

The goal is to transport an Energy Crystal from the escape pod to the surface to probably plan some kind of escape off of the planet (Spoiler: It doesn’t happen). It melded fantasy with sci-fi, questing systems with conquest and exploration with fairly hands-off combat.īut Dungeon of the Endless? How could you possibly “sell” this vision to people? Dungeon of the Endless is about a prisoner transport ship whose escape pod crash-lands on a nearby planet. Endless Legend was also a 4X title but sought to be more Sid Meier’s Civilization than Galactic Civilizations. The studio had already tasted success with Endless Space, its approach to 4X space strategy and continued to release expansions for fans to devour.

At the time, Amplitude Studios was working on the bigger, more ambitious Endless Legend. The idea behind Dungeon of the Endless began in the way that many ideas do – as a crazy “What If?” scenario.

"What if your characters had to level up though? What if they each had innate perks and abilities that could be unlocked by spending food resources? Oh, and just for fun, let’s throw in resources that players can gather like it’s a strategy game." But honestly, there’s a lot to appreciate about Amplitude Studios’ little project, besides the fact that it’s the origin point for the whole Endless storyline that continues in Endless Legend and Endless Space. That right combination of traits and items in Rogue Legacy, the right build and stats in Dead Cells – the list goes on for the number of things to work towards in a rogue-like.Īnd while the rogue-like nature of Dungeon of the Endless seemed at odds with the other involving mechanics, it also felt seductive with the threat of ever-present danger. Other times, it may seem that you’re onto bigger and better things. Sometimes it may seem like your end is inevitable and fast-approaching. Rogue-likes are a key instrument in short-term struggles but also a tool for crafting more persistent narratives over extended play sessions. There’s a start-stop appeal – of compulsion in one run bolstered by excellent items and strategy to doldrums in another punctuated by failure and/or trying to make long-term progress. The rogue-like genre is always one that’s been of key interest for me.
