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Watch trailer on Steam ↗Coilbound
lundstroem · Published by lundstroem
Last updated 5 Sept 2026
A challenging but lighthearted Mystery Dungeon-inspired game set in a dark fantasy dystopia. Venture down into the Coil to find adventure, despair, and perhaps salvation.
Free
RPG, Strategy · More free games
About this game
Preface
The small village of Providence was conquered by a foreign power and turned into a salvaging colony for extraction of the artifacts located below, in an ancient dungeon called the Coil. The ruling masters control the forces of reincarnation within their domain, and thus have a never-ending supply of new workers (you). Your quest is to find a way to end this perpetual cycle. Your only lead so far is a tale of a glowing orb seen on floor 100 that supposedly could grant any wish.Gameplay
Coilbound is inspired by the classic roguelike style of gridbased movement where each action from the player moves the game world one tick. So you can take all the time you need to strategise your next move, or just play in a tempo that feels comfortable. Movement is restricted to 4 directions.Every time you start a new game or are reincarnated, you take the form of a randomly selected new hero with its own strengths and weaknesses. It will be up to you to utilise these to the best of your efforts to progress.
The default game loop is to venture down, collect as many persistent items as possible to use on the next run and escape using Recall. If death occurs you will lose all progression (unless you hold the Retain item).
The further down you go, the better the chance of finding rare loot is, so the risk/reward mentality is often prevalent. Will you gamble with getting a little further even though the greed might make you lose everything?
Items
Some of the items you will find on your quest are:- Potion: Heals 20 HP.
- Raise flask: Raises a corpse to fight for you.
- Charm flask: Spawn charm dust. Changes faction to same as user of item if touched
- Bomb: Can damage mobs and destroy walls.
- Barrier: Prevents movement on tile to keep mobs away. Has high physical defence but will eventually break.
- Firebomb: Spawn flames that spread on the ground causing burn status.
- Poison flask: Spawn poison puddles on the ground.
- Poison resistance: Increase resistance to poison. Effects stack and if >100% then HP will be gained instead.
Utilising the appropriate items in relation to mob placements, terrain and current character status can often make the difference between life and death. Learning about various mob behaviours and weaknesses will continually make more situations readable.
Many of the items also have magic equivalents. Can be utilised if tomes are found, and the player has enough MP to cast them (based on intelligence or wisdom).
Fragmented story and Questlines
A lot of the world of Coilbound is learned through item descriptions, which provides a non-intrusive way of telling the story. You will also meet a number of custom NPCs appearing in various parts of the Coil, some are friendly and some are not. Many can provide valuable insights and items to help you on your quest.The Coil
A procedurally generated, interconnected dungeon with stairs, warps, sections and cracks where you might fall through the floor. Stairs might break, thus making backtracking more challenging.For every new run you get a new 100 floor dungeon with random room, biome, item, mob and NPC placements.
Once you enter the Coil, you cannot easily go back home. Life is harsh and can easily grind you down. Hunger, plague or fierce mobs might prove too much. The most optimal way of getting out with honor intact is to use a special item called Recall placed somewhere below.
When using Recall, you return to Providence with character level reset to 1, though any permanent stat modifier increase gained will remain. On your journey down you will find various items like food to ease hunger, armour, weapons, potions and spellbooks. Some items are blue in color which indicate that they are persistent and can be salvaged using Recall.
After taking persistent items home they will turn forever persistent (purple) which means that they will not be automatically lost upon death if user holds a Retain item and has enough Retention.
However the more forever persistent items the player holds, the Devil's weight increases and the further down Recall is pushed.
Despite the name, all forever persistent items are not forever since some of them have durability, and some cannot even be repaired.
