Castle Torgeath: Descent into Darkness cover
Castle Torgeath: Descent into Darkness screenshot
Genre: Role-playing (RPG), Adventure, Indie

Castle Torgeath: Descent into Darkness

Castle Torgeath has left Early Access!

Thank you to the fantastic community who has supported us through the development process. We will continue supporting the game and are available on Steam and social media to answer any questions you may have! On behalf of Dungeoneering Studios and Black Shell Media, enjoy the game!

Castle Torgeath is going to full release this Thursday (12/15/16)!

We have added voice overs, Steam Achievements, and completed all art work in all six levels of the game. We also added our own custom phantom spirit that trades loot for power-ups. In addition, loot-fest and destructibility (with some new twists) have been finished. Finally, we made improvements to combat feel, enemy operation, and performance. Cya then!

CT 0.9.9D Update is now available!

Hello everyone!

In this update, we wanted to deal with some of the things that people have been wanting in the game. The largest one is auto-saves. In addition to that we also added Rogue mode, a Hard difficulty, and added additional tutorial information. We also brought back character customization.

The most impactful addition in this update is auto-saves. Auto-saves in our game generates a save file which is overwritten each time an auto-save occurs. These saves happen based off a time interval which is set by the player or when you stop playing the game. The time interval can be set to five, ten, or thirty minutes. Auto-saves can also be turned off for those who want the added challenge.

The second important addition is our new difficulties. We added a new tab in the options menu called Difficulty. This tab is basically where auto-saves and difficulties can be controlled. The three difficulties are Normal, Hard, and Rogue. Normal is the default setting which was what the game was at since our last update. Hard is like normal except the enemies are harder to fight and take down. Rogue is similar to Hard difficulty but forces auto-saves only. You cannot see any other saves when in Rogue. You also are not able to manually save or change difficulties outside of the main menu while in Rogue. These changes should add a new level of challenge for players that want to push themselves further.

There are a handful of other requested things that were added. Character customization makes it’s return bringing a wide variety of options allowing you to make the player your own. The player can change his hands, shirt, sleeves, and sword. He can also change the color of his hands, sleeve, and shirt. We also added the ability to get out of any menu by pressing the escape key. Lastly a handful of improvements were made to combat including the extension of melee weapon hit ranges. These new improvements and additions should make for a better gaming experience.

Screenshot of a customized player:



Screenshot of our new difficulty menu:



Screenshot of our new customization menu:



Thanks for your feedback and support. Let us know what you think about our new changes!

CT 0.9.9C Update is now out

Hi everyone!

We just created an update to give you guys a couple of game feel improvements. Several requested things from Gameacon were added as well like greater look angles and easier selection. As always comments and feedback are appreciated. Enjoy!

Castle Torgeath – The Next Update

Our next update for Castle Torgeath is planned for mid-December 2016 and will be our first full release (version 1.0.0). We will finish all scenery, loot-fest, destructibility, and custom effects in levels 2-6 (level 1 is already complete). We will add autosave, rogue mode, Steam Achievements, and some requested features. We also intend to add voice overs for the text as well as juice up the game feel.

Castle Torgeath 0.9.9B - New NPC's and Improved Melee Combat

Hello everyone,

We have replaced many of our older NPC models with new ones that look a lot better. We also improved the hit responses of enemies and the player which we think will improve the feel of melee combat. As always, we look forward to your thoughts and comments on the game.

Castle Torgeath 0.9.9 – A Whole New Gaming Experience

Hello everyone!

In this release, we have created a whole new gaming experience! We have a new player, rebalanced combat, improved graphics, reworked art, and made a brand-new highly interactive environment!

The most impactful change is the new player. The updated player was rebuilt from the ground up with a new model, textures, and shaders to enhance the visual experience in every way. Once that was done the weapons were all replaced with new ones of the same type (e.g. sword, axe, multibow). These weapons now do more things such as blocking and cycling attacks. This new player looked different enough to allow for a few tweaks in the story particularly making him a mage which now allows for the player having a spell at the start of the game. However, the player is only one of the many enhancements done to the game in this update.

The Alchemy Lab (Level 6) has also been completed and many more effects were added to the game. The Alchemy Lab has received a lot of magical elements to string together the final area as half transformed into the demon’s image. To do this, various magical effects and surprises where added as well as good old death and decay for the transformed part to create a wondrous, yet slightly evil feeling. Many areas however are like what they were and still hold old regalia from before.

We then returned to The Battlements (Level 1) to create more things the player can do. Many old crates and barrels aren’t in the best shape due to battle damage or looting and are now completely destructible with some holding valuable loot inside. Which brings up the next thing loot-fest. The player can now pick up almost anything that isn’t tied down including many tools. You can now mine for ores that can be traded with NPCs but only if you have the right tools for the job. This is just one of many examples we will add to make picking up a ton of loot a great idea. To top it all off we added several actionable effects in the area to improve feeling as well as the look of the level.

