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A traditional roguelike dungeon crawler RPG with gorgeous pixel graphics that's simple to start but hard to master? That’s right – Shattered Pixel Dungeon is now available on GOG!

In this absolute gem every game is a unique challenge, with five different heroes, randomized levels and enemies, and hundreds of items to collect and use. The game is also updated every two or three months, so there's always something new.



Each of Shattered Pixel Dungeon five playable heroes has their own unique mechanics and gameplay style. Cut down foes as the durable Warrior or deadly Duelist, fry your enemies as the arcane Mage, or use terrain to your advantage as the stealthy Rogue or the markswoman Huntress!

As you progress through the dungeon you'll earn points to spend on talents, choose a subclass, and gain powerful lategame abilities. You can turn the Duelist into a dual-wielding Champion, the Mage into a soul-sucking Warlock, the Huntress into a tanky Warden, or explore loads of other possibilities!



Dungeons themselves are procedurally generated with random layouts, room types, items, traps, and enemies. In each game you can expect to find equipment and collect or craft consumable items to power you up or help you out in a pinch.

They are also filled with enemies, traps, hazards, and bosses intent on ending your run! Battle hostile wildlife in the sewers and caves, mad thieves and guards in the prison, occult servants in the fallen dwarven city, and maybe something even worse further down…



Overall you can expect immense amount of fun with 5 Heroes (each with 2 subclasses, 3 endgame abilities, and over 25 talents), over 250 items (including equipment, consumables, and items crafted via alchemy), 5 dungeon regions, 26 floors, over 100 room types, trillions of possible floor layouts, over 60 enemy types, 30 traps, and 5 detailed bosses to test your skills. There are also 9 optional challenges and over 100 achievements for completionists.

Hundreds of hours with amazing gaming experience are a given. Check it out now!
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GOG.com: Release: Shattered Pixel Dungeon
From the dungeon into the forum...
Yay for PC ports of cheap knockoff mobile games, I guess.
I think this one has Watabou`s permission to be sold and all that stuff, but I still prefer the original Pixel Dungeon (which is free, btw)
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Lone_Scout: I think this one has Watabou`s permission to be sold and all that stuff, but I still prefer the original Pixel Dungeon (which is free, btw)
Shattered also is free (and fully open-source) on Github and mobile (F-Droid included). Or on itch.io for "pay what you want". But yes, pricier GOG and Steam versions are sold by dev so might be good way to show support.
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ssling: Shattered also is free (and fully open-source) on Github and mobile (F-Droid included). Or on itch.io for "pay what you want". But yes, pricier GOG and Steam versions are sold by dev so might be good way to show support.
How is the PC version of Shattered Pixel Dungeon different from the Android version?
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Lone_Scout: I think this one has Watabou`s permission to be sold and all that stuff, but I still prefer the original Pixel Dungeon (which is free, btw)
https://github.com/00-Evan/shattered-pixel-dungeon/graphs/contributors
https://github.com/00-Evan/shattered-pixel-dungeon
https://github.com/00-Evan/pixel-dungeon-gradle
https://github.com/watabou/pixel-dungeon

A superficial look at the overall amount of activity on the respective codebases seem to indicate that while he used Watabou's code as the base of his project, he really went to work and added significant value on top of it though.
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ssling: Shattered also is free (and fully open-source) on Github and mobile (F-Droid included). Or on itch.io for "pay what you want". But yes, pricier GOG and Steam versions are sold by dev so might be good way to show support.
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IronArcturus: How is the PC version of Shattered Pixel Dungeon different from the Android version?
Based on the fact that it is the same codebase that compiles to different platforms, I would guess highly similar: https://github.com/00-Evan/shattered-pixel-dungeon
Post edited April 24, 2023 by Magnitus
high rated
Hey folks, dev here! Big thanks to the GOG team for making an announcement post for Shattered, I wasn't expecting that!

