This first scene is from Level 1 of the dungeon, in a room that is open to the sky, which I thought was a rather nice touch. As if it is a reminder of the last time you will see clouds before descending further below. Another neat thing is that even though this is presented as a first person dungeon crawler, whenever characters are dismissed or separated from the party, they will appear as a 3D model in the game. The blue guy is our Artisan/Mage, who got lost after we hit a teleportation trap that scattered all members of the party. We had to regroup one by one until we located him here. You can see in the text message log at the bottom right corner, "Somebody else is in the room!" That indicates another player character has been found.
The peace symbol at the top of the screen is used whenever the party enters a room and crosses paths with other creatures. Not all such meetings are immediately hostile (although some are instantly deadly) and sometimes the player can even parlay with inhabitants of the dungeon or monsters might ask to join the party. In this room, besides our lost party member, it looks like we encountered some rock snakes who were peaceful. The second row underneath the party portraits on the lower left corner is reserved for "companions" that can be attached to each character. These are the monsters who join. They usually don't last very long, but some of the stronger ones can be helpful.
Regarding the UI layout, the central mini-map at the bottom of the screen is of high detail, though it can disappear along with coordinates if the party becomes lost. The scrollable information log on the right makes it easy to keep track of the combat, which can fly by pretty quickly. Again, the text window lower on the screen communicates other types of important information to the player.
Now this below is a screen taken back in town. The way towns work in Demise, they are 2D screens represented by various buildings, which you can slide using the left and right arrows at the top. It is very similar in this regard to towns in Wizards & Warriors. Demise works as a roster management role-playing game, where the player can create any number of characters and assemble multiple parties. At this time, I was running our "back bench" team made up of carnival freaks: player races that include Giants, Trolls, and... Elves. They would be sent into areas of the dungeon that were already explored, for the purpose of finding tomes that boost ability scores, or the much valued green gems that were used as a beacon and recall system to navigate the depths. The capture below also shows the character sheet, which can toggle between four different panels of statistics, and the pop up interface for exchanging gold between party members. The town also included a bank, where each character could deposit money and items to be saved for a later time. It was also useful to create "mule characters" for the explicit purpose to dump items that might be cursed, but nevertheless needed as part of guild quests in the future.
Back on Level 1, another example of a party member who was dropped off to wait in the dungeon and available to recruit again. One of the things I enjoyed about the level design, is that rooms were not necessarily featureless. There could be furniture, paintings, statues, satanic imagery... the player could find just about anything, and often more horrible discoveries the deeper they explored. This made the constant backtracking through dungeon floors grow easier as you start to recognize landmarks and commit a path to memory. The combat log below shows the message when a Grael Maggot offered to join the party, and was attached as a companion to the first character.
Level 1, encountering a Tyke, which was a little dog. But further down the hallway is a peaceful Dragette who I think would join the party. The bloodstain on the floor is welcoming. An interesting feature of combat was how XP would be awarded to only the character who landed the killing blow on a creature. This would often be the frontline fighters. So it would become required sometimes to swap positioning if you wanted a character to get more XP, such as if he was close to training. In the text log at the bottom, it indicates a switch of the party leader.
Here is an example below, where we intentionally placed our Mage in the first position, likely so he could pile up more kills and thus more experience. It seems to have paid off, as on level 4 are found the dreaded Ants. According to the combat log, he must have unleashed something that wiped out four groups of seven ants. We also found a Crystal of Healing. The itemization in Demise is top notch, both with constantly finding higher levels of equipment to gear up, or miscellaneous items that duplicate spectacular spell effects.
On Level 9 the party encounters our first dragon, Morgoth, in his lair! Notice the skull and crossbones above. This was not a peaceful encounter.
Elsewhere on Level 9 of the dungeon, a lot of fighting going on. Our party's paladin wiped out three Skuldragls in one turn. The text window says he completed his quest, so that was probably a guild quest to
murder bring to justice a Skuldragl. Each class, or guild, would give out tasks at certain intervals that the character had to perform before being able to advance further. These were either to kill specific target or bring back an item from the dungeon. Sometimes, this could be circumvented (Such as if the containment store in town had the monster type for sale, you could buy it, release it in the dungeon and then kill it.) or if it proved to be a hopeless goose chase, the character could surrender the quest, but be knocked back in experience a few levels.
