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Dark Gates

Dark Gates - 0.6.0

Bartosz Debski (braqoon)



Game inspired by paper RPG tiled game "Death Maze" or "Labirynt Smierci" released in Poland long time ago. Game will feature random generated maze (while you playing), monsters, treasures, etc. Aim of the game is to find Dark Gates and kill Unnamed in order to destory Dark Gates.

Play Dark Gates


At the end of 2013 Dark Gates just reached 0.6.0 version. This one is a first after Poznań Game Arena expo and includes first batch of improvements based on feedback that I had received from all those kind peoples that wanted to play Dark Gates and shared their opinions at PGA 2013. As usual this release features some additions, changes and bugfixes. I have promised last time that I have squashed all of game braking bugs but my friend who tested the game have found 3 ! I stand corrected, thanks Darek. Let's start our tour on what's new in version 0.6.0:

Life indicators

One of the most common questions coming out from play testing on PGA was how much life our heroes and monsters have. Outcome of this is that now monsters on easy and normal difficulty levels will have shown how much life they got. On hard there is no indication. Unnamed will not have life indicator regardless of difficulty. This change introduces new fight tactics but also lowers overall difficulty of play as you can make more educated choices.

Monster Life Indicator

There is also new indicator for heroes. Each hero will have now a life indicator in format current/max life. Change should help in better team management.

Ranged weapons in first row.

This release features also ability to use ranged weapons in first row, while in fight. If a hero have no adjacent enemies  in front or on the sides then it can use ranged weapon or spells. Previously heroes in such situation would have been skipped, now they are back in action.

Visual enhancements

From now on you can encounter some remains of lost battles or previous heroes in the labyrinth. This is purely cosmetic and hopefully will bring more variety to an eye. That is just the beginning as that was some code change to accommodate 'non-interactive' items. If you like what you see please tell me about it. It's quite easy now to add more.

Return to the adventure

Since save system has been introduced, whenever you decided to save the game and then return to your adventure, all monster stayed as they were. That was not intended in long term and finally has been fixed. When you decide to continue your adventure and you will return to labyrinth all monster are hostile. Game assumes some time gap between re-entry to the dungeon.


As mentioned earlier, three game braking bugs has been found and fixed. Probably most annoying one was a game crash when an upgraded hero attacked the monster. This has surfaced after upgrade levels has been lowered.

Steam Greenlight

And another big news, Dark Gates is now listed on Steam Greenlight. I would higly appreciate if you got a minute spare and click on link below to vote on Greenlight. Hopefully with your help Dark Gates will appear on Steam store. This already raised a question about keys from Desura - will Desura supporters will get Steam key if game will get greenlit ? I can only say that I will definitely try to make it happen. Watch this space for info.

Changelog - Release 0.6.0


New: In fight avatars: Matthias, Corran, Zuryk, Ravon-tith, Gerudirr

New: Easy and normal difficulty now have monster life indicator, hard don't. Unnamed regardless of difficulty level, life indicator will not be shown.

New: Visual enhancement to the labyrinth.

Change: Hero life indicator in fight arena now shows max life eg. 5/10.

Change: Use ranged weapon or magic from first row if hero don't have anyone to attack in adjacent fields.

Change: If in team movement phase, UI skip description is changed to "end of turn" to make clearer how to get you from that phase.

Change: Exploration menu and more stats are now showing max and current life indicator.

Bugfix: All monsters are now hostile after team is returning to labyrinth.

Bugfix: Game is crashing while in fight (to much power) - problems with upgraded heroes.

Bugfix: Undead are among us. Heroes killed by door are still kind of present.

Bugfix: Game crashes when you die in final fight.

