules and the ''Toxic Cloud'' room hazard slow down all enemies.
Is there an issue? Send a MessageReason:
None


* 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 .5 attack power per unspent Science point up to a maximum of ''100'', and the later versions only get stronger.

to:

* 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 .5 attack power per unspent Science point up to a maximum of ''100'', ''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.
Is there an issue? Send a MessageReason:
None


* MagikarpPower: The [=KIP=][[labelnote:*:Knowledge Is Power]] Cannon is powered by stockpiled Science points - the more unspent Science you have, the more powerful it becomes. The basic version gains .5 attack power per unspent Science point up to a maximum of ''100'', and the later versions only get stronger.

to:

* MagikarpPower: The [=KIP=][[labelnote:*:Knowledge [=KIP=][[labelnote:*]]Knowledge Is Power]] Power[[/labelnote]] Cannon is powered by stockpiled Science points - the more unspent Science you have, the more powerful it becomes. The basic version gains .5 attack power per unspent Science point up to a maximum of ''100'', and the later versions only get stronger.

Added: 795

Changed: 231

Is there an issue? Send a MessageReason:
None


* TowerDefense: Every unpowered room acts as a spawn point for waves of creatures that want to destroy your Crystal and kill your Heroes. Powered rooms can be used to set up defensive modules.

to:

* TowerDefense: Every unpowered room acts as a spawn point for waves of creatures that want to destroy your Crystal and kill your Heroes. Powered rooms can be used to set up defensive major modules and minor modules; major modules generate resources or have passive effects (such as boosting the attack power of all heroes on the map), whilst minor modules act as direct defense, debuffers, or boost the effects of major modules.


Added DiffLines:

* DungeonBypass: On later floors, certain enemies 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.


Added DiffLines:

* MagikarpPower: The [=KIP=][[labelnote:*:Knowledge Is Power]] Cannon is powered by stockpiled Science points - the more unspent Science you have, the more powerful it becomes. The basic version gains .5 attack power per unspent Science point up to a maximum of ''100'', and the later versions only get stronger.


Added DiffLines:

* StandardStatusEffects: ''Pepper Spray'' modules cause enemies to attack each other, whilst ''Neurostun'' modules slow down all enemies.

Added: 58

Removed: 7

Is there an issue? Send a MessageReason:
None


->
-->--


Added DiffLines:

Also see the [[Characters/DungeonOfTheEndless cast page]].
Is there an issue? Send a MessageReason:
None


* ThreeQuartersView: Just take a look at any screenshot.

to:

* ThreeQuartersView: Just take a look at any screenshot.screenshot.
* UnexpectedGameplayChange: After picking up the crystal, the game snaps into full combat time, with enemies constantly spawning until you make it to the Exit room. Worse, any room the crystal is carried through loses its power, shutting down its defenses.
Is there an issue? Send a MessageReason:
Early WIP

Added DiffLines:

->
-->--

''Dungeon of the Endless'' is a RogueLike ActionRPG with TowerDefense and TeamworkPuzzleGame elements from Amplitude Studios, creators of ''[[VideoGame/EndlessSpace]]''.

In ''Dungeon of the Endless'', players coordinate a ragtag team of up to four prisoners and/or prison guards as they attempt to escape a labyrinthine network of workshops, storage rooms, tunnels, and more. Gameplay takes the form of mixed turn-based/real-time elements, with resource-gathering and research being dependent on opening doors to progress, whilst combat is real-time. Each door opened brings new discoveries - maybe you'll find nothing, perhaps you'll find another survivor, an item, or some other useful supplies. Or maybe you'll find a pack of ravenous natives that want to eat your face. Once explored, rooms can be powered using Dust, and powered rooms allow for the use of major and minor modules to increase resource production and can have defensive structures like turrets installed. Useful, since any '''un'''powered room acts as a potential spawn point for more of those ravenous natives. The game also uses the same '[=FIDS=]' (Food, Industry, Dust, Science) resource set as Endless Space.

Ultimately, the goal is to escape to the surface. Good luck with that!

''Dungeon of the Endless'' is the second SpinOff in the 'series', alongside ''VideoGame/EndlessLegend'' - a fantasy 4X. It is currently [[http://steamcommunity.com/app/249050/ in Early Access on Steam]].

----
!!Basic Gameplay:
* ActionRPG: Explore the randomly generated dungeon, fighting horrible monsters, finding new items to equip your team of survivors with.
* DungeonCrawling: It's right there in the title.
* HorrorVideoGames: The location? A spooky, abandoned dungeon full of hostile creatures, mysterious ancient experiments, and remnants of a massively powerful ancient civilization.
* RealTimeStrategy: When in combat. As soon as combat is over, your heroes quickly heal up and are ready to continue. During combat, structures build more slowly.
* RogueLike: Explore the randomly generated dunge-- hang on a sec, this bit looks familiar. Oh, wait, no, the enemy types are all wrong!
* TeamworkPuzzleGame: Players control up to four Heroes (starting with two) and each Hero has their own set of active and passive abilities, along with quirks and other defining features, such as their weapon type.
* TowerDefense: Every unpowered room acts as a spawn point for waves of creatures that want to destroy your Crystal and kill your Heroes. Powered rooms can be used to set up defensive modules.
* TurnBasedStrategy: As mentioned, resource gathering and research progression hinge on opening doors; each door hides a room that could be empty, or contain any number of interesting and/or lethal things. Absolutely nothing happens otherwise, giving you plenty of time to plan your next move.

!!Contains Examples Of:
* BetaTest: Currently in ''Early Access'' on Steam.
* CoOpMultiplayer: Planned, and nearing Early Access testing.
* LampshadeHanging: The game hangs a little one on the frequency of hostile encounters;
-->Hostile creatures found. Again.
* RecurringTraveller: Whilst exploring, you'll occasionally find mysterious Merchants. Whatever could they be doing in such an inhospitable place?
* SpinOff: Of ''VideoGame/EndlessSpace'', sort of.
* ThreeQuartersView: Just take a look at any screenshot.

Top