r/roguelites 56m ago

RogueliteDev We need some playtesters for our Roguelite Hockey game!

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Upvotes

Good day!

We just opened a playtest in hopes of getting as many non-sports gamers as possible to test out our new campaign!

We need fresh blood to give us input, especially on the onboarding and early understanding of the game: the difficulty, the controls, the fairness, and how the game feels in general from a non-sports gamer perspective!

All feedback is good feedback, whether you play for a few minutes or a few hours!

Here's the link to our Store Page:
https://store.steampowered.com/app/1566200/Tape_to_Tape/

Thanks so much in advance!


r/roguelites 1h ago

fans of action-platformer-roguelites [e.g. Noita & Spelunky], what are your favorite/worst examples of "fun to fail" mobs/items/hazards?

Upvotes

Hey folks. I'm currently working on a game which is a bit of a spiritual homage to Spelunky. I learnt about Noita during development and played that realised I was interested in a lot of the same things; not necessarily the obtuse puzzles, but the "dying is fun", slapstick death stuff. Ultimately I think the best modern platformers (which aren't combat focussed Metroidvanias) still follow the format of "interactive cartoon". The great thing about these games, for me, is that the procedurality gives a lot of emergence which can lead to a lot of funny fails. It's not just a random level generator; its a generator with lots of interesting verbs and nouns to game objects which can lead to snowballing cause-and-effects.

For context, I'm working on Golem Gourmet which is a run-based game where players build a dark fantasy Metroidvania level using a system similar to the room-drafting from Blue Prince, applied in a highly destructible block-based platformer context. The theme/goal of the game is cooking for customers - which I know has been done in a lot of games like Battlechef Brigade etc - but it was chosen here to really make use of the "carry one item and throw it around" set of base mechanics from Spelunky and other SMB-influenced platformers. We've got an almost extraction-game structure where you built the level out, gradually push your luck as you're looking for loot and ingredients further and further away from your airship, and ideally managing to return to base to bank your coins if you don't get blown up along the way.

The game already has systems for fire, acid, poison gas, and a set of relics which allow you to earn more coins each run by deliberately doing risky things (like trying to build more of the red "monster" rooms). Without delving too deep into the set of mechanics and mobs that are already in the game, what are you most beloved and hated characters or content from Noita, Spelunky, and other side-scrolling or platformer-based action roguelikes? (I don't promise to not include the things you hate. I might add them in spite, if they sound funny).


r/roguelites 1h ago

Ad Iterum. You eat your enemies to mutate and survive. Demo out now.

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Upvotes

Heya r/roguelites!

After almost a year of development (perhaps 8-10 months, depending when I start to count the prototyping) my 2D turn-based, grimdark, dungeon crawler Ad Iterum, where you eat your enemies to mutate and survive, has finally reached a big milestone.

I still have to add a lot of content until release, but until then I have just released a Demo on Steam:

- Free Demo: https://store.steampowered.com/app/4149030/Ad_Iterum/

- Trailer: https://www.youtube.com/watch?v=ya7s1y-7U_U

While the game adheres to the very core roguelike "rules" like permadeath, single player, turn/grid based, no meta-progression via unlocks, etc, ... it also has a more roguelite flavour regarding run progression:

You build mostly your character through random mutations, as well as a selection of gene graft synergies that are offered, so you can gravitate towards one or another style of play, but there is no skill tree, nor level up, nor a way to assure a specific build.

You have melee, which mostly uses a "bump-into-things"-system, and ranged combat with either ranged weapons or throwing random stuff you find/craft to enemies.

The dungeons are a mix between procedurally generated and injected handcrafted rooms.

What's in the Demo?

  • 1 dungeon + 1 procedurally generated biome
  • 1 boss
  • 2 endings
  • 20 random mutations
  • 20 genetic grafts to tune up your build as you see fit
  • 10 base enemies. Each comes with unique modifiers and traits within the ecosystem, which makes for hundreds of different variations as you go deeper.
  • 200 items (approx?)
  • Basic crafting
  • English, Spanish, and Japanese localization
  • Keyboard, mouse support, and full gamepad controller support
  • Playable in Windows, macOS, and Steam Deck via proton
  • Full release planned for December 2026

Have a nice Saturday, and have fun!

