We've been getting some great feedback and the developers have been working hard on improvements.
Whilst a lot of the work is ongoing, we've got some much requested changes to share.
Included below is a list of the new features and fixes you can get right now!
Added key rebind options
Boss rooms now include a health shrine
Consumable health items no longer have an animation
Bone mage projectile attacks are now slower
Berserker imp attacks are now slower
Female ghost attack is now slower
Add chance for healing shrines to spawn
Increased crate spawn rate
Increased equipment drop rate from crates
Increased equipment drop rate from barrels
Please keep the feedback coming. It's valuable in our efforts to continue improving the game.
Kind Regards
Thank you...
Thank you for your feedback, we really appreciate the support you've shown us as a community.
We're working closely with the devs to implement some of the changes you've recommended and will post more updates as they become available.
Thanks again for your feedback and your patience.
Some of the enemies you can expect to find...
BONEMAGE
GHOST-PRIEST
CHERUB DEMONS
GHOSTS
PIGMAN WARRIOR
SKELETAL SWORDSMAN
PRINCE OPHION
Venture into the depths...
Today's the day brave adventurers!
Crimson Keep is out today on PC and Nintendo Switch!
Explore the ever-changing labyrinth and try to make it out alive…
Monsters and magic awaits....
Hello Everyone!
With less than 24 hours to go we're excited for you to get your hands on Crimson Keep!!
There's tonnes to discover in this game and we look forward to hearing what you think. Be sure to join our Discord channel for the latest info and chat with more of the Crimson Keep community.
Good luck...
Are you ready?...
Hello Everyone!
We’re almost there! Crimson Keep is finally launching and it’s coming this week. From us here at Merge Games and the dev guys at Team Crimson, we want to say a massive thanks to you, our community. This was a labour of love and your support was a massive part of this.
Crimson Keep is launching on November 29th and is available on Steam and the Nintendo eShop (US), (EU). On PC we plan to add updates to resolve any minor bugs or issues you may come across after launch.
We have a dedicated Crimson Keep channel on our Discord server and welcome anyone who would like to join and get the latest updates on our games.
The Time To Enter The Crimson Keep Draws Near!
Steel yourselves, brave adventurers. The time to enter the Crimson Keep draws near! Explore, scavenge, and fight for survival. Will you find the mysterious Crimson Keep? Will you escape this terrible place? Or will you be food for the innumerable beasts and horrors that lurk below?
Yes, the wait is almost over. The descent begins on November 29th.
Dev Log 12-5-2017: Random Improvements
Hey everyone, check out this new Dev Log where I talk about random, new, and interesting improvements to the game as we continue to add content and refine the experience before release.
-Ian
https://www.youtube.com/watch?v=e4hu6Owk_EE
Features and Inspirations pt. 2
Hey, let’s take another look at some of the features in Crimson Keep and what inspired them!
Hunger
Hunger has been a staple in roguelikes since, well, rogue. I feel it helps sell the immersion of being in a terrible place that is easy to get lost in, full of enemies, traps, and dangers, including starvation. It also serves as one more vehicle for things that seem benign but can hurt you, spoiled food is similar to a chest mimic, trap, or dangerous potion, and can lead to memorable, if distressing moments. In Crimson Keep, hunger essentially serves as the game’s timer, but there is a little more to it than that. Food staves back hunger, but also restores hit points, so if you are in a situation in which you’re full, but low on hit points, it presents the player with a decision to make. Heal myself and waste the food’s nutrition, use a potion which can be harder to come by and works much faster than food (so it is more useful for a boss fight) or hold out for another way to heal up. Crimson Keep also has tiered buffs and debuffs depending on the player’s level of hunger, even slightly reducing movement speed when ‘too full’ which was inspired by the Sega Genesis roguelike Fatal Labyrinth.
Classes
Almost every RPG uses a class system of some sort. Classes act as lenses through which a player interacts with content. For me, the fun of classes is getting to experience vastly different playstyles, testing my own skills and limitations. Classes also serve as somewhat of a difficulty meter in games like Dark Souls, starting the player down the path of a particular playstyle with sometimes vastly different starting provisions. Take for example the Knight versus the Deprived in Dark Souls.
Recently many games have taken the Dark Souls and Elder Scrolls approach of classes being open ended without any unique traits, or permanent limitations. That is, it doesn’t really matter what your starting class is in Dark Souls or Skyrim, if you max out the character they can use every spell and ability reliably. I’m not a huge fan of this. When I try different classes in these games I find myself falling back on the same, best strategies I’m comfortable with, because I can. This was one of several criticisms people had with FF12. Because each party member had access to essentially the same skill tree, players set each character to do damage, and then cast a heal when they or their comrades needed it. Every character fell into the same archetype, making teamwork between the characters far less interesting.
Classes in Crimson Keep have unique abilities, as well as different statistical strengths and weaknesses that can never be fully muted. That being said, in classic roguelike and Dark Souls style, everyone can use everything. But just because you can, doesn’t mean you should.