To answer some of your questions/comments:

- Shattered is based on Pixel Dungeon, but has over 8 years of original work put into it. Yes, it is originally a game for phones, but I've put quite a bit of effort into making sure that users on bigger screens aren't just getting an upsized mobile experience.
- The game does have free options available. on GOG/Steam you're paying for a bit of convenience, some cosmetic extras, and to support me so that I can keep making updates for the game.
- The dev of Pixel Dungeon (Watabou) gets 30% of all revenue I make from Shattered Pixel Dungeon, so you are supporting us both by purchasing the game.
- All versions of Shattered have the same features, though smaller screens get a different default UI, and paid versions of the game have a few cosmetic extras.
I have played Shattered Pixel Dungeon on Android. It's the best clone of Pixel Dungeon and better than the original. It's hard but it's mostly fair. You have to take your time and think before moving and doing battles and deciding when to escape. There is some luck involved when you miss many times in a row or the enemy gets critical hits and you lose the game, but it's expected in a roguelike that you will lose even if you everything right.
Cool, Pixel Dungeon is a neat roguelike.
I played it free on Android, but the version I completed had the useful feature of saving at each N levels start (final ones excluded).
Does anyone know if Shattered has this feature too?
Post edited April 24, 2023 by phaolo
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phaolo: Cool, Pixel Dungeon is a neat roguelike.
I played it free on Android, but the version I completed had the useful feature of saving at each N levels start (final ones excluded).
Does anyone know if Shattered has this feature too?
Shattered automatically saves progress as you play, but that does include saving your deaths. There is no way to save a run, die, and then load back to before that. If there were, it wouldn't be a Roguelike.
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Shattered Pixel: Shattered automatically saves progress as you play, but that does include saving your deaths. There is no way to save a run, die, and then load back to before that. If there were, it wouldn't be a Roguelike.
Ah, it's a pity that there isn't an easier mode then.
I recall that in PD it was quite difficult to survive all those levels and then also escape.
Modern rogue-lites have post-death improvements that make newer runs more accessible, but in rogue-likes it's always a reset :\
Post edited April 24, 2023 by phaolo
https://www.gog.com/game/shattered_pixel_dungeon says
> Release date: March 23, 2023

Wrong year, should be 2022: https://shatteredpixel.com/blog/shatteredpd-v120-and-steam-release.html
Shattered Pixel Dungeon is one of the best games available on Google Play. glad to see it's making its way to GOG. Very much worth playing it.
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Shattered Pixel: Shattered automatically saves progress as you play, but that does include saving your deaths. There is no way to save a run, die, and then load back to before that. If there were, it wouldn't be a Roguelike.
Well...as long as a local save file exists, there's always a way. ;) Although after countless runs of Moria and a few others, I don't remember ever doing that, since it would kind of take away the fun. Learning and starting over is the point, rather than brute-forcing your way to a win by rogue-lite upgrades (not that I haven't played and enjoyed a number of rogue-lites too).

Anyway, bought! And one adventurer down, who knows how many to go.... Glad to see proper numpad key bindings by default. The extensive icon-based changelog is unique! Or at least I haven't seen anything like that.

A few things: keyboard support isn't quite complete; for example, it should be possible to follow the examine action with a direction key, rather than having to click a tile. I'd like to see an option to set the run speed when holding down a direction key, as I find it's a bit too fast (and there should be a toggle for auto-pickup). Not fond of the brief spinning indicator and inventory blinking when making a move; a little distracting and the option to toggle those off would be nice. I'd rather the GUI scaling apply only to the GUI with a separate option to scale the game world, and ideally the option to choose the screen resolution. Also I think all games should have a vsync toggle along with a framerate cap setting for adaptive sync.

OK, that was more than a few things, but mostly those are nitpicky; overall good job making a proper rogue-like, complete with the good ol' Amulet of Yendor!
Post edited April 25, 2023 by eric5h5