
Screenshots

Watch trailer on Steam ↗Frame of Suffering
Heavy Shield Games · Published by Heavy Shield Games
Last updated 12 Oct 2026
Master both man and machine to escape the Ancient Temple. Customize your Hero and a modifiable Combat Frame to slay hordes and gatekeepers. Scavenge tech, uncover the Temple's history, and evolve your build in this Sci-Fi ARPG Roguelite. You're a prisoner - freedom lies at the heart of the Temple.
Action, Adventure, Indie, RPG · 2027 · More free games
Embark on a thrilling journey as you customize your Hero and Combat Frame to conquer hordes and uncover the Ancient Temple's secrets. Scavenge tech, evolve your build, and fight for freedom within this intense Action-Adventure RPG from Heavy Shield Games.
About this game
You don't know who you are, or why you are here. You just know you were abandoned… you need to escape.
Frame of Suffering is a dark Sci-Fi ARPG Roguelite where the path to freedom leads directly into the heart of an Ancient Temple’s shifting depths.
To survive the secrets buried within, you must master both Man and Machine.
Seamlessly switch between your customizable Hero and a modifiable Combat Frame, utilizing fast-paced Action Combat and a deep loot system that evolves the stats and visual appearance of both you and your Frame.
Key Features:
Dual Progression - Customize your Hero and Combat Frame
Build Crafting - large amount of character implants and Frame attachments (skills) to obtain during gameplay, and items that further can enhance your chosen build/playstyle.
Mix of procedurally generated and hand crafted dungeons and loot.
Roguelite elements - during your dungeon run you will acquire temporary character and skill upgrades, that can further empower your specific build.
Combat Frame - during your dungeon runs, you can equip your Frame that works almost like a second character, adding new attack capabilities and further increasing build crafting potential. You will also be able to craft or find new parts for your Frame with different stats that also visually change the Frames appearance (arms, legs, torso, and head).
Multiple levels and Unique Boss fights - on each dungeon level you will find a gatekeeper preventing you from going deeper into the Temple. Each Boss encounter is unique and may require specialised builds to beat them, or you can always use the true and trusted brute force approach.
Visual progression - Each piece of armor and weapon visually changes the look of your character and your Frame, the deeper into the Temple you go, the more unique and exotic armor and weapons you will find.
Full inventory, extraction and stash system - during each dungeon run, you will be able to extract some items that you have found. Items can be later given to the character, stashed away, or simply dismantled for resources.
Rich story - discover the truth about the Temple, and unveil your own lost memories while exploring the dungeon.
No microtransactions - Everything in the game is unlocked by gameplay only. There are no paywall blocked cosmetics or features of the game. You pay once and get the game in its entirety, for everything to be discovered and acquired by your effort alone.
Frame of Suffering is currently in development. Wishlist now to be notified when the game releases!
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Quad core 2.6GHz x86-compatible
- Memory: 8 GB RAM
- Graphics: NVIDIA® GeForce® GTX 650 Ti or ATI Radeon™ HD 7850
- DirectX: Version 11
Recommended
- OS: Windows 11
- Processor: Quad core 3.2GHz x64-compatible
- Memory: 6 GB RAM
- Graphics: NVIDIA® GeForce® GTX 1050 Ti or ATI Radeon™ RX560
- DirectX: Version 11
Supported Languages
*languages with full audio support
Latest news
Press Coverage
Frame of Suffering is like if Diablo was about mechs and I need it now
Frame of Suffering is an upcoming ARPG rogue-lite that combines Diablo with customizable mechs and I really do need it now. Read the full article here: https://www.gamingonlinux.com/2026/10/frame-of-suffering-is-like-if-diablo-was-about-mechs-and-i-need-it-now/Read full article on GamingOnLinuxPatch NotesOfficial
Development Update 43 - New main Hero model and Visual Adjustments
Hi, this time I've moved to some main hero character work - sculpting and preparing a new base mesh, still not done with this, but it's another iteration closer to the final model. Aside from that I've adjusted melee attack animations blend times so that hits are more accurate, and some visual global and blood effect adjustments. Post process and other global visual elements adjustments.Updated attack animations blend times to make them more accurate for damage to enemy tracing notifies. Updated deal double damage with one attack logic to enable secondary damage after a evenly divided animation length delay. Updated additional skill effect activation chance stats.Changed attack animation blend setting to make smooth transitions but keep animation notify so that attacks work properly. Changed blend settings for all attacks and adjusted blend timing. Updated Mobility thruster skill with the new locomotion system.Added new base body hero textures, new base body parts. Added new hair shader. Updated default PBR material. Adjusted Paperdoll scene lighting. Added hair to hero.Retargeted locomotion animations for the new hero rig. Changed some idle and run to stop animations in main Animation BP. Moved old locomotion animations to new location.Updated blood effects visuals. Moved blood spawn on enemy and player getting damaged instead of hit calls with attacks. Added direction impulse to enemy body parts. Added Direction to enemy blood squirt effect. Removed unused FX. Thank you for reading this Dev Update, and I will see you in the next one :)Wojtek Michal WisniewskiRead full article on Community Announcements (heavyshieldgames)Patch NotesOfficial