Replayability
Due to the procedural style of the game world, runs can look very different and even though you might not get very far every time, you might get some new insight that lets you get further the next.Audio
All music and sound effects in Coilbound are generated in real time in an 8-bit chiptune style.System Requirements
Will my PC run this? →Minimum
Minimum:
- Requires a 64-bit processor and operating system
- OS: 64-bit operating system and CPU
- Processor: 64-bit CPU
- Memory: 2 GB RAM
- Graphics: Graphics card supporting OpenGL3.2
- Storage: 2 GB available space
Recommended
Recommended:
- Requires a 64-bit processor and operating system
- OS: 64-bit operating system and CPU
- Processor: 64-bit CPU
- Memory: 2 GB RAM
- Graphics: Graphics card supporting OpenGL3.2
- Storage: 4 GB available space
Supported Languages
English
Latest news
AnnouncementsOfficial
Devlog: Week 35
This week my main focus was to try and make one of the major custom scripted events that will exist in the game and complement the procedurally generated content.I had as a summer-project to architect more characters and questlines but it fell short as my mind was entirely elsewhere (mostly in programming honestly) and I realised that I'm much more of a gardener in this case. Coming up with things on the fly is a lot more fun, and doesn't always have to lead to a worse end result, so that was a good insight. However some things can surely need a lot of tweaking once in place to really fit integrity-wise.Anyway, the story goes like this: In the magic biome, where the essence has pooled up to critical mass there were some ancients long ago that built a reactor for manufacturing soldiers. Scholars in Providence researched it but never quite managed to understand it. The desperate times of invasion and later enslavement into a labor camp forced them further as a last desperate measure to try and make use of it, but time will tell if it was a fool's errand or not.Another thing I realised about making custom scripted events in this game is that the player has a huge amount of agency, depending on current inventory and EQ, and as the game is challenging, I wouldn't want to restrict the player's ability too much for taking advantage and breaking it various "controlled" ways as that is really how the game is played. I will however try to limit the amount of uncontrolled ways as these might end up as crashes or corruption in persistant storage etc, so for example I felt the need to add unbreakable blocks to wall off at least some functionality.To summarise; a first major event successfully implemented that sets a kind of structural blueprint for the rest of the games scenarios.Read full article on Community Announcements (lundstroem)AnnouncementsOfficial
Devlog: Week 34
Initial feedbackThis week I picked up development again after a quite extensive summer break. Before summer, I felt the need to digest what I currently had, and to get some initial feedback. The main comment people had was that the difficulty level was too high, which I could somewhat agree on, especially early game so as a first step I increased the player starting level for each run from 1 to 3. Though the vision I have in mind regarding difficulty for this game is that it should be dangerous most of the time, so you will need to use everything at your disposal as a counter-measure, and when applied right will give you an advantage. Tied to this is also the survival aspect, and limiting loss for situations where you cannot escape, to give you the best start for the next run etc. So being able to read risks and opportunities and playing smart will be key (and a learning experience).More options will be added to give even more creative solutions, but in the end if that isn't enough, further general difficulty balancing will also be done. -Populating the CoilI had a few ideas during summer about how the variation of areas should be going down, and it landed in a kind of oscillating biome distribution where each biome is represented by an element. Each floor after level 5 will therefore have a biome type and strength. Strengths will start at 0, increment by a somewhat random value for each floor up to strength 100 and then reduce by random amounts until zero is reached where a new random biome type is chosen. This means that for each new run, the path down will most likely go through all various biomes in random order, which depending on how well you are equipped for each one will require you to adjust your tactics. Sometimes it will be best to just try to escape down to the next one if you are too ill equipped. Each biome will have its own set of special NPCs, mobs, items and mechanics which can be learned and utilised, which will also affect the tactics you can appl...Read full article on Community Announcements (lundstroem)AnnouncementsOfficial
Devlog: Week 19
