A bizarre hybrid of Roguelike and Real-Time Strategy game created by Michal Brzozowski, KeeperRL borrows concepts from games such as Dungeon Keeper and Dwarf Fortress, putting you in the shoes of a villainous mastermind with the task of building a dungeon, recruiting monstrous minions and conquer a procedurally-generated region by curbing all who would oppose you.
Its main mechanic revolves around the ability to assemble and directly control squads of monsters, either to micromanage combat or to explore and/or raid faraway lands.
It is currently at an Alpha stage, with new features getting added or reworked in frequent updates.
This game provides examples of:
- An Arm and a Leg: If a creature is severely outmatched in melee, it's very likely they will end a few limbs short if not killed outright.
- Annoying Arrows: Zig-zagged. Mooks with little to no archery training will often miss and glance even weak enemies when using a bow, while specialized units (like harpies and human archers) are able to explode heads with a single shot.
- Anything That Moves: Succubi aren't picky when "entertaining" themselves with your other minions. Since this will raise their morale, it is actually a good thing.
- ASCII Art: The style of the free version, though the full version has an option to play with it as well.
- Authority Equals Asskicking: Until late-game, the Keeper will be your strongest unit. Even then, the Warlock has access to a vast variety of spells will make it incredibly useful to have in a fight, while the Dark Knight can keep its combat stats on par with the strongest monsters. The leaders of tribes and villages also have slightly higher stats than their respective mooks.
- Badass Army: Well trained and equipped minions can become one, especially if used to defend your dungeon or storm an enemy site en masse.
- Badass Bookworm: The Warlock keeper has the potential to learn any spell in the game. Orc Shamans also count, being more frail than their melee counterpart, but learning an array of powerful magic.
- Being Tortured Makes You Evil: One way to gain more units for your army is to convert captured prisoners by strapping them to a torture rack. If they don't die in the process, they will join as controllable minions.
- Berserk Button: All enemies and rivals have a trigger that will lead them to either send a raiding party to your dungeon or visit you personally. For most of them it is stealing their items or killing their people, but having enough gold in your coffers, a high enough population or building yourself a throne can trigger a dragon, cyclops and rival Keeper respectively.
- Blood Knight: All minions gain a morale boost whenever they kill someone.
- Bonus Dungeon: An island with a Block Puzzle may be generated in a region. Beating the puzzle results in a legendary monster joining your army free of charge.
- Booby Trap: You can line your dungeon with those. Rival Keepers will likely have some waiting for you, should you try to storm theirs.
- Decapitation Presentation: You can execute prisoners and decorate your dungeon with their heads on a spike. Doing this will trigger enemies to attack more often.
- Dug Too Deep: You can dig beneath your dungeon to gain more resources, if you don't mind having to contend with various underground dwellers, from dwarves to dragons, to get at them.
- Indy Escape: Boulders triggered by traps will roll in a straight line once they're triggered, and can be outrun.
- Mugging the Monster: Bandits are among the weakest enemies that can attack you. And unless you stop them from spawning by killing all their leaders, they will keep showing up and attacking your dungeon (which may already have a garrison of ogres, demons and other ungodly monstrosities) armed with dinky swords and demanding a bribe in gold to leave you alone.
- Nobody Poops: While minions occasionally need to sleep (including undead, which use the graveyard instead of a dormitory), they have no other needs. Feeding them by building a pig pen is optional, and the only net effect is raising their morale when they're well fed and slightly increasing the population cap.
- One-Hit Kill: Boulder traps used to be an all-or-nothing affair, dealing a single blow which either instantly killed the victim or ended up with them dodging the attack. Web traps negate any chance to dodge, leading to many players using the two in tandem to ensure adventurers instantly died upon triggering the trap.
- The Kraken also has two instant-death attacks: swallowing the enemy whole or dragging them underwater.
- Our Minotaurs Are Different: Minotaurs can be generated as rivals and attack your dungeon. They can also be captured and converted.
- Succubi and Incubi: You can summon succubi for your dungeon. While they are in fact quite weak as fighters, they can pacify enemies with a touch, provide "recreational" morale boosts to other minions, and breed with them to produce legendary monsters.
- Villain Protagonist: Duh.
- Weakened by the Light: Vampires and Zombies instantly burn up and disintegrate if they find themselves outdoors during daytime.
- We Cannot Go On Without You: Lose the Keeper and it's game over.
- Would Hurt a Child: Human and Elf settlements will have children running about which your minions can and will gladly kill. Or capture to use as laborers. Or Succubi fodder.
- You Are Already Dead: Poison takes away a fixed 3% of a creature's health per tick, unless it's resistant or immune to poison. And since the basic duration for poison is 60 turns, if even a lowly snake or spider manages to wound a minion and there are no sources of healing nearby, that minion is pretty much doomed.
- You Are Who You Eat: The main trait of Doppelgangers, to which you can feed other minions to let them inherit some traits, including body shape.