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Deadly Rooms of Death is first and foremost, a puzzle game, created by Caravel Games. The game is about halfway between Exactly What It Says on the Tin and Non Indicative Name - there are certainly rooms that are deadly, but the plot extends far beyond this simple dungeon concept. The game's central concept is an idealized version of the dungeon crawl - enter a room, kill all the monsters, then go to the next room. However, it's a turn-based game, so the main player moves, then each monster gets to make one move. The puzzles come from many different features - all the monsters move in predictable fashions, there are dungeon fixtures such as doors and switches, one-way arrows, bombs, and other benevolent or malevolent architecture to make the job tougher. As a puzzle game with an editor, there are several different level sets and stories available, but the main releases so far have centered around one man, Beethro Budkin, who works as a dungeon exterminator under the Smitemaster's Guild. Kings, lords, and other dungeon owners have a recurring problem of their dungeons becoming infested with monsters and nasties, and will hire experienced smiters to go kill everything and return the dungeons to usable status. There is an ongoing question of how seemingly-enclosed dungeons become infested or reinfested so quickly, but the standing answers are typically "job incomplete (unintentional)" or "monsters come from inaccessible places" or "it's a fact of life, they get reinfested every now and then if they aren't supervised". Beethro's adventures lead him towards answering this question, but he gets himself into problems and circumstances far more complicated and sinister than he would have planned. The game's history is extensive, but here's a simple list of all the main releases: Here's how the game works in terms of money: The games themselves are free. Caravel Games makes money selling official level sets (some of which are named above) which have more graphics, canonical plots with voice acting, and generally a high level of quality. The games are multi-platform as well, with versions for Windows, Macintosh and Linux available. This means you can download the game, the user-made styles and the user-made holds, all for free, which will last most people for years, and you just have to pay for official Caravel releases. The games are downloadable at Caravel Games' main site , although this troper would recommend that new players start with the Journey to Rooted Hold demo.
Some non-plot spoilers ahead. If you don't want anything about the setting or established facts spoiled, play the games.
Tropes in the game:or annoying (especially if you're killing a lot of them).
Tropes in the setting:- Alien Geometries: The Eighth, the game world, can be best described as a pocket universe the shape of a pizza slice: walk onto another "slice", you're back where you started. Walk off the outer edge, you implode back into the center. Dig down far enough, you fall into empty space and land back on the surface.
- Armor Is Useless: Smitemasters explicitly go without any meaningful armor, trading it for speed and mobility. For all the armor any friendly or enemy soldiers have, they are all One Hit Point Wonders too. However, some monsters (wubbas, intact fegundos, segments of serpents) have invulnerability to swords, averting this trope.
- Beneath the Earth: The default setting for most dungeons, but from Architect's Edition forward it's possible to create settings that are more and more convincing aboveground locations.
- Call a Rabbit a "Smeerp": Fegundos are always referred to as such within the game and forum, but they're clearly phoenixes.
- Clock Punk: The technology level is mostly medieval-level with some advances in mechanics, city planning and architecture.
- Gonk: "The Fat Guy With The Big Lips And Pimply Nose" describes Beethro exactly. Beethro is ugly both out-of and in-universe.
- Low Fantasy: There isn't anything explicitly magical in this setting, but with orbs and Pressure Plates that shoot lightning at doors to open them, flying fegundos, and potions that, when drunk, cause a double of a person to appear out of thin air, there's some stuff that nobody's yet explained with science.
- Schizo Tech: The surface kingdoms are in the Middle Ages, but the Underground Empire canonically has radios and advanced genetic engineering available.
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