Most of the focus this week has again been on preparing for a first private test build of the demo. This included adding support for persistent logging of errors and versioning.There is of course a ton of content left to produce, mostly for the full game but it's high time that I got something out that someone else can try out.My plan currently is to iron out the roughest edges in a private test version and open that up to public once it's good enough.Even though my first vision of this game was very clear, it's taken me a surprisingly long while to really understand how its core experience should be realised. Hopefully I'm prepared now to see which feedback is relevant or not in terms of how well it aligns with it.Changelog:Improve error log messages context for storing in persistent log.Show all additional mods in weapon description.Fix item pickup dialog lingering after death.Add ice vulnerability to Fireslime King.Ensure that random rings and amulets have at least one mod type added.Add questitem Barkcake.Limit usage of special summons in hub.Show doors on minimap.Fix border around Providence minimap.Increase elemental damage rolls.Add more elemental spawns from attacks with elemental mods.Test duplicate when inventory is at max capacity (32 items).Investigate rng_store range limits.Enable appending errors to persistent logfile to review after playtesting.Add separate logging for audio thread.Disable japanese language in intro (for now).Change crackled black floor to a softer tone to blend with white in ice biomes.Fix bug where Bombur steals Barkcake.Add Recall location to ingame console after goddess conversation.Add support for left analog thumbstick for apple platforms.Add support for left directional thumbstick for SDL target.Remove language option setting for now.Add silly music 2 to Queen reward dialog and tutorial rewarder.Add version and build number, visualise under menu option.Update Linux / Steam Deck build.Read full article on Community Announcements (lundstroem)AnnouncementsOfficial
Devlog: Week 18
This week I started realising an idea I had for how elements should be distributed in the world.My original idea was that various parts of the Coil should have different elements, and these would affect the visual appearance, item properties, mobs, and custom events therein (depending on the strength of the elements).Each floor now has a single biome type and an element strength of 0-100%. Above 80 and the features will be significantly prominent.The current types are:FirePoisonPlagueIceMagicLightningHolyDarkFor example a floor with fire biome of strength 100 will have the highest chance of producing items with fire damage and resistance, as well as mobs featuring these properties.Depending on which items and spells you currently have, some biomes will be more accessible than others, for example if you have a weapon with ice damage and lots of fire resistance gear in a fire biome.A resistance value above 100 will let you absorb damage as health, so it can be a real game-changer.For every item and mob spawned on a floor, a biome strength roll is made to determine if element adjustments should be applied.Biome element variations will bring another layer of tactical thinking on top of navigating the risks and opportunities already available. A common scenario could be that you try to travel between biomes you are better prepared for while stacking up more general purpose gear.For pivoting purposes I thought it could be fun to add a rare item that turns all your equipped resistances into a single random type. High risk/reward with a probable radical change of tactics.For current testing purposes, each floor has a completely random biome type and strength set, but I plan to do a more dynamic distribution where strengths and types ease out over time, maybe by using a sine function with various phase length where biome strengths are set from its amplitude. Maybe also restrict some biomes to certain floor intervals etc.My original idea included having the Coil as a voxel gr...Read full article on Community Announcements (lundstroem)AnnouncementsOfficial
Devlog: Week 17
There were a few lingering things to look into to conclude the SDL3 migration, like borderless fullscreen, audio handling and setting correct glyphs depending on gamepad type. I also took the opportunity to add SNES inspired button glyphs to iOS for the onscreen buttons. If you connect a Dual Shock or Xbox controller, the ingame glyphs will be updated instantly to reflect the change and then revert back to onscreen buttons again on disconnect.In general lots of engine, platform and stability related things. Hopefully next week I'll be able to focus on some more content development.Changelog:Fix low latency audio on Windows.Fix borderless fullscreen mode (mac / windows / linux).Show correct glyphs for Steam Deck controller.Add quit main menu option to trigger autosave before quit in cases where quit event is not detected (Steam Deck).Fix total damage not shown in item description.Show current break resistance in item info for related itemsBalance item levels to range 1-100 instead from 1-6.Improve robustness and error monitoring for enum switch cases.Add savefile versioning including visual error if mismatch. Full version will include version migration handling.Update iOS onscreen buttons with glyphs, add L2 R2 and downsized landscape mode in upper half of screen.Add SNES button glyphs for iOS onscreen buttons.Remove shop music from explore (for playtesting). Limit decorations destructible by attack to types grass and bushes.Fix recently added error checks for invalid enum occurrences.Fix inactive tile entity sorting.Enable palette swap for single tile decorations.Read full article on Community Announcements (lundstroem)






