Horripilant is a chilling incremental dungeon crawl through the horrors of a forgotten underworld. Combining idler, puzzle and autobattler elements, you'll fight, mine, and think your way through the depths of a forsaken dungeon. Gather resources, battle unholy creatures, and unravel the mysteries of the abyss. With each step you'll grow stronger, but beware; every boon has its cost.
Story
You awaken. An old, battered knight, lost in the darkest corners of an abandoned dungeon, with no memory of how you got there. The stench of decay permeates the thick air. The walls seem to whisper your name.
As you stir, a strange tree sprout catches your eye. You hit it, for the voice demands it of you; a twig breaks off onto the ground. With your newfound resource, you seem to be able to ameliorate your equipment. Distorted moans echo from an empty staircase. The voice calls to you again, beckoning you. You must go down. It is your purpose...
Encounter bizarre characters, solve cryptic puzzles, and survive the horrors that lurk in every shadow. Will you escape this living nightmare, or will it consume you?
Features
Incrementally gain and collect materials.
Combat horrific foes in the dungeon.
Solve puzzles and explore the depths of your camp.
Upgrade your gear to venture deeper.
Meet god and gain strong boons.
Repeat, adapt, and survive. The depths need you, and you need it.
Whats new?
New tiered pixel art Knight cursors - Thanks to Monster Lover in the discord for making them!
[list]Copper from 0 75
[/*]Silver from 75 150
[/*]Gold from 150 infinite
[/*]
Combat
Added an exit combat button on the boons picking page, this way if you forgot to set the auto-exit, you may exit at the boon picking stage.
[/*]
Changes
Familiars
Familiars prices have been a little on the lower side, letting you get super powerful familiars early letting you move a lot faster than you should be able to, Im increasing prices of some of them, to hopefully make it more like they were supposed to be at the start. The original intent was to have each familiar worth it/affordable at each 100 floor. Let me know how they feel now, if theyre now underpowered for what they cost, could boost some stats later on.
Skeleton
Cost: 25k 10M
Spider
Cost: 500k 500M
Stingbat
Cost: 5M 1.25B
Amalgam
Cost: 15M 10B
Dwarf
Cost: 50M 50B
Cyclops
Cost: 100M 250B
Mummy
Cost: 200M 500B
Skeleton Leader
Cost: 500M 750B
Undead Rogue
Cost: 5B 1T
Materials
Changed added percentage chance of spawning a sparkle from +0.1% on click to +0.05% to make it appear a little bit less often, but its still very common.
[/*]Made the New material is unlockable move a bit to be more noticeable
[/*]
Misc
Combats door icon now has a handle to be a little bit more clear about what it is.
[/*]Changed the backrooms door to be grey instead of the same color as the background, should help it make it more visible.
[/*]Changed verbiage in prestige buttons from Commit to rebirth to Spend Hemalith to hopefully help clarify how the spending system works, as people have been having a hard time figuring it out.
[/*]Attack speed labels are now correctly rounded instead of showing long numbers.
[/*]Pick your boon buttons percentages are not correctly rounded instead of getting crazy long.
[/*]
Bug Fixes
Material sparkle now only appears over the map hover section.
[/*]Enemy manual hit / weak spot now only appears over the map hover section.
[/*]Fixed combat restarting even if youre picking boon after exiting pause menu
[/*]
Whats new?
The game now has a bunch of new cursors which change depending on context, which should make some actions clearer!
[/*]
Prestige
You now have to drop a crows beak in combat to prove your worth before prestiging. This will not apply if youve already prestiged.
[/*]
Combat
Combat now has randomly spawning weak points spawning on the enemy that when clicked gives you an extra attack.
[/*]
Materials
Materials now get a critical hit point that gets shown every so often, with a chance of it appearing getting greater with each click, that gets you a bonus of material youre currently clicking (based on your click power).
[/*]You can now use 1,2,3 keys to switch between materials.
[/*]Materials now have a little pop up at the bottom telling you you may unlock them when you can!
[/*]
Prestige
Skill tree description box now styles itself depending on if its available to be bought or not.
[/*]
Changes
Combat
Boons now round up to 2 decimals instead of going to crazy long numbers
[/*]Item timers are now paused while picking a boon.
