Going Deeper [Alpha 13] By NRFB Games

NRFB Games released a new game called Going Deeper and the version is Alpha 13. The game’s story is about Going Deeper is a single-player erotic roguelike/management game. You take on the role of an Inquisitor, a divination mage serving the goddess of knowledge, who has been tasked with investigating the sudden appearance of a dungeon of unknown origin. On reaching the site, you find that a team of Knights from an allied faction is already there. Teaming up with the three female knights, you take on the duty of mission control.

Developer: NRFB Games
File Size: 417.1 MB
Version: Alpha 13
OS: Windows, Linux
Languages: English
game details

Game Version Changelog:



  • Added Sex mechanics/scenes to several monsters.
  • Added a list of what damage types/status effects all monsters/traps are able to inflict to research notes.
    • Requires researching a given threat to research level 2.
  • Added the ability to view multiple portraits of characters in the research notes based on unlocked scenes.
  • 1 new camp sexy scene
  • 1 new monster
  • 1 new status effect (it’s sex)
  • 12 new skills (and a re-adding of the Entropic Touch skill)
  • 2 new curses
  • 1 new spell
  • 1 new monster status effect


  • Set monsters/traps to revert stats to base stats before recalculating stats due to status effects.
    • This fixes the “invincible flower girl” issue, among some others.
  • Map generation now waits until a floor start cutscene is completely finished before continuing with other steps.
    • This fixes the issue where internal dungeon UI state could end up out of sync with how it visually appears when a cutscene is played at the beginning of a floor.
  • Added a direction picker control for some skills (The Alley-Oop, Parting Shot) rather than having them rely on the character’s current destination.
  • Lowered the amount of particles in camp location boxes.
  • Added the total number of curse ranks remaining to the second tab of the full ally stat sheet.
  • Added spell list to research notes. Nothing to actually research at the moment, but some people wanted this to be a thing for whatever reason.
  • Added a slight tint to the screen edges based on negative stat totals (can be turned off in the display options).
  • Added a button in the options menu to pop up a list of currently loaded mods.
  • Fixed Counter Stance scaling off of current attack rather than base attack (the latter was always intended even though the description on the status effect said otherwise).
  • Fixed an issue where Anonymity’s Scry cooldown increase would not work correctly.
  • Fixed an issue where removing an ally’s currently equipped special skill would not remove it from some parts of the UI.
  • Fixed Addled not stopping special skill activation when activated through the stat box button (and changed the description slightly).
  • Updated the Desire Manipulation tutorial with images to match the previous UI changes.
  • Fixed an issue that was preventing the Imp’s Booty scene from activating.
  • Fixed Chunky applying +133% base health and +75% base attack rather than +33% base health and -25% base attack.
  • Fixed Nullifying applying +110% base complexity rather than +10%.
  • Fixed Alert Phase applying +125% base accuracy rather than +25%.
  • Fixed the scroll bar overlapping options in the witch den menu if there are enough options for a scroll bar to be present.
    • Also fixed the Witch’s Den not closing when using the close window keyboard shortcut.
  • Added “All” as an option to autoplaying events in the dungeon
    • Also moved the autoplay event options into a dropdown with the options of “None”, “New”, and “All”.
    • Also also moved the Show All Details and Autoplay event options into the project settings, meaning they get saved in the override config file just like resolution, text options, etc.
  • Changed Elli’s Waking Up Late event to only have a requirement of her having embraced the Sloth curse.


  • Ally Behavior
    • Allies will now prioritize SOME automatic interactions over attacking/disarming.
      • Monsters now get an opportunity attack (as in attacking with a bonus) against allies that interact with others instead of doing combat
  • Status Effects
    • Nerfed Restricted from 25% of Reflex to 20% of Reflex
    • Nerfed Drained from 25% of Willpower to 20% of Willpower
  • Skills
    • Buffed Parting Shot: Now scales off of Reflex rather than Physique.
    • Buffed Revenge Journal: Now a special skill. When Special Skill is used, all monsters on the floor are Marked. When this character suffers a Corruption Break, this skill’s cooldown is set to 0. No longer requires a skill with the Marked tag to learn. Can no longer be learned naturally.



