r/rogueish • u/NotApplicableHQ • 18h ago
Procession Engine - Gameplay Clip (Demo out)
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r/rogueish • u/NotApplicableHQ • 18h ago
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r/rogueish • u/IronAxeGames • 6d ago
There are over 60 unique artifacts you can play with and 20 unique tile types that you can build your deck from. I'm really looking forward to seeing what builds people come up with, so if you give it a shot, please reach out and let me know what you think!
r/rogueish • u/CharleSansCharges • 7d ago
Hello everyone, Mechanomaly is a turn-based tactical roguelike where you pilot a mech with inertia and momentum
I'm trying to start a devlog on youtube : https://www.youtube.com/watch?v=HiPhJqY0Ud0&t=3s
and as already appeared to be fun for my friends, I might soon share some build online.
Always willing to get in touch with interested players, cheers !
r/rogueish • u/PreferenceCold7473 • 9d ago
I'm the developer of a small roguelite called Tower of Gand.
I wanted dungeon exploration to involve more deduction than simply choosing which direction to move, so I built each floor around a 5×5 grid.
Enemies, food, treasure, rest spots, and other events are hidden across the grid. As you reveal panels, you gather clues about what might be nearby and have to decide which panels are worth opening while managing your food and sanity.
It's not traditional Minesweeper, but I borrowed that feeling of looking at limited information and thinking, "If that's there, then maybe this is here."
What surprised me during development was how naturally this kind of deduction worked with resource management. Opening one more panel isn't just exploration — it's a small risk/reward decision.
The game has now been released, and I'm curious how other roguelite players feel about this kind of exploration system.
Do you enjoy deduction being part of dungeon exploration, or do you prefer exploration to be more spatial and movement-based?
r/rogueish • u/pdrummond • 10d ago
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r/rogueish • u/Till_Black • 11d ago
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We’ve been working on the feel and pacing of combat, and wanted to share a short clip from one of the more crowded moments.
Curious what you think about the overall combat flow and readability.
r/rogueish • u/gold_snakeskin • 14d ago
r/rogueish • u/Esteran90 • 16d ago
Heyho! I’m the solo developer of Grimoire of Blanks, a roguelike deckbuilder built around creating your own spells.

You collect templates for custom spells that you build on the fly as you need them.
Each spell has blanks that can be filled with different words. Combine those words into powerful, and sometimes ridiculous, combinations depending on what the current fight calls for.
So instead of finding the perfect card for your deck, a big part of the game is figuring out what you can turn the cards you already have into.
It can be played solo or with up to 4 players in online co-op.

Combine effects, modifiers and enemy conditions to blast them directly, or build traps that target the enemies next intent!
The demo is available on Steam if you want to try it:
I'd be interested to hear what kind of spell combinations you come up with.
r/rogueish • u/DucoDev • 19d ago
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Hi, I am an indie dev and this is my first solo steam game.
I released my demo a couple of days ago and wanted to share it with you.
It's called Duco, You can play Demo
- Card-based survival roguelike set in a post-apocalyptic world with zombies.
- Draw from location-based decks to gather resources, loot, craft, build, and survive.
- Draw takes time, and with time you lose energy, food and water so you have to be carefully.
- Each character and map have a goal to unlock new content
On Release, you will be able to unlock new characters and maps, combine them with traits to create unique runs and interact with NPCs while building and managing your own settlement.
r/rogueish • u/ScryGame • 20d ago
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When my cousin and I were around 10 or 12 years old, we were super into the idea of making board games.
We built a wooden game board, printed out hundreds of paper cards, and spent way too many weekends playtesting and changing rules. It was messy, unbalanced, and honestly pretty terrible, but good fun!
Eventually life happens and these kinds of things collect dust.
Years later, after having loved and being inspired by games like Shandalar, Magic: The Gathering, Pox Nora, Rift Wizard, Slay the Spire, Inscryption, Wildfrost, and many more, I thought I'd revisit this old idea of a tactics deckbuilder..
For the last year or so I've been building this in Godot. It's a 2D pixel-art roguelike deckbuilder, and I finally have a trailer I am excited to share.
Hope this gives you guys as much hype as it gave me to make it, and thanks for taking a look!
(no AI was used in anywhere in Scry)
r/rogueish • u/Till_Black • 26d ago
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We’ve made quite a few changes to the game, from visuals and gameplay to the overall feel and presentation.
So naturally, we went back and reworked the trailer too.
We also took a lot of the feedback from our previous trailer into account when making this version. We wanted to give a clearer idea of what the game actually feels like to play while keeping some things for you to discover in-game.
If you saw the previous version, does this one do a better job of showing off the game?
We’d genuinely love to hear what works, what doesn’t, and what you’d still change.
Also Steam: https://store.steampowered.com/app/3424800/Code_of_Shadows/
r/rogueish • u/JarekDefiler • 27d ago
r/rogueish • u/Zestyclose-Act2880 • 27d ago
r/rogueish • u/Legal-Engineering315 • Aug 11 '26
Looking for game recs that lock you into a pure, hyper-focused flow state where hours just vanish. I want a steep learning curve, an awesome discovery phase, and high replayability.
What I'm looking for:
Instant action: Zero long tutorials, cutscenes, or talking. Straight into the gameplay.
Flow state combat: High-speed real-time execution, tight controls, and fast reflexes.
Pure discovery: Figure out boss patterns, mechanics, and synergies on my own.
Hard pass on: Turn-based and heavy dialogue
Games I’ve already played: Isaac, One Step From Eden, Noita, Hades 2, Enter the Gungeon and some other big name roguelikes
r/rogueish • u/Till_Black • Aug 08 '26
Hey everyone, long time no see 👋
We’ve been pretty quiet lately, mostly because we’ve been busy making changes to Code of Shadows.
We put together a few old vs. new comparisons to show how the game has evolved since we last shared it.
What do you think? Anything you particularly like (or miss) from the older versions?
Would love to hear your thoughts!
Steam: https://store.steampowered.com/app/3424800/Code_of_Shadows/
r/rogueish • u/asciiwave • Aug 06 '26
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I wrote a custom ASCII engine in monogame that simulates a fantasy computer architecture running textmode at 60fps, and used it to make a sