The Cataclysm of Chaos, V8 by lordpalandus

EDIT: Updated to V8 Release; mostly a lore, UI improvement, and combat spruce up release. Will intend to have a Hotfix up shortly, as there is a few things I didn't have time to add for this release, as I wanted to have what I have done, out for Nov 8; its been quite a while since the last release.

EDIT1: Updated to Hotfix 1. Fixes a variety of line break issues. Fixed the empty room, so that explore works properly and you can't flee from nothing or flee from empty rooms. Modified character creation for new players, to be less of a text dump right at the start of the game. Fixed a variety of typos. I'm still having issues with my monsters in Section 2 and onwards; I've created a few creatures for Section 2 and Section 3/4 has temporary monsters, until I can port the monster descriptions from the old system to the new one. Also, added testing profiles to the game, to allow players to test out later sections of the game without having to play a long session. Just name your character Testing1, Testing2 or Testing3; the first starts you in the ruins, the second in the caverns, and the third in the dark cathedral. I'll make sure to address all my monster description issues in V9, so sorry in advance if the later sections 3/4 are immersion breaking.

EDIT2: Working on Hotfix 2, for V8. Hotfix 2 will primarily address monster descriptions for Section 3 and 4 and journal entries for Section 3 and 4. Not sure when this hotfix will be out.

New in V8 = Added two new items; Curing Potion and Elixir of Cure-All, to provide additional options for dealing with debuffs. Added a lot of lore to the game, in particular the boss entries for each section. Added additional options to the recast/re-attack systems, for drinking potions/elixirs. Created a new method of delivering adventurer journal lore entries to the player; use the command "request lore" to get lore from the Celestial. Heavily spruced up the combat and spellcasting system, which should be immediately noticeable if you played a previous build. Each attack and spell has a unique death message for killing a monster. Modified the training system, to allow you to spend single soul shards, instead of in 100 shard batches. Disabled the compass and places/objects as the game doesn't really use them; I am however looking into adding in replacement UI windows to utilize the space that these UI elements occupied. Heavily refactored and redesigned the monster description system, to make monsters a lot more interesting; only Section 1 has been rebuilt with this system, but will have a hotfix out shortly to include Sections 2-4! Fixed a few logic errors with my positive traits, as they were being improperly applied when you didn't have the trait. Finally, there is a low chance (25%) that a room will not have a monster in it.

This game is a hybrid of a text adventure and a 90s dungeon crawler like Dungeons of the Unforgiven. It is currently in active development, but it is not finished. The first 4 sections (3 floors per section, boss found on 3rd floor) are built, and three distinct playstyles (that I've each tested) are viable to play; these are sword&board, assassin, and mage. You can develop your own playstyle and play the game as you see fit. There is 7 tiers of spells, of the planned 9 tiers. There is about 4-6 hours of content currently in the game, per tested playstyle. (so total of 12 to 18 hours if you tried each playstyle out).


The four best ways to get feedback to me are:

1) Post it in a thread in a forum for a different game that I'm a member of. I've been giving them updates on game development progress for the past couple years and thus that is why I have a thread there. I talked to an admin and they said its okay if I direct people to the specific thread. I also keep my up-to-date changelog for the next version release on said thread as well. I'll probably check back time to time here for feedback, but I'm more frequent there as that's where the majority of my friends are testing the game and providing feedback. A link to that thread =

2) Leave a review here.

3) Leave a comment here.

4) Leave a comment on the announcements page =

Hope you enjoy the game and are willing to give me feedback, even if it is negative, to help me develop in the best possible game and immersive experience as I can.

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Review by Zenaire
20 Sep 2017
This game is amazing!!

Although it is still relatively short and unfinished, what it presents is remarkably well-polished and plays flawlessly. The variety of monsters, spells, and items is incredible; I can’t even begin to imagine how many hours went into creating the game up to this point. I’m giving a full 5 stars because it definitely deserves it! There are a few areas that have room for improvement, but the biggest thing I can say is that it just needs… more; more monsters, more abilities, and more lore. There is a lot of potential here, and I’m really looking forward to where it will go in the future. Well done.


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Written for Quest 5.5
Added 14 Sep 2017
Updated 15 Nov 2017