The last major improvement was a graphics overhaul. New filters were added to improve the quality of the visuals. We also added new custom art for certain parts of the game to spice up the appearance. The total combo of all the improvements create a whole new gaming experience which we hope you’ll enjoy.

Here are the full details of the update:

  • Improved and edited game story
  • Added new custom art at start of the game
  • Updated NPC discussions for story changes
  • New player model and animations
  • All new player weapons (e.g. sword, axe, multibow)
  • Improved graphics (e.g. camera filters)
  • Improved and rebalanced melee combat
  • Completed level 6 (Alchemy Lab) scenery and effects
  • Added new mining feature
  • Added loot-fest for many new item categories (e.g. mining tools)
  • Added destructibility of “damaged” scenery items (e.g. crates)
  • Completed loot-fest and destructibility in level 1 (The Battlements)
  • Many new effects added in The Battlements (e.g. Mana Statue)
  • Added new company and game logos
  • Fixed several minor bugs


Screenshot of new player in action with sword:



Screenshot of new player fighting with mace:



Sample of new scenery in level 6 (Alchemy Lab):



Thanks for your feedback and support. Let us know what you think about our new changes!

Castle Torgeath – The Next Update

Our next update for Castle Torgeath is planned for late October 2016. We will introduce a whole new player with new weapons and animations. We will add some story changes that make it possible for the player to have both a range and melee weapon when the game starts. We will also add new custom art that goes along with our story changes. In addition, we plan on completing scenery and effects for level 6 (Alchemy Lab). Finally, we have a new company and game logo as well as a new game icon.

Castle Torgeath 0.9.8D – Massive Update to GUI and The Mines

Hello everyone!

In this release the entire user interface was changed. Many of the GUI’s artistic elements and usability were improved. The Mines (Level 5) has also received a lot of additional art and effects. To top it all off the game received minor rebalancing changes.

The GUI (graphic user interface) effectively received a complete overhaul. The first and most notable change is the skin. The GUI skin was upgraded to have a better looks and feel of an MMO skin but customized enough to feel right at home for Castle Torgeath. The change brought about better buttons, new fonts, proper tabbing, nicer scrolling, and many other minor artistic improvements. However, the biggest changes were in some common operations. Tooltips were added in the RPG screen to better explain certain elements. Key mapping was just about completely reworked allowing a greater variety of keys to be used as well as safety checks. We also moved certain dialogue boxes to support a wider range of resolutions and eliminated the lowest resolutions from the resolution list to prevent anyone from getting stuck. On top of that we added the ability to have multiple windows to be up and for those windows to be moveable. The RPG screen and inventory received new icons for attributes and items to create a better and more colorful experience. The Inventory also got slightly changed with information now displayed in long boxes and a full list of stats displayed to the right. Lastly a few minor new additions were added to NPC discussion trees so you now always have an option to choose.

The Mines also had significant additions to the scenery. The focus this time was to create two things: the mines themselves and a battleground. While the resident skeletons cleaned out some places most of it still remain locked in time from the chaos of battle. What that means is unrevived skeletons, battle damage, debris, and magic residue all over to generate the feel of an old untouched battleground. The other areas such as crypts, holding areas, and of course mines are maintained by the skeletons. All of this new scenery plus the various magical elements left by the mages and traps create the ambiance for level 5.

We also made a few edits to balancing. The most significant change is that we increased the safety value of the morph cloud which will help prevent it appearing too frequently. We also added a new morph, a flesh knight, to The Mines and Alchemy Lab. Finally we changed several of the food types in the later levels.

Here are the full details of the update:


  • Changed GUI skin for all menus
  • Added tabs for some windows (e.g. Inventory)
  • Added the ability for user’s to move most windows
  • Add tooltips for RPG attributes
  • Improved key mapping
  • Added more custom configurable options
  • Added icons for RPG attributes
  • Added icons for inventory items
  • Removed very low resolutions to prevent menu errors
  • Added a few minor NPC discussion options
  • Added new art in Level 5 (The Mines)
  • Added additional effects in Level 5
  • Made minor rebalancing edits to Level 5
  • Increased the safety margin for the morph cloud to 35%
  • Added new morph in Levels 5 (The Mines) and 6 (Alchemy Lab)
  • Fixed several minor bugs


Here is a screenshot of the new Inventory and RPG Sheet:



Here is a screenshot of some new effects in The Mines:



Here is a screenshot of new art in The Mines:



Thanks for your feedback and support. Let us know what you think about our new changes!

Castle Torgeath - Update 0.9.8D will be available soon!

Hello everyone!

Our next update for Castle Torgeath has been moved to the end of August 2016. We are finishing up major improvements to the User Interface and need more time to optimize details. We also are working on completing scenery and effects for level 5 (The Mines). See you then!