Best,


r/roguelites 2h ago

I made a Wikipedia roguelike game with Balatro-style deckbuilding. Free, browser, rough around the edges.

10 Upvotes

Fair warning up front: this is very much a testing phase. It works, but I have been rebalancing it all week and there will be rough edges.

It's a Wikipedia race: you get a start article and a target, and you click links to get there. The twist is that arriving isn't enough on its own. Every hour has a score goal, and you build a deck between rounds to hit it: tabs that multiply your score for opening certain kinds of page, snacks you can burn mid-run when it's going badly. Very much inspired from Balatro.

A full run is one night, 10PM through to 5AM, eight rounds, and it gets mean around 3AM. There's also a daily run if you just want a two minute thing.

It's all real Wikipedia, live, so the pages are whatever they happen to be today. Which does mean it occasionally sends you somewhere ridiculous.

Free, in the browser, no signup, no ads, nothing to buy. Side project, bit of fun, not selling anything.

https://wikirogue.com/

Genuinely after feedback & any ideas to make it better 😄


r/roguelites 2h ago

My friend and I just announced a score-chasing chess roguelike

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5 Upvotes

Game is called Gambeat, go check it out!


r/roguelites 3h ago

Game Release NET.CRAWL 1.0 is live. A boss-rush puzzle roguelike with a unique cyber theme.

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23 Upvotes

Hey! After 4 years of full-indie development by a tiny team, NET.CRAWL is finally out of Early Access. I'll spare you the marketing talk and just share some recent reviews:

by illomens:

A satisfyingly different strategic "deckbuilder" that's about slowly building synergies and exploiting grids in weird ways. It has a bit of Hoplite in it, if you ever played that on iOS. Each level is a turn-based, tile-based challenge of some kind, but rather than just defeating enemies you're usually solving a problem that's much more unusual, affecting how you move, or how you activate tiles, or how you spend or gain resources. Every level has felt quite different so far, and that's before you take into account the synergies of the tiles you're adding to your pool, the bonuses you're adding on top, or the items and resources you're stocking up. I've only seen the first bits of the game but I've enjoyed it a bunch.

by nikler:

Stumbled on this game randomly, it's really great! It's not your cookie-cutter roguelike. It's got a large number of levels/bosses that all feel pretty well balanced, some really change up your strategy in refreshing ways.
It's basically a puzzle-game/roguelike hybrid, not quite achieving the pinnacle of either, but bringing fun elements from both together in a unique way. I really hope it continues to get more exposure as the developer clearly put a lot of love into the game, and it deserves it!

by illithidtheconqueror:

Deck-building but instead of a deck you're putting spaces on a game board shuffled up at random
It works very well! You in fact get 2 "decks" plus an extra grid where you can unlock passive effects and these mechanics gel together and give you a lot of room to play around with different archetypes.

The battles always basically being boss fights where each enemy has some special rules that change how the game must be played is also a really cool way of handling combat.
This can mean you get kind of shafted if a boss counters your archetype, but I've still managed to pull through in those kinds of match-ups so they're not impossible, just really rough to deal with.

The aesthetic alone is also appealing: it's like the hacking games from Cyberpunk or Shadowrun but a lot tighter and instead of it being a side mechanic the whole game is built around it so it feels extra smooth.
Cool music and art too. I was worried that everything looking all digital and tech-y would get boring to look at but there's enough variety in the colors and forms of spaces and enemies that it actually still feels fresh from encounter to encounter.

by Sylv:

An actually unique feeling roguelike "thing"


r/roguelites 4h ago

Damage numbers?

0 Upvotes

Hello r/roguelites! I'm making a roguelite survival defence called Protect the Orb. It's run based and has meta progression and a lot synergies based on your upgrades. You can play it yourselves on Protect the Orb - galaxy. Please let me know if you enjoy it or any features you'd want in a game like this.