[/*]
Misc
Updated Localization
[/*]Fade to black animation is faster by 0.8s
[/*]
Bug Fixes
Now correctly resetting boons and attack bars progress when getting kicked out from combat at the end of demo.
[/*]Now checking that discord is well connected before trying to refresh Rich Presence which should fix log spamming and potential illegal memory write attempts that may lead to crashes.
[/*]Added greater null checking for Familiars to prevent trying to access values that are nulls eg if your familiar dies while its attacking and trying to find its attack damage.
[/*]Cleaned up some animation keyframes for boss iridescence and GUI shaking, which was potentially causing errors trying to reach unnatainable keyframes.
[/*]Fixed helmet upgrade always resetting attack speed while upgrading other materials upgrades. Now checking for which material is selected before giving you the mini helmet perstige.
[/*]Fixed broken Sentry config overriding user consent in last build re-export patch.
[/*]Leggings and sword base modifiers now correctly show how much they add on level up.
[/*]Fixed boon labels and buttons showing effects affected by boon mults twice.
[/*]
Changes
Now attaching Node Scene Tree to crash/error reporting for greater context.
[/*]Recompiled export templates for Windows for 4.4.1, was currently using 4.5.dev, should prevent potential weird behavior from version mismatch.
[/*]
Bug Fixes
Balance reset now correctly given instead of every time you boot.
[/*]Not being able to heal after beating the demo.
[/*]Stopped Dialogue after beating 10 floors from being shown at end of demo and fixed its pop up happening every run.
[/*]
Whats new?
Implemented Sentry for crash/error tracking.
[list]You will be prompted to activate them or not, it's up to you if you want to share your crash/error logs with me, but if you do, it would greatly help!
[/*]
Settings
Text Speed Slider, you can now go up to 2x text animation speed.
[/*]
Misc
The familiar sacrifice now has a prompt when hovering over it.
[/*]
Changes
Equipment
Helmet - Boon Multiplier
This upgrade was wayyyyy too powerful for how much your prestige boosts your helmet, Im lowering its base modifier drastically, well see how it feels.
Base modifier: 5% 0.25%
[/*]
Misc
Balance pile of materials camps outline on hover is now smaller.
[/*]
Bug Fixes
Evasions upgrade display was rounding too many decimals causing the UI to show +0.00%. This is now fixed.
[/*]Consumables UI not being reset on prestige and creating un-depletable consumables.
[/*]
Ive overhauled the equipment system with this update. You will receive a refund for materials youve spent at your camp so you can reallocate your resources accordingly.
Whats new?
The game now hints at you to prestige if youve reached level 10 without having prestiged once.
[/*]You can now sacrifice your familiar for some meat.
[/*]There are now 5 different items for you to purchase, however, your item slot cap is by default 1, and you may upgrade it up to 3, via your helmet iron upgrades.
[list]Healing Potion - Heals for 20% of max health.
[/*]Spiky Bone - Damage Boost for 30 secs
[/*]Weird Fruit - Healing Boost for 30 secs
[/*]Moldy Mushroom - Defense Boost for 30 secs
[/*]Skull Amulet - Instantly Kill current enemy.
[/*]
Combat
Added a progress bar for enemy attacks
[/*]Disabled loading while in combat.
[/*]
Materials
Materials now upgrade individual skills for equipment, giving them a unique purpose.
Sword
[list]Damage
[/*]Crit Chance
[/*]Crit Multiplier
[/*]
Helmet
Attack speed
[/*]Boon % effectiveness
[/*]Item slots
[/*][/*]Chestplate
Defense
[/*]Reflect Chance
[/*]Reflect percentage
[/*][/*]Leggings
Healing
[/*]Chance of vampire
[/*]Vampire % of damage
[/*][/*]Boots
Evasion
[/*]Opportunity Attack Chance
[/*]Attack damage (% of sword)
[/*][/*]Changes
Combat
Removed Vampire % boon as it now is an upgradable stat.
[/*]
Crow
Evasion: 35% 20%
Misc
Save and Load buttons now have toasts that indicate that theyre saving/loading the game.
[/*]
Bug Fixes
Fixed Bosses having bbcode names in Discord Rich Presence
[/*]Fixed game saving not saving number of total runs.
[/*]
Whats new?
Ive heard from quite a few people that theyd like to have shortcuts to quickly change between locations, you now can use the num keys (rebindable) to change between locations.
- You can now use num keys to switch to specific locations on the map while the map is open.
- Backroom location on the map.
Combat
- Better feedback for getting hit.
---- Player getting hit SFX
---- Flashes for healing + damage taken
- Familiar now has a scratch animation instead of the basic swipe.
Changes
Ive heard quite a bit that progression feels slow and that mat gain should be easier, and that clicking should be more rewarding. With this balance patch, Im hoping to make progression feel more rewarding and promote investing in individual upgrades.
Materials
- Now adds 1 of the effects base value extra every 10 upgrades:
---- eg: Click 0.2 base. on 10 upgrades bought Click Upgrade = 0.2 + 0.2 = 0.4
---- base effect + (floor(owned/10) * base effect)
- Upgrade buttons now show the full effect theyre adding - including multipliers from material level and prestige skills! Finally!
- Changed the name of some upgrades to make it reflect monsters actually in the dungeon instead of random names that were there from the beginning of dev that didnt really make sense.
Click upgrade
- Base effect: 0.1/c 0.2/c
Prestige
- Comitting to prestige now has a different color panel. Which should make differenciating between preview and prestige mode clearer.
- When you have spent hemalith on certain skills, they now show up more clearly in yellow.
Equipment
- Leggings regens effect is now (1.4^leggings_level)*mults which should make it much more effective.
- Health Potions price calculation changed : 10% of max health ((1.00205^level) + (level/2))
---- This should make the potion much more affordable at first, making it exponentially expensive as you gain more levels.
Localization
- Updated Strings
Bug Fixes
- Fixed not being able to heal after giving up the fight while picking a boon.
- Panel styling for unaffordable potion
- Fixed stutter while opening the settings menu.
Whats next?
I intend on changing how the different materials work. As it currently stands, each material is kind of acting as another wood, simply used to fulfill the increasing cost of equipment. In the future, Id like to make it useful for different stat upgrades: eg: Sword: Wood Damage, Rock Crit Chance, Iron Crit Mult.
Other things I want to add:
- A way to sacrifice your familiar.
- A minigame that gives you some extra material once in a while, kinda like golden cookies in cookie clicker.
- Maybe new potions? Temporary speed boost, damage boost, defense boost?
And of course, all the puzzles and things to do in the dungeon in the full game. Keep the feedback coming! Thanks for trying out Horripilant!
Whats new?
Combat
- Abandon combat button that lets you instantly die and get out of the dungeon.Materials
- Different clicking sounds for Wood and IronChanges
- Material Upgrade Buttons and Equipment Upgrade Buttons now have clearer red/green colors to show when theyre unaffordable instead of all being orange.- The map icons now have a bigger hitbox that cover the text as well.
Materials
- Made unlockable materials more prominent when affordable, they now flash.Combat
- Boons screen no longer flashes for a split second when auto-pick is enabled.Mouse
10% evasion is brutal at the start of the game when you only attack every 3 seconds. Im removing the mouses evasion so it doesnt feel as painful to start.- Evasion 10 0%
Localization
- Updated strings.Misc
- End of demo now saves after exiting the dungeon, which should prevent you from finishing the demo, coming back and dying.Bug Fixes
- Hemalith is now tracked as a float when entering the skill tree, prevents reset from losing decimals.- Now tracking how much material you spend in the equipment updates
- Clicking the lowest floor to exit button now saves it as the default value.
- Give the creature some meat? is now correctly localized
- Linux build not launching.
Changes
Localization
- Updated russian strings.
- Map onboarding should now be translated all the time even if you change language mid run.
Other
- Calling Steam.steamShutdown() api before leaving the game manually to hopefully fix the game not being detected as not running anymore by Steam.
- Made jumpscare auto-click detection less sensitive and only happens once.
Bug Fixes
- Meat & Exp Gain are now properly displayed with your prestige multipliers in combat end of run.
Bug Fixes
- Incoming damage is now properly split amongst you and your familiar in combat.
- Made modifications to mouse detection to prevent skill tree descriptions from popping in on hover.
- Buy the full game and see... end of demo is now localized properly.
Changes
Localization
- Updated strings.
Bug Fixes
- Added extra prevention to shop buttons to hopefully prevent them from letting you buy twice.
Version 0.4.0 is now LIVE for playtesters!
This is a big update that shakes up the games progression quite a bit.
YOU WILL START OVER! I have refactored saving/loading code to make it easier to handle in the future. And I havent created a way to port older saves since theres so many balancing changes that progression does not make sense with an old save.
This patch aims to rework how progression works. I made the enemies get a lot harder much faster, as the level cap is 1000. Material upgrades are cheaper to let you buy more equipment to face these new challenges, and changed some prestige prices to incentivize more prestige. You can also now get familiars to fight alongside you which will aid you in your fight.
Share your thoughts on how the new progression feels! Too easy, too fast, too hard Some upgrades too cheap, expensive? Let me know!
I will try and rebalance considering the feedback I get. Ive implemented systemt to help refunds for stuff youve bought if it changes its price if I do big changes.
Whats new?
- Added language onboarding for first time users.
- Qubec Language Localization (fr_CA)
- Spanish Language Localization
Gameplay
- You can now get familiars to fight alongside you for some meat.
- Incoming damage is split amongst the both of you.
- The familiars health does not regenerate HP. It has one life.
- Added initial game onboarding.
- Added an autoclicker prevention.
- Lamp now shows up and works in the UI when bought.
- Doors in the camp now are functionnal
- You can now spend some meat to extinguish the campfire.
- Now gives you 10% of your mat production of offline gain.
- You can increase this percentage in the skill tree.
- Level 1000 cap.
Settings
- Keys are now rebindable.
- New text size accessibility option.
- Disable flashing panels accessibility option.
- Disable numbers pop up particles option.
- Disable particles options for potential users getting lag at high attack speed.
UI
- Pausing the game actually pauses combat.
- There is now a pause button in the right GUI panel! You no longer need the keyboard to play the game if you just want to use the mouse.
- Main Menu animation
- You can now hold click to auto buy in the shop.
- More buttons have hover and click sounds to them.
- Prestige items now display more clearly when maxed out instead of just using the number being blue.
- Added a You are here icon to the map.
- You can now use arrow keys to up/down the spinbox to select which level you want to start at.
- Dropped items show up as new in inventory
- Changed Languages in drop down from locales to fully translated names and their percentages.
Combat
- Fancier death screen with stats on your run.
- Enemy health bar is now animated to show the damage you do to it.
- You can now pick up boons between levels. They only last for your current run.
- Damage Percent Bonus
- Attack Speed Bonus
- Defense Percent Bonus
- Regen Percent Bonus
- Evasion Percent Bonus
- Double Attack Chance
- Crit Hit Chance
- Vampire HP - Percent of damage dealt.
- Chance of reflecting some damage.
- Meat Gain Boost
- Exp Gain Boost
- Heal Familiar for 10 %
- Heal Self for 10%
- New Enemy: Undead Rogue.
Other
- You can now press i ( and rebind that key ) to toggle open the inventory, alongside Tab
- Added a feedback button to the game that opens a form that is linked to the discords feedback forum.
- Implemented Steam Rich Presence which now displays a status on your friends list
- Added emojis to print messages for easier visual parsing of logs.
- Updated Discord Rich Presence assets and presentation.
- Tracking new stats:
- Total monsters slain.
- Total Deaths.
- Total Familiars bought.
- Last save time and date.
- Total runs done.
- How much materials and meat spent in current run (would be used for giving it back to you if balances changes are needed)
- New loading splash screen.
- Added a stats screen to see your stats in your current save.
- Now saves combat entrance level in save file.
Demo
- Created a demo mode, caps at lvl 10.
- Added an end of demo screen.
Changes
Prestige
- Changed max level look of skills.
- Prevents you from prestiging with 0 hemalith.
- New Skills:
- Familiar HP mult
- Familiar XP Mult
- Offline Gain
- Removed:
- Lamp Skill (It now drops as an item)
- Changed some code logic with how Im handling materials and multipliers, should be easier to tweak and create less errors in code.