  • Added systems for Interaction and Special Skills
  • 2 new camp sexy scenes
  • 2 new traps
  • 19 new skills
  • 2 new curses
  • 3 new monster status effects


  • Gaining a fury stack (going from 1 -> 2 or 2 -> 3) will no longer display an event in the log stating the character lost Fury status.
  • Decreased the time before a tooltip will appear over any UI control from 0.5 sec to 0.1 sec.
  • Added an indicator to show what camp location is currently selected.
  • Added color coding to the names of allies in their camp activity descriptions.
  • Most windows that previously would not close when clicking outside of them now do so.
    • The Desire Manipulation window still intentionally does not
  • Fixed a bug where monsters/traps that spawned in rooms that had already been explored would not be set as “active” for the purpose of triggering effects when the room was explored again.
  • Fixed a previous optimization step where monsters/traps that were not set as active would be checked for on scry effects because they would only be counted as active after the scry.
    • This was mostly an issue with Runic.
  • Fixed a bug where obstacles remaining to lose Well Rested status was not being properly maintained between floors when not going back to camp.
  • Fixed errors with text callouts during tutorial.
  • Fixed the Corruption Wave UI elements showing during the tutorial.
  • Fixed a bug where the Clarification spell was attempting to change “amount” rather than “duration”, causing it to not work.
  • Fixed a bug where the Shield Maid’s initial spawn event would not properly change the room type to a monster room.
  • Set Lucette’s “Concern” scene to not show a hint in the research notes (to not encourage people to seek it out and cause problems for their run).
  • Fixed an issue that was causing curses with trackers to not properly track their variables (don’t know how this wasn’t reported)


  • Monsters
    • Slightly buffed the base stats of many monsters.
    • Slightly increased stats granted by some monster modifiers.
    • Increased the minimum floors completed before the Drider can spawn.
    • Buffed the Pressuring monster modifier to also prevent special skill cooldown from ticking.
  • Traps
    • Slightly buffed the base stats of many traps.
      • Aside from artistic nude, which was veeeery slightly nerfed.
    • Disallowed Shocking Orb from spawning with Nullifying.
  • Floor Generation
    • Decreased the range of how many chests can spawn, especially on later floors.
  • Status Effects
    • Flow State is no longer considered a Morale Bonus.
    • Scatterbrained is no longer considered a Morale Penalty.
    • Captive now cancels Mobility effects (although there weren’t any mobility effects before this).
  • Skills
    • Changed Conduit’s requirements from 26 Willpower to 13 Focus.
    • Slightly increased the Willpower requirement for Spellsword from 25 to 26.
  • Curses
    • Reverted previous Scatterbrained buff (having scatterbrained not decrease from movement is a PROBLEM as it would mean getting stuck in a daze loop).

Developer Notes:

Hi. This is an entirely new game made entirely from scratch in Godot by me and only me (aside from some of the assets). My goal is to create a game that is fun to play, with mechanical depth, while also offering a good experience as a porn game.

The game is currently in Alpha. This means that updates in the immediate future will focus much more heavily on implementing gameplay systems/mechanics over large amounts of new written content/scenes. That’s not to say that there won’t be ANY new content in updates. There certainly will be! It’s just that the amount will be somewhat limited compared to how updates will be in the eventual Beta version.

Note that this game will ask that you either: A) Engage with the mechanics and actually play it like an interactive experience and not a passive one, OR B) Accept that you are more likely to face consequences for not doing so, up to and including possibly losing the game (which has rogulite metaprogression anyway)

Game Images & Screenshots


ExtrasModding Documentation

Leave a Reply

Your email address will not be published. Required fields are marked *