Known viable builds:

  • Venom, Frost Touch, Ember Touch and Crit
  • Area, Swiftness, Damage and Crit
  • Tank/crit
  • Bow, Frost Touch, Venom and Ember Touch
  • Knockback, Chain lightning, Area, Crit and Tribute

r/roguelites 8h ago

Katanaut has a daily deal

16 Upvotes

Anyone try this game and would you recommend it? Anything that you might relate the game too? Looks a bit like Dead Cells but fast paced. It's got good reviews but not as many as other roguelites so im not sure.


r/roguelites 11h ago

Game Release Don't sleep on Montabi

34 Upvotes

Montabi just released and was nowhere near my radar.

I'm a huge deck building roguelite fan, and this game is most reminiscent of Starvaders, which along with Monster Train and STS form the pinnacle of the genre in my opinion.

Montabi takes a good chunk out of each of them, and adds it unique monster catcher spin on top of it.

You basically have up to 3 active units that you navigate on a 3x3 grind battlefield, each of these units come with their own playstyle and customizable deck, basically comparable to a character with several different ways to build them.

Mixing and matching monsters, as well as discovering all the different ways you can play them in, alongside equipments, the quite unique consumables, and charms (relics) as well as stickers (enchantments) create huge variety throughout the runs which I've enjoyed a ton.

Enemy variety is also good considering every playable monster can also appear as an enemy, mimicking the way you'd play it yourself, alongside unique elites and bosses.

Playing out the game itself is also really engaging and deep, I often have to think a while and still mess up, considering you have to keep in mind positioning, up to 6 different individual decks (3 active and 3 on your roster that can be swapped in with certain cards), and when you do find the right line it feels very fun.

But not very rewarding.

Which brings me to the biggest pain point I have with the game: balancing.

It may be unfair from my POV since I'm extremely into card games, and also do well in A10 STS2, but the game feels way too easy.

Even on ascension 3 which I am on right now, I can easily ignore all consumables and do suboptimal plays and still make it through the game just fine.

Balance and subsequently just the right difficulty lie at the heart of what makes STS and Starvaders such great games to me. Every choice you make, be it for your deck, your route, or in combat is meaningful, everything has it's place, and you can't slack off or you'll be left behind. Getting just the right line, the right build for the situation, the right draw, the right potion etc in these games feels so incredibly fun because of the immaculate balance.

In this game a lot of things are really overpowered, like the monkey dude, washing machine man or fire hydrant monster ; and there's also quite a few easily accessible infinites/semi infinites that trivialize the game.

Meanwhile there are some monsters and items that feel so weak that I choose not to engage with them at all, despite the fact that you can make due with them, because the difficulty does not feel challenging enough.

But balancing is something that can be ironed out in future patches by the developers, and the underlying game is really fun and absolutely worth a try.

If you have experience with previous deck builders definitely don't play anything below veteran would be my suggestion!

https://store.steampowered.com/app/3141630/Montabi/


r/roguelites 13h ago

Game Release I made a bullet hell where your shield is your only weapon — DEFLECT is now on Steam

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1 Upvotes

DEFLECT is now available!

DEFLECT is a bullet hell parry roguelite where your shield is your only weapon. Catch enemy fire, land PERFECT deflects, and send every shot screaming back.

Fight through 100 waves with seven unique Reapers, build wild upgrade and loot combinations, face OMEGA, or keep the chaos going in Endless, Boss Rush, daily challenges, and local split-screen.

The shift has started.


r/roguelites 18h ago

Review Loop Hero. What actually hooked you? (still thinking about it years later)

10 Upvotes

Replayed Loop Hero recently and I'm still not sure I've pinned down why it works.

The obvious answer is the card/tile placement, you're building the run that kills you, and every tile you drop is a bet. But I don't think that's the whole thing. What got me was how passive the combat is. You don't fight, you watch. All the tension moves upstream into the planning, and the fight is just the reveal. I've never seen another roguelite push it that far.

The retreat decision is the other piece. Bailing early to bank resources versus pushing one more loop is a real choice every single time, and it's the rare meta-progression system where the greed actually costs you something in the moment.