Equipment
Boots
I kind of forgot that this wasnt capped, you could easily go over 100% evasion which resulted in not getting hit at all.
- Max Evasion: Uncapped 50% cap
Chestplate
The chestplate felt very strong starting off, I want to promote putting some skill points on it before it becoming too overpowered.
- Max Defense: 95% 75%
- Base Upgrade Effect: 1% 0.1%
Combat
- Enemy Health Calculation : Base + Current Level Value Base * Current Level Value^2
- Enemy Attack Damage Calculation : Base + Current Level Value Base * Current Level Value^2
- Enemy Exp Value : Base + (Current Level Value * 0.2) Base * Current Level Value^2
- Enemy Meat Value : Base + (Current Level Value * 0.2) Base * Current Level Value^2
- Combat now formats enemies attack damage numbers.
- Enemy missed messages are no longer toast panels but rather spawn on the chestplate.
- Log messages and names of Bosses are now rainbow!
Enemies:
- Like a bajillion changes, see the before:

and after:

Materials
Hearing from testers how progression felt slow in the beginning, Im lowering the prices of the upgrades to make early progression a little bit more fast, and to let you gain more material later on as you will need more of it with the harder enemies.
Material Level
Cost Multiplier: 100x 50xClick Upgrade
- Base Price: 7.5 1Mouse Upgrade
- Base Price: 1 0.5Rat Upgrade
- Base Price: 50 25- Effect: +0.5/s +1/s
Zombie Upgrade
- Base Price: 500 250- Effect: +2.5/s +5.0/s
Skeleton Upgrade
- Effect: +5/s +10/sBrute Upgrade
- Base Price: 500 000 250 000- Effect: +25/s +50/s
Golem Upgrade
- Base Price: 5 000 000 2 500 000- Effect: +75/s +100/s
Prestige
Meat Gain Mult
Cost Multiplier : 5x 6xMax Level: 50 5
Death Loss Reduction
Cost Multiplier : 5x 2xHemalith Gain Mult
Max Level : 50 5Exp Gain Mult
Cost Multiplier : 10x 2xMax Level : 50 10
Level Health Mult
Cost Mult: 10x 2xMax Level: 50 10
Base Storage Mult
Max Level : 10 3Material Global Gain Mult
Cost Multiplier : 100x 2xMax Level : 10 5
Material Click Value Mult
Cost Multiplier: 100x 10xMax Level: 10 5
Global Equipment Multiplier Skill
Base Cost: 5H 0.5HCost Multiplier: 100x 2x
Max Level: 100 15
Effect: +1.0x +0.2x
Material Production Multiplier
Max Level: 100 5Material Level Cap Upgrade
Base Cost: 100H 10HSword Multiplier Skill
Base Cost: 5H 0.5HCost Multiplier: 100x 2x
Effect: +1x +0.5x
Max Level: 100 15
Helmet Multiplier Skill
Cost Multiplier: 100x 20xMax Level: 100 5
Chestplate Multiplier Skill
Cost Multiplier: 100x 7xMax Level: 100 5
Leggings Multiplier Skill
Leggings have been feeling a bit underpowered so Im raising its effectiveness and lowering the price to encourage its use.- Effect: 1x 10x
- Cost multiplier: 100x 2x
- Max Level 100 10
Boots Multiplier Skill
Boots get very powerful very quickly which is why Im capping the skill.Cost Multiplier: 2x 10x
Max level: 100 5
Misc
- Refactored Saving/Loading code.- Meat loss on death is now formatted.
- Prestige, game reset state and Saved Settings now save in a different folder, this way they wont be saved by Steam Cloud. This should prevent the game from loading a higher resolution from your computer to your steamdeck, for example.
- Russian font change and sizing now is better handled, text is now clearer and scaled correctly across the game.
- Changed how prestige hover info works, to prevent overlapping.
- Prevented autosave from happening while prestiging to prevent weird saving behavior.
- Updated Localization
- Game build is now encrypted.
- Moved stuff around a bit in the map.
- Updated camp bg sprite.
- Changed Health Potion styling to remove the divider which was causing issues on different text sizes at certain languages.