Play Dark Gates on Desura or on Gamers Gate


Home Page:


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Dark Gates - 1.1 - Apr 3, 2015
Dark Gates - 1.0 - Jan 7, 2015
Dark Gates - 0.9 - Aug 26, 2014
Dark Gates - 0.8.0 - Jun 10, 2014
Dark Gates - 0.7 - Apr 9, 2014
Dark Gates - 0.6.0 - Dec 27, 2013
Dark Gates - 0.5.0 - Oct 29, 2013
Dark Gates - 0.4.2 - Jul 11, 2013
Dark Gates - 0.4.1 - Apr 26, 2013
Dark Gates - 0.4.0 - Apr 5, 2013
Dark Gates - 0.3.1 - Feb 6, 2013
Dark Gates - 0.3.0 - Jan 21, 2013
Dark Gates - 0.2.1 alpha - Oct 29, 2012
Dark Gates - 0.2.0 alpha - Jul 30, 2012
Dark Gates - 0.1.3 alpha - Feb 24, 2012
Dark Gates - 0.1.2 alpha - Jan 31, 2012
Dark Gates - 0.1.1 alpha - Jan 12, 2012
Dark Gates - 0.1 alpha - Jan 8, 2012
Dark Gates - 0.1a - Jul 26, 2010
Dark Gates - 0.01  - Jun 7, 2010 account Comments

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January 27, 2015 12:03pm - Bartosz Debski - nickname: (braqoon)
Carsten, no :) I would not try to sell a game with an open source. But I'm happy to help you / show you how I did some stuff if you are interested.
January 8, 2015 10:36pm - Carsten Eggers - nickname: (masterlee)
When i buy the game the source code is also included?
October 29, 2012 7:46pm - Erik Martin - nickname: (neccarus) - 5/5
Just goes to show how much can be done with Python and Pygame, props.
August 14, 2012 1:16pm - Xandar Kablandar - nickname: (eternalcheesecake)
Very nice!
July 27, 2010 5:24am - Bartosz Debski - nickname: (braqoon)
Thanks for comment. So far I'm trying to keep to original rules as much as possible. This will be verified later as fighting system will be added. Fight will be turn based and by far looks ok. Time will tell. I will post more video as game progress.

As for heroes in party, this is based on original rules. In original there was 3 heroes and 3 apprentices, so I already tried to simplified. We will see how it goes.

As for a paying or not paying, as said before I still didn't decided what to do and I keep my mind open with feet on the ground. Other thing is that not everyone have to like it, so i'm not surprised.

Video shows apart from menu a concept or 'tech demo'(maybe a bit to big term) for map generation. Can't really see myself doing pre-order already :D
July 26, 2010 7:24pm - Donpachi - nickname: (donpachi)
The gameplay looks fine in what you posted on the website. I'm just unconvinced that I'd pay money to play this game. iPhone or Facebook come to mind as possibilities, though.

Is there a reason to have a six-member party instead of just a single hero? I'd be very interested to see how the fighting works without becoming difficult to manage.
June 12, 2010 12:46pm - Vojtech Rylko - nickname: (vojtarylko)
Looks great. Looking forward to see fight.
June 8, 2010 4:16pm - Bartosz Debski - nickname: (braqoon)
I do know that. My code is nothing complicated or revolutionary, but if I decide to go commercial, giving away code is rather missing a point.
June 8, 2010 2:17pm - Donpachi - nickname: (donpachi)
I'm not very intimately familiar with the subject, but I've been led to believe that disassembling python bytecode is trivial. So I hope your game libraries are coded with C++ or something if you want to actually keep the code closed.
June 8, 2010 12:51pm - Bartosz Debski - nickname: (braqoon)
Thanks for comments. As I already said no source code will be available for now. I didn't decided yet what i will do (open-source, closed-source or commercial). Soon website will be available with info and videos of the game. Game is still largely incomplete but there is enough to get the idea.
June 8, 2010 11:36am - Donpachi - nickname: (donpachi)
Emphasis on "looking" good. :)

How about a way to download the game and/or the source files?
June 8, 2010 5:36am - Xandar Kablandar - nickname: (eternalcheesecake) - 4/5
Looks good!

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