Ziggurat cover
Ziggurat screenshot
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Genre: Shooter, Role-playing (RPG), Indie

Ziggurat

Update #8: New enemies, Combat modifiers, new rooms, bugfixes!

This update brings new Skeleton enemies, one of them with a Shield that protects him as he approaches you. And the new fight modifiers will spice things up.


  • 3 New enemies: Skeleton, Red Skeleton and Shielded Skeleton . They are not 100% complete on the art side, but should be playable.
  • Room fights have now a chance of getting modifier that will heavily affect combat conditions.
  • Added lots of new corridors between rooms, some of them with special surprises.
  • New champion type: Invisible (similar to Mental difficulty in Serious Sam).
  • Added a few new rooms.
  • Improved lighting and visuals on Challenge rooms.
  • Bosses should not regain health when respawning Minions (except Poloko)
  • Improved a bit pathfinding. Not perfect yet, but enemies shouldn't get stuck on stairs that frequently.
  • Minimap can be set to rotate with player in game options.
  • Amulet charge is kept when you drop it and pick it up later.
  • New amulets are found totally charged.
  • Finished visuals and sound for the weapons added in the last update
  • Improved models for moving platforms
  • More tips and stats on the loading screen
  • Character selection is sorted so unlocked characters are shown first.
  • Last character and difficulty selected is saved.
  • Lots of bugfixes

Update #7: New Game+, Easy mode, new weapons!

New update with lots of changes!


  • Added Easy mode. It increases drop effectiveness and reduces the number of enemies on most encounters.
  • Added New Game+, unlockable for each character. This mode has 6 levels and is way more difficult than the standard mode: Less experience, less drops, and more damage from enemies. It's probably too difficult, but we'll wait for user feedback before reducing it.
  • Adjusted some amulet energy requirements to better fit their effects.
  • Amazon,Sage and Golden amulets - They now give a decent amount of mana in addition to increasing fire rate.
  • Fixed issue with Magnetic amulet and the Portal key
  • Amulet effects are reset when switching levels.
  • Changed spawn behavior so bosses aren't as vulnerable when spawning them.
  • Boss Sir Arthur - Increased speed, reduced movement time, increased health
  • Boss Gunkarr - Added some AoE damage to the sword attack.
  • Boss Poloko - Now he recovers a bit of health when spawning enemies. Increased speed of his attacks. Removed some columns of the room so there's less cover from attacks.
  • Boss Amanda - Increased leading time for attacks, increased health a bit.
  • Boss Percival - Reduced a bit attack damage
  • Boss Adam - Removed arcs that blocked AI pathfinding, now Adam can spawn Mini Golems too.
  • Boss Ignus - Added more obstacles in the room.
  • Boss Bastian - Increased speed of his short ranged attack, reduced attack delay
  • Boss Examiner Cepheus - Many changes to increase difficulty: More speed, less delays, more attack variety...
  • Added female voices for female characters (Bard).
  • Added 3 new weapons - Skull of Xanatos, Flame Mortar, Serpent Staff. The art isn't fully done yet, but they should be playable.
  • Increased number of standard rooms per level by 1.
  • Changed Death Pact perk effect so it lasts a while.
  • Perk selection screen cards are now shuffled.
  • Fixed instancing issues, the game
  • should* run a little better.
  • Added some decoration to challenge rooms, and fixed minor issues with them.
  • Added new model for challenge reward item
  • Improved visual and sound feedback for amulet interactions
  • Fixed some grammar issues with texts.


Don't forget to share your thoughts on these changes! :)

Update #6: Minor balancing

We've just submitted a quick update with some balancing changes:


  • Weapon - Catapult of Doom: Reduced mana usage.
  • Weapon - Fireweaver bombs: Increased mana usage.
  • Weapon - Dragon's bile: Increased mana usage.
  • Weapon - Divine wrath: Increasd damage and mana usage.
  • Reduced Seer experience boost
  • Enemy - Cockatrice: Increase a bit time between jumps
  • Enemy - Basilisk: Slightly increase damage and reduce fire rate
  • Enemy - Funghi: Slightly reduce health
  • Enemy - Golem: Slightly increase health and threat value
  • Enemy - Golem mini: Reduce damage
  • Enemy - Orc: Slightly increase threat value
  • Enemy - Armor: Slightly reduce damage
  • Enemy - Demon: Reduce long range projectiles speed
  • Enemy - Flying Armor: Reduce fire rate
  • Increased trap damage on Hazard rooms
  • Fixed ending sequence not starting properly

Update #5: Challenge rooms, Amulets, and more!

Beware! Some of the new features haven't been properly balanced (we'll wait until we hear your opinion to decide on balance), and they may be overpowered or underpowered. There's also a lack of sounds and visual feedback on many of the Amulet related interactions. We'll work on them on future updates.


  • New optional challenge rooms, with punishing platforming sections, and big rewards if you manage to get to the end.
  • New feature: Amulets. They can be found in challenge rooms and treasure rooms, and have powers that can be activated by pressing the E key. Some powers last some time, such as double damage, and others are applied instantly.
    Currently the amount of amulets is a bit low and, although they are useful, their powers aren't that interesting. We plan on doing more amulets with more specific behaviors in the future.
  • Bestiary should properly work now.
  • Now you can switch to the last weapon you selected by pressing Q.
  • View bob/zoom while sprinting can be disabled in game options.
  • Reduced zoom out while sprinting on high FOV settings.
  • Treasure boxes can now give perks, just like secret rooms.
  • Improved the ending cutscenes.

Update #4: New enemy, Champions, lots of improvements!

New update for Ziggurat. This version features the following changes:


  • Added new Enemy: Funghi, a level 1 enemy with homing and poison cloud attacks.
  • Added enemy champions that can have increased health, speed or damage.
  • Added bestiary (not finished yet)
  • Fixed obelisk health bar disappearing too soon
  • Obelisk rooms now have to be cleared after destroying the last obelisk, instead of all enemies dying instantly
  • Fixed "master of magic" achievement
  • Increased experience drop lasting time
  • Floor 5 is now shown as "Final floor"
  • Additional images on the ending sequence (not finished yet)
  • Mouse cursor now disappears when idle
  • Button prompts now change dinamically depending on which controls you are using
  • Big spike hazard room: Made the spikes in the central area faster to traverse.
  • The ending stats and unlocks should now be properly seen after the ending sequence when completing the game
  • Escape key isn't polled on the input map dialog (it's the cancel key)
  • Removed "All" category from leaderboards (it made little sense to compare scores between different classes).
  • Fixed "It's a trap!" achievement


You can discuss this update on the discussion forums

Update #3: Obelisk rooms, more difficulty tuning, bugfixes!

We've just released a new update for Ziggurat. This version features the following changes:


  • Fixed fullscreen issues on OSX
  • Fixed input customization dialog not working properly for most keys
  • Added a new room type: The obelisk rooms. These rooms require you to destroy some tough obelisks in order to clear the stage.
  • Done some work to improved performance on crowded situations and on church and castle settings (levels 3,4 and 5)
  • The same weapon shouldn't drop twice during a game so frequently (still possible if you haven't unlocked more weapons yet)
  • Added a new score drop. "Picked items" score now depends on this drop exclusively. This also has an effect on difficulty, since health and mana drops will be a bit less frequent.
  • Done some work on perks to balance them a bit ( Check the forum post for specific details )
  • Added a "Revert to defaults" button in the input customization section.
  • Added new doors in the Castle Theme
  • More themed music added to the game

Update #2: Input configuration and minor difficulty changes

We've just released another update for Ziggurat. This version includes a new settings screen to customize controls.


  • New control customization screen
  • Improved loading screens
  • Increased amount of enemies on each room by ~25% (both total and maximum alive enemies)
  • Reduced max number of enemies when there's only one type of enemy in the room by 15%
  • More musics included

Update #1: Linux bugfixes and small graphical improvements

We've just released the first update for Ziggurat. This version should fix the issues that made the game unplayable on Linux.


  • Fixed black flickering when specific shaders were rendered (Heat distortion and Water)
  • Should* fix the problems when using a mouse with high polling rate
  • Perk items on secret rooms have now a different look.
  • Improvements on some visuals and particle effects (Eagle Staff & Catapult of Doom)
  • Added some separators on the ending texts.
  • Added some additional decorations on the castle theme (Level 5)