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    Press kit

Simon Boxer + Twice Different
Based in Melbourne, Australia

Release date:
Early Access: Fall 2019

PC / Mac on Steam


@ringofpain / @sboxle



Roguelike flavour, card game pacing. Dungeon crawl, chaos embracing. Shadows cast a truth to see, in darkness you can visit me.

Ring of Pain is a roguelike card game, set in a world distorted by your mind.
Your sanctuary has been corrupted. It is sick and twisted.
Find a way to break its curse, survive the Ring as you traverse.


Early 2018, Ring of Pain started as the solo project of Simon Boxer.
After 10+ years as a professional concept artist, it’s the first commercial project he’s programmed.
With the support of Film Victoria, Simon contracted sound designer Damion Sheppard and musician Belinda Coomes to bring the soundscape to life.
In April 2019, closed beta testing attracted another team member: Programmer and Unity guru Thomas Ingram, who originally offered to build a testing tool and then just didn’t stop working.


  • Dungeon crawl in a card game, no walking required! No empty tiles, and nowhere to hide.
  • Each card’s an encounter, each turn a decision with 2 to 4 choices, test your intuition.
  • Accessible gameplay, a challenge distilled. Hard due to choice, not mechanical skill.
  • Move through the Ring interacting or sneaking. When fighting is futile, it’s stealth you are seeking.
  • Strategy comes with inventory limits. What you can hold is a means to inhibit. Mix and match items within confines, of item types and slots defined.
  • Cooperative mimics, with hunger for souls. Acquaint you with power if you pay their tolls.
  • Cryptic writing, often in rhyme. A story of fears, obsession, decline. Exploring the line of imagined, distorted. Real then forgotten? Maybe contorted.
  • Illusion depicted, aesthetic created. Bold colour accents, a style elevated.
  • Belinda Coomes’ music is thrilling, immersive. All brooding and chilling, the horror coercive.
  • Damion Sheppard’s soundscape will evoke, a threatening darkness, all crafted bespoke.

More about Ring of Pain

Designing the gameplay

I set out to create an accessible roguelike dungeon crawler, with a non-explicit narrative about falling victim to your own mind and trying to grow, learn, and heal.

Like turn-based Binding of Isaac in the darkest corner of your mind.

The level progression is always forwards, diving deeper until you reach endings determined by your final choices.

The mechanics are inspired by a number of other games, with the main innovation being the card format. Cards are mostly displayed in a ring (though other arrangements are being tested). Where a standard dungeon crawler requires you to walk around, all navigation in Ring of Pain is done automatically.

I want the game to be difficult through the choices and situations you’re presented with, not because it needs keen reflexes.

Persistence favoured, grit desired. Patience is good, but not required.

Early access content

The game is still in development, and has a lot of content still on the way. Early Access is a means for us to build the game together with the community, to see what players are interested in.

A current playthrough varies due to randomness, with at least 15+ levels at the low end. If skilled, you can complete a single playthrough within 20 minutes, but much like other roguelikes it’s highly replayable. We have multiple branching endings planned which aren’t implemented.

For Early Access launch, content intended is:

  • 150+ items to uncover, and many mimics to meet
  • 3 game environments, each introducing new creature sets
  • 15+ core path levels and many side rooms to discover

Narrative and characters

Frail and fragile, bear the curse. Through the ruins you traverse.

You start the game in the nest of a creepy yellow bird who calls itself Owl, a scavenger who’s rescued you from the Shadow. The Owl takes care of you, guides you, and warns you of the Shadow, who you first meet in the form of an ominous abstraction which speaks in cryptic rhyme…

The game creates a sense of mystery, with opt-in lore for players who want it, and those not interested in talking to characters can ignore them or choose other paths.

Darkness favours cunning few, stare too long and be consumed.

Other rhymes which might be useful

  • Shadows cast a truth to see, in darkness you can visit me.
  • Roguelike flavour, card game pacing. Randomised, chaos embracing.
  • Facing perils, dungeons random. Roguelike flavour, card game tandem.
  • The in between, the harsher states. Between your breath a solace waits.
  • A body lost to worlds between. Calm forever, mind serene.


Trailer coming soon (currently unreleased – contact for details)


Logos and Icon

Ring of Pain credits

Simon Boxer
Art, game design, code, writing

Damion Sheppard
Sound design and implementation – freelancer

Belinda Coomes
Music and sountrack – freelancer

Thomas Ingram
Code – freelancer

James Coquillat
Additional writing – freelancer



@RingOfPain on Twitter

@sboxle on Twitter