Building the Shrine

Thumb & Tomb has had meta-progression for a while: every run banks Souls, and you spend them between runs on new classes, gear and perks. Until this week those perks were three lines of text on a menu. I'd pictured something else entirely: a place. Doom Eternal's Fortress of Doom, the Space Rig in Deep Rock Galactic. Rooms where everything you've earned is out on display. So we built one.

The Shrine from its entrance: a long stone hall, tall pointed windows, and a pillar of skulls with a fire burning on top.
The way in.

A cathedral in four colors

The game is a first-person grid crawler: a raycaster drawing in four colors, Game Boy style, where a "room" is walls one cell apart. To make the Shrine feel big, its walls go three stories up, with tall pointed windows of moonlit glass and a ribbed vault overhead. It runs on the same engine as the dungeon, with the same controls, so you walk it a cell at a time.

The skull pillar

In the middle stands a pillar of skulls. It's drawn like walls rather than as a sprite, so it has real mass, with half-height mounds of skulls round its foot. Each side is a perk: VITALITY to the west, EMBERS to the north, FORAGER to the east. Face a side and offer your Souls. On top burns the same fire simulation as the title screen, and it grows with every rank you buy.

Close to the pillar: stacked skulls, mounds of skulls at its foot, and the fire on top.
A perk's niche in the side of the pillar, a fire burning inside it, and its plaque: VITALITY II, offer 40 Souls.
Each perk's niche burns brighter with every rank.

Laying it out

I wanted to shape the room myself, so a little map editor came first. You paint tiles on a grid and walk a live preview of the room in the browser, which runs a JavaScript copy of the game's renderer. When a layout feels right, it gets baked into the game. The hall you walk is the one I painted.

Depth

The stairs down in the dungeon already fake depth: the ray carries on past the wall into a stairwell behind it. The Shrine does the same for everything set into its walls. There are display cases with shelves you see the tops of as you pass, statue alcoves, deep window reveals, and a great arched door at the entrance whose rings step back into the stone. Walk past any of them and the insides slide against the frame.

A display case seen from the side: its shelves recede into the wall, a short sword and a long sword lying on them.
A display case, from an angle.

Everything you've earned

Then came the trophy room part:

The bone wall: a grid of niches, some holding monsters (a goblin, a rat, a skeleton, a dragon, an orc), the rest holding dim skulls.
The bone wall, a few runs in.
A statue in a pointed alcove, standing on a plinth with a gold edge.
A gold trophy on a stone pedestal in the middle of a hall.

Cards

Walk up to any of them and press A for a card with its numbers. A class's card shows its runs and wins, its deepest floor, its fastest win, its streaks, and the monster that kills it most. To feed the cards, the game now records stats for every class, weapon and monster, starting from your next run.

The Knight's card: first run, runs 14, wins 2, deepest floor 21 at Heat 1, fastest win 18:32, streak 1, best 2, kills 431, bane wraith.

The room changes

Finish a set and the hall answers. Own every class and the banners unfurl. Find every weapon and the cases gild. Meet every monster and the bone wall's sills turn gold. Light every pedestal and the great door stirs.

The great arched door at the Shrine's entrance, its rings of stone stepping back to a pair of iron-strapped doors.
The great door. Light every pedestal and see what it does.

What's next

Each class is getting a statue of its own, and the cases will get more to hold. Thumb & Tomb is in development and coming to Steam.

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