- Changed how settings are stored and loaded. Serializing to json instead of using resources. Settings initializing to null/0 while not having values should be fixed with this!
- Changed tween variable references in combat and Materials which should hopefully prevent increasing memory usage by creating new nulls every time instead of reusing one singular Tween
Bug Fixes
- Base Combat Exit at Spinbox value is now 1 instead of the default 100 which was leftover from when I used to calculate depth in 100m increments.- Helmet mini prestige (x10 damage, reset attack speed.) Is now tracked and reset correctly on prestige.
- Now checks to set the chestplate upgrade back to available if its under the cap (Should hopefully fix the prestiging issue where you cant purchase the chestplate upgrade until game is restarted.)
- Player panic state is now correctly happenning at 10% health as opposed to 30% health.
- Player Health gets recalculated when launching a new save instead of keeping last value.
- Changed how prices were calculated, from ((cost * cost_multiplier) * level) to cost * pow(cost_multiplier, level) which should give the desired price calculation.
- Fixed boolean settings not being loaded correctly.
- Saves now show correctly translated strings for lvl after changing the language.
- Removed focus modes from buttons which should prevent the buttons from eating click inputs on deck.
- Fixed item display logic which made it incorrectly display certain items as other ones.
- Fixed campfire not turning back on after exit to menu.
- Save buttons No data found is now localized.
- Changed way of setting vsync setting. Should work better.
- Level on the combat screen is now localized correctly.
- No longer toggles map, inventory and lamp inputs if youre in the settings menu or in main menu.
- Stairs first time description going by too fast.
- Stairs String not translating after first time.
- Exit to main menu is now prevented while in dialogue to prevent weird overlapping.
- Now caps max player health every frame instead of every second.
- Starting level input is now set while typing instead of having to un-focus it for it to be set.
- Material max level is correctly calculated now.
- Fixed quit to menu button styling while disabled.
Heya!
I've recently uploaded a devlog on YouTube going through my backstory, how I found the game idea, and how I built the game up until what it is today! If you're interested in how games get made and is interested in Horripilant, it's worth a watch!
Want to keep up with dev? Join the discord!
Follow our socials down here!
Version 0.3.1 is now LIVE
A small update but one that adds support to Linux! If anyone runs Linux please give it a shot!
Whats new?
- Linux Support! Please let me know how it runs and if there are any issues!
- Mute when not in focus setting.
Bug Fixes
- Settings are now checked to see if they are null before loading - preventing settings getting set to 0/null/false if they dont exist - requiring players to modify all settings to set them again.
- Volume Settings get initialized correctly
If you have any questions, feedback, bug reports or are interested in playtesting - join the discord!
Once again a polish update adding a lot of QOL stuff. Next up with 0.4.0 is a big rebalancing of general progression, keep an eye out for that. Then with 0.5.0 I want to implement the general puzzles and progression of the game. Before this Ill work on a devlog to push the store page out, go wishlist the game!
Whats new?
- Game now has music!
- Combat now displays how far along you are on a certain floor.
- Main Menu rework!
- You can now have 3 different save files.
- New SFX!
- When opening/closing map.
- Fire crackle in camp.
- Gulp while using a potion.
- Reverb is now applied across the game. - Let me know your thoughts if its too much or not!
- New pause/settings menu!
- New V-SYNC setting. (Doesnt uncap FPS, kind of useless for this game but its there in case it creates any issues.)
- New FPS cap setting.
- New Music and SFX individual volume sliders.
- Added a credits tab.
Equipment Upgrades
- Different new SFX when upgrading equipment.
- New sparkles particles when Upgrading Equipement
Changes
General
- Player Panic mode (low bit-depth, shaking) is now triggered at 10% health or lower instead of 30%.
Bug Fixes
- Formatter setting now saves correctly.
- Map is no longer able to be opened while in combat via GUI button.
- Base mat max level is now correctly 3 instead of 4.
- Materials no longer get capped by storage on loading requiring loading multiple times. (for real this time!!)
If you have any questions, feedback, bug reports or are interested in playtesting - join the discord!
Minimum Setup
- OS: Linux distribution released after 2016
- Processor: x86_64 CPUMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Integrated graphics with full Vulkan 1.0 support
- Storage: 200 MB available space
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