Dive into the thrilling depths of Traumatarium: Penitent, a dungeon crawler inspired by the legendary Fighting Fantasy books and the classic Warhammer Quest of 1995. Building on the success of its predecessor, Traumatarium, this new installment takes the adventure to new heights, enhancing and expanding almost every aspect of the original game.
Rumors of an insurrection on a distant island have reached the Holy Order, prompting them to dispatch one of their loyal Penitents to suppress the uprising. Unbeknownst to them, this mission will pit her against the formidable Ebon Legion in a battle that could determine the kingdom's fate.
Navigate your way through three unique dungeons, each presenting its own challenges and dangers. Resource management is crucial as you make tough decisions on whether to press forward into the unknown or retreat to the safety of a rare outpost.
Prepare for an epic struggle filled with strategic choices, resource management, and intense combat as you guide the Penitent through a perilous journey to save the soul of the kingdom. Are you ready to face the darkness and emerge victorious?
Watch the Traumatarium: Penitent Trailer:
Set well after the events of the original game, Traumatarium: Penitent unfolds in a kingdom torn between two factions. The Penitents, knights committed to redeeming their sins by defending the realm, stand against the Ebon Legion, a sinister group intent on resurrecting the dark spirits that once plagued the land. We asked solo developer Horatiu of Eligos Games, about his experience creating an exciting sequel to his Traumatarium universe.
Watch the Developer Spotlight Video:
ModRetro Blog: Can you please introduce yourself and the game to everyone?
“My name is Horatiu, and my design studio is Eligos Games. I’m the creator of Traumatarium: Penitent, a dungeon-diving adventure game that revolves around finding your way through gradually more difficult dungeons and defeating the main bosses, collecting items, solving puzzles, and managing resources.”
What was the reason for developing this particular game? What served as the inspiration(s) behind its creation?
“Traumatarium is something very close to me. It’s a little slice of world-building I did for myself, taking influence and combining all the things I really love. From old board games like Warhammer Quest 1995 to More Borg, to just weird design that is different from the usual Game Boy®️ fare. I wanted to challenge to make something for myself, and people seem to have reacted positively to it, which is a blessing.”
When you're not working on games, what do you do? How did you become involved in game development?
“My day job is being an Art Director, working in events. I think a lot of that bleeds over into my games. A lot of my work is definitely more on the artsy side, as it’s where I think my strengths lie. Definitely lead with aesthetics and a focused visual direction in my work. I’m so glad I managed to find GB Studio during the quarantine in 2020. That was my start, and it really was meant to be something to help maintain sanity. I would have never guessed I would be 7 games in and even releasing some in physical form.”
I think the visual development workflow really helped make it all make sense to me much more than other engines. I love the limitations, especially in earlier versions, and finding out clever ways to work around those limitations.”
It’s been a pleasure, Horatiu! Thank you – Is there anything you’d like to add?
“I just want to thank anyone who has checked out my games and left supportive messages. The home-brew scene is incredible, and I’m honored to be a small part of it!”