
Depths of Silver
Depths of Silver is a coffee-break traditional roguelike with procedural equipment generation inspired by ARPGs.
The game is set on a dystopian, horror-adjacent sci-fantasy world where the surface is covered with silver. People live in small metallic hamlets and the only gatherable resources lay in the depths of the planet. Your goal is to descend all the way to floor 15 to slay the Administrator, a mysterious being who is the biggest danger to the player's settlement.
Press [h] at any time to see controls.
FEATURES
- Procedural affix-based equipment generation.
- Unique relics altering the gameplay experience.
- 12 enemy types adding different challenges.
- Procedural cave-inspired small floor generation.
- 15 minute - 1 hour runs.
- Custom tiles & graphics.
- Made by a solo dev (it's my first game!)
- Infinite builds!
Made in 7 days for 7 Day Roguelike 2025 by @tilex19. Coded with ROT.JS. Key art by @artbyantho. AI used ONLY for help with coding.
Status | Released |
Platforms | HTML5 |
Release date | 47 days ago |
Author | TILEX19 |
Genre | Adventure |
Tags | Atmospheric, Dungeon Crawler, Exploration, Fantasy, Horror, Minimalist, Pixel Art, Roguelike, Singleplayer, Turn-Based Combat |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Comments
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Good game, though some polishing required.
nice game, so far was one of the ones i played till the end. i found a slimy dew early so that felt like cheating almost and was fun. there is a huge bug with the bull items where if you take them off the health increase doesnt go away. so i kept putting it on and off till i got over 1 million hp :D, then with the slimey dew i had over 10k hp when i finished the game. now when i played the game normal with out the cheats the game was pretty fun!
Hey! Thanks for the kind words and for the heads up for those issues, I'll look into fixing that in further iterations, but happy you had fun!! :)
The the administrator drops a Slimy Dew
Very nice, the world building, choice of music, cover art, atmosphere, it all works. The weapon and armor abilities were interesting. The balance of combat vs stealth/avoidance needed works well. I liked the relic idea and how rare they are, felt substantial to discover one. Took me a few runs to beat, and the lamp giving increased sight radius was a key find for me.
I like the enemy behavior that if they can't see you they don't move. There are some interesting tactics on how to evade them when chased using the level geometry. And also you have to keep track of where the enemies were to avoid them seeing you again.
It would be cool if some enemies had different behavior, such as enemies that kept chasing the player if the player is within say 5 tiles of them even if they can't see the player (chase by sound/smell). This could be balanced by having those enemies move slightly slower, they could occasionally skip a movement turn, allowing the player the ability to gain distance on them over time, even if they don't stop chasing the player. Another enemy could be a powerful slow moving (1 tile per 2 turns) enemy that the player just can't shake off, so it becomes a lumbering threat for the entire level.
Hey! Thanks for your great feedback and ideas, I'll definitely look into incorporating it in future iterations! :)
seems like some of the controls aren't working. once in game, h doesn't bring up help screen. g doesn't pickup items.
hey there, thanks for pointing out this issue - both work on my end, could you please provide the browser you're using while experiencing this issue?
Was using Chrome.
thanks! i'm on chrome too but i'll investigate this for sure for future updates! in the meantime, if you could provide me any error present in your console (F12), that would help a lot!
We'll, I just went back in to replicate and now it seems to be working just fine! Not sure what happened earlier.
that's odd! well, i'll definitely investigate that further when i work on a new update, thanks for pointing it out!
Interface needs some tweaking. I can't see the bottom 3-4 tile-lengths of any given screen regardless of how I resize the browser window. I can move the character off the screen into those 3-4 tiles, but cannot see the character when I do so. This obviously makes it quite unplayable for me.
hey there, thanks for pointing out this issue - it worked on the screens i tested the game on, could you please provide the resolution/screen size you're using while experiencing this issue?
Standard 16:9 3840x2160 resolution in a Chromium browser. Haven't tested since, but the issue did not resolve regardless of if fullscreened or not and also did not change regardless of how I resized the window. If you are relying on system fonts/settings for graphical projection that might be the issue as I have system font sizes scaled to different values depending on the application being used.