Some encountered monsters were invisible, and characters had to possess either a spell or an equipped item to detect them. Otherwise they would should up in the log as an Unseen Monster.
Moving on to Level 15, and fighting a group of four Conjurers. Our party's Saris Thief must have had a sword at this time with a chance to poison on a successful hit. On the XP indicator at the bottom right, it shows 3,911 TP. That stands for "to pin", which was an interesting concept Demise introduced. At a certain XP total when a character has enough to train, they would not be able to gain any more experience. This necessitated a trip back to the surface to visit the guild. It created a loop of playing where you would try to push as far and deep as you could into the dungeon, but also an incentive for needing to return to town. If the party ever gets wiped out completely, they would lose all their gold on hand, which is a frustrating experience. And also why you store up gold in the bank.
On Level 17, we fight two groups of enemies simultaneously. One is a group of 5 Spellbinders, and they are accompanied by 2 Warlocks. This is where the pause option of the game comes in handy. Hitting the Shift and P buttons on the keyboard, would stop the real time combat, and allow the player to select different groups to target, to select spells or use items. It made the default fluid combat much more tactical.
Down in the text box, a Gredlan Footpad says, "Thanks for the Potion of Invisibility". This is because some monsters in the dungeon could steal items from the party. Cheeky bastard. Although if you catch the scoundrel and kill them, you might recover the stolen item.
Also on level 17, we fight a group of 3 Ethereal Demons and 5 Vetches. The dungeon isn't getting any more forgiving. Thankfully, our thief landed a Backstab and poisoned a monster in the same hit. Nice.
There were a lot of spell casters in these areas. On level 19, another encounter has us face 2 Illusionists amd 2 more Spell Binders. The combat log here shows that Demise used a monster identification system, similar to Wizardry, to properly discern the name of what you are fighting. These two illusionists combined to cast Deadly Harm on me for 121 points of damage. Ouch! That was hot!
Deeper still, on Level 20, this screen shows a Drakul. Actually there were two of them, and it looks to have been the third group of monsters in this encounter. But a Cause Wounds spell from our Mage must have helped wiped out the others, and I see one Unseen Monster fled the battle.
One of advantage of bringing along a thief or Explorer, they could often detect events in the dungeon, such as traps or other peculiarities of a room, giving advance notice to the party.
Things get increasingly more deadly on level 23. According to the information logs, our Paladin was electrocuted to death. When this happens, the character is detached from the party inside the room. This is noted by the message, "You smell a dead body in the area!" The player then has the option to resurrect the fallen, if any other characters have the means to do so. Once revived, that character is then 8 weeks older. Yes, there is aging in Demise.
On a side note, after this most unfortunate turn of events, I notice in the combat log our characters promptly cast Electrical Resistance on themselves. This is good aversion therapy.
On Level 24, we encounter Wizards and Monks of Chan. We apparently had taken a lot of damage previously, and even lost our sense of direction. probably from a spinner trap.
Some more exploring Level 24, and more wizard-type enemies. This group introduces the Apparitionist. If I remember correctly, somewhere around this level sections of the dungeon took on contrasting themes in their surroundings. One quadrant was truly demonic in both appearance and enemy composition, while an opposite side was more angelic. This lead to the area being referenced as "Heaven and Hell". Other features of the dungeon levels in the range of the mid-twenties was a giant pyramid that spanned several floors. Along with graveyards, forests and water levels, these features made a monolith dungeon crawl feel more like a game world.
Even on Level 24, the party can still make friends. This giant looking guy joins up with our paladin. Fight well, brother!
For the last screenshot, here is another example of how intricate the class system was in Demise. In addition to the little quests that character would get now and then as they advance in their respective guilds, at one point around character level 100, they are instructed to go to a guild specific zone in the area. There was one designed for each class, like a gauntlet that only characters of designated profession could access.
This below, is me completing the Warrior guild training. It would be a difficult run for a solo character, however I also had another warrior Giant who was parked back in town. Took him along, and we barely made it through this section, reaching the altar and then using the green teleport to get the hell out of this place.