Development Update 42 - Level Up effects, Inventory UI adjustments
Hi, some Level up effects and Inventory UI visual adjustments (still not final), along with some other visual updates here and there. A bit lighter week on the systems side, but still some needed work to improve the game feelUpdated attack speed calculation logic for character stat and tooltip screens. Added proper color assigning for armor and resistances in character screen.Added level up UI barr with aquired level. Added logic to spawn particles and play sound at new reached level and to inflict stagger to all enemies in a certain radius.Added new stager and level up sounds. Removed unused combat UI elements. Updated level up logic to deal stagger and damage to enemies.Added new fonts. Initially globaly replaced all old fonts to new ones. Added new ground decal to Level up effect and updated visuals.Added failsave for saving and loading retrieve machine inventory. Updated UI windows with new fonts. WIP reworking inventory screen. Updated Level up particle visuals.Updating UI Inventory. Added logic to drag and drop items from inventory to empty space on the screen to drop items.Rearranged Inventory UI panels. Added new UI assets.Updated inventory boc visuals. Added new UI assets. Changed paperdoll camera possitions. Added a pause check to prevent riposte and aimed stance to fire their combat UI animations during pause. Thank you for reading this Dev Update, and I will see you in the next one :)Wojtek Michal WisniewskiRead full article on Community Announcements (heavyshieldgames)Patch NotesOfficial
Development Update 41 - New Ranged Weapon Aimed Stance and Locomotion system
Hi, this time huge locomotion updates - now player character moves using root motion so locomotion animations feel more heavy and have more contact with the ground, way less "sliding" of the feet on the ground. Aside from that I've added ranged weapon "Aimed Stance" - now ranged weapons have bullet spread and you can use the Aimed Stance to focus that spread to a minimum value and increase ranged weapon damage but at a cost of Focus (Mana), and with a reduced movement speed. Updated aim offset logic for big enemies for smooth rotation during skills. Added look at hero rotation spawn for bosses. Updating enviro light shaft visuals.Updated lightshafts visuals.Added base logic to change ranged weapon targeting cone angle while in Aimed State. Updated Laser pointer visuals.Updated Bullet spread logic for hero ranged weapon attacks. Updated Mech suit walk animation speeds.Changed locomotion logic to be mainly root motion based. Updated all hero and Mech suit locomotion animations play rate. Adjusted other locomotion based logic like dash and mech gliding to work with new locomotion system. Added new dash jump anim. Created new Mech suit root motion walk/run blend.Changed laser pointer to start from projectile spawn point for gun weapons. Changed root motion deactivation while performing melee attacks.Updated Steady aim and aim energy consumption logic. Updated handle boosters logic while steady aim is active. Cleaned up Steady aim logic.Added logic to increase ranged weapon attack and crit chance with Aimed Stance Power. Added visual progress bar for Aimed Stance power gain on combat UI. Fixed ranged weapon damage when in Mech Suit to get proper assigned mech weapon damage value. Changed weapon stats.Added new visuals for Riposte power accumulation and Steady Aim on combat UI screen. Updated other Combat UI elements.Added new ranged weapon aimed stance stats to item generation logic. Prepared new stats calculations in equipment logic.Thank you for reading this Dev Update...Read full article on Community Announcements (heavyshieldgames)Patch NotesOfficial
Development Update 40 - New Guard Stability and Riposte power stats
Hi more melee combat improvements! Added new Block and Riposte logic - each block increases riposte damage meter that increases the riposte attack damage multiplier, each weapon type has its own riposte multiplier limit. I've also added the new riposte meter to the UI combat screen with additional sfx and visuals. Block also requires stamina (Energy) now + each weapon has a Guard stability that absorbs some of the stamina cost of the block. Aside from that, more fixes and adjustments in other areas. Added logic to load block and quick animations from weapon BP. Fixed clear turn in place animation logic. Adjusted logic for keeping hero rotation while shooting ranged weapon. Prepared base for adding quick attack power multiplier after block.Added new Max Riposte Power multiplier stat to melee weapons. Added stat to tooltip and item stat calculations.Added new Block and Riposte stats and added new calculation for riposte multiplier and stamina cost for blocking. Added new temporary stat increase cards.Added new stats to all tooltip windows and character stat screen as well as added all calculations for the new stats.Replaced old AOE logic for some enemies with the universal ground damage actor. Added damage vector point to all attacks targeting player. Prepared base for showing on UI the Riposte Accumulation bar.Added riposte progress bar calculations for UI combat screen.Added new assets and updated riposte UI progress barAdded new max riposte power sound. Updated Riposte panel visuals and added animated fire on max riposte power. Added logic to appear and hide riposte power depending on if melee weapon is equipped. Cleaned up basic attack boolean check resets (cleaner logic).Added min riposte power accumulation value for weapons if generated number is below the minimum reset value. Prepared base for RMB ranged weapon Steady Aim logic.Updated item calculation logic to only calculate for the selected character (hero or mech). Removed unused calculations for some stats....Read full article on Community Announcements (heavyshieldgames)