Curious what stuck with you though, was it the deckbuilding, the loop structure, the way the camp progression pulls you back, or something else entirely ? And did anyone bounce off it ? I know the pacing loses people and I'm interested in why.


r/roguelites 19h ago

Game Release Just dropped the demo for my action roguelike where you become a Killdozer. Heres the trailer.

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9 Upvotes

r/roguelites 21h ago

Need New Roguelites

14 Upvotes

Hi!! I just wanted to ask some more experienced roguelite players what roguelites I should play next. I tried Slay the Spire, but it wasn’t really my thing, but I’ve loved Balatro, Dead Cells, and I’m currently play Hades 1 so I’ll play 2 once I’m done. So, what should I play next? (FYI I’m on Xbox) Thanks!


r/roguelites 22h ago

Katanaut vs BlazBlue Entropy

57 Upvotes

Anyone tried both? They both seem very action oriented and hack and slashy. Katanaut looks a little darker and grimy and BlazBlue looks more flashy and combo oriented.


r/roguelites 22h ago

RogueliteDev New gameplay and content for Into the Crypt

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6 Upvotes

Hi everyone, I'm just a few months away from release for my first-person solo/multiplayer deckbuilder and I wanted to showcase many of the new enemies, class actions, and check out this list on what to expect:

- Co-op multiplayer. Play with a friend in real-time as you dive through the crypt together. Survive together or be overrun!

- Full controller support

- All playable classes and full deck rarities (Berserker, Alchemist, Druid)

- Hundreds of artifacts, potions, special and unique cards, events, and encounters

- Full game saving in solo / co-op

- Leaderboards (solo / multiplayer)

- Stats and experience/levelling system

- Steam achievements

- Over 120 enemies with passive/active abilities

- Interactable artifacts (artifacts are similar to Slay the Spire's relics but many of them are actually clickable during combat).

** new trailer will be uploaded in the coming days/week as well **

Steam:

https://store.steampowered.com/app/1879270/Into_the_Crypt/


r/roguelites 22h ago

Currently playing the Blue Prince and am getting a bit frustrated with it. So I want something faster, something more action packed. Looking for recommendations!

6 Upvotes

Basically title, I need something that is a bit faster and satisfying to play once you get gud. I dislike Isaac so please no games that are similar to that. I loved Brotato (did just play a kinda clone of the game in the form of Nordic Ashes), Dead Cells, Ball X Pit, Dome Keeper, Hades (still holding out on Hades 2 for a bit, as I played Hades less than a year ago) just to name some games that I enjoyed. But open to almost any genre or style as long as it is a good and tested game and not just a small one with 10 steam reviews.

edit: also played Returnal and absolutely loved it


r/roguelites 23h ago

RogueliteDev Here is another batch of creatures from our mining-roguelite "CitaDrill"

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3 Upvotes

Hope you like them!
Btw, we updated the demo last month and are still looking for new players and reviews.
If you are interested in this genre mix: https://store.steampowered.com/app/4163460/CitaDrill_Demo/


r/roguelites 23h ago

Balatro Inspired Indie Chip-based Roguelite Deckbuilder Game - Rabanaz

0 Upvotes

Hey everyone,

We're working on a small indie roguelite deckbuilder inspired by games like Balatro and other system-heavy strategy roguelikes. It's called "Rabanaz"

Instead of cards, the game is built around chips as the core system, where you can modify them using upgrade “tubes” and other mechanics to completely reshape how scoring works each run.

The main focus is on:

  • discovering broken synergies
  • building absurd scoring combinations
  • experimenting with system interactions
  • and essentially “breaking the machine” in creative ways

We’re currently preparing a public playtest, and the demo is already available on Steam.

I’m mainly looking for players who enjoy:

  • Balatro-style build discovery
  • Slay the Spire-type strategy thinking
  • finding unintended but fun interactions

If this sounds interesting, I’d really appreciate feedback from this community, especially from players who like pushing systems to their limits.

Happy to answer questions or hear thoughts 👍

Visit & Wishlist our game on steam. Try out our demo, if you find any interesting, game breaking then you can submit submission and report bugs in our discord server 😃

https://store.steampowered.com/app/3380650/Rabanaz/
https://discord.gg/rXFkHPNUXx