Zorbus
Patch notes · News · Live player count
About
Zorbus is a fantasy-themed, tile-based, turn-based, traditional roguelike game.
Media Gallery(8)
Detailed
A TRADITIONAL ROGUELIKEZorbus is a fantasy-themed, tile-based, turn-based, traditional roguelike game. Your goal is to delve deep into a dungeon, find a portal to a mythical place called the Zorbus, where a mere mortal can ascend to demigodhood. You can recruit other creatures along the way so you don't have to adventure alone.Being a roguelike game, Zorbus creates the dungeon randomly so that every played game is slightly different. The game has permadeath, meaning that when a character dies, it really is permanent, and the player must begin a new game. You can save the game, but the save file is deleted when loaded. Zorbus does not have item identification or a hunger mechanic. A LIVING DUNGEONThematically Zorbus draws influence from the late 70s and early 80s tabletop D&D campaigns, adventures and lore.The game tries to create a dungeon which feels alive, eventful, and rich in content. Something more than just empty rooms and corridors. Diversely shaped levels with themed content (throne rooms, prisons, hidden treasure caches, etc.) with good connectivity between the areas.The dungeon denizens act intelligently, fight each other, flee when threatened, and try to gather their friends to overcome a threat. Most creatures can use items, and can also pick them up from the dungeon floor. Creatures are not silent either, but comment on things with speech bubbles.The dungeon has dynamic lighting. There are light sources as dungeon furniture and in the hands of creatures, and these both can be lit and unlit. Some creatures have darkvision. Creatures react to light and sound.RPG RULE SYSTEMThe rule system for the game is slightly influenced by the d20 system used in the 3rd edition of Dungeons & Dragons. Zorbus has races and experience levels but no character classes. On each level up, you point buy skills and talents.CONTROLS & UIKeybindings are configurable. Mouse control is supported, but is not ideal for playing the game. A game controller can be used. The game has a targeting system, making it very easy to use ranged attacks or talents. Usable items and talents can be assigned to quickslots.Display size can be configured. You can play in windowed mode or fullscreen and with 32x32-, 48x48- or 64x64-pixel tile graphics or ASCII characters. The font can be changed, and text size can be adjusted.
Patch Notes & Announcements(51)
MAJORUpdate notes for release 61.16
Fixed a bug where summoned creatures could spawn into locked prison cells. Tweaked initial positions of animated and summoned creatures. Added more pre-checks for AI to check that there is space to cr
MAJORUpdate notes for release 61.15
Various charm / possession related tweaks. Fixed a bug where item autopickup status wasn't correctly updated when the player was encumbered and "Pick all ammunition" setting was not checked. When "Aut
MAJORUpdate notes for release 61.14
Fixed a bug where some creatures summoned by evil creatures had resistance to holy damage. Fixed a bug where equipment with the "die hard" -effect didn't save a withered creature from dying. (If the "
MAJORUpdate notes for release 61.13
Last update caused some unwanted behavior when no damage was done when attacking. Fixed. Quiver status of companions should now be updated correctly when inventory is closed abruptly (after a hostile
MAJORUpdate notes for release 61.12
Fixed a bug where the Dualshot talent was not usable. Autoexplore fixes. Further tweakings of initial non-autoammo ammunition selection. Need to start a new game to be fully functional. Some tweaks th
MAJORUpdate notes for release 61.11
Fixed a bug where creatures did not heal themselves when needed if they couldn't see hostile creatures. Fixed a bug where companion pathfinding didn't take creatures that could not be displaced into a
MAJORUpdate notes for release 61.10
Autoexplore no longer autopilots to locked doors blocked from autopilot. Companions in travel- or stay-behavior no longer search for secret doors when autoexploring. Recent update made it possible to
MAJORUpdate notes for release 61.9
Fixed a bug where autopiloting to a known trap could place companion on the trap. Fixed a bug where commanding a companion to stay at current spot in examine mode set the companion to follow / regroup
MAJORUpdate notes for release 61.8
Last release introduced a bug with previously gained Great Ability talents and checking talent requirements. Fixed. Fixed a bug where companions would not turn their lantern off if player's lantern wa
MAJORUpdate notes for release 61.7
Fixed a bug where poisoned creatures thought that they were attacked by an unseen enemy after blinking. Fixed a bug where on hit -effect texts were logged even if the situation was not seen. Fixed an
You Might Also Like
Popular titles trending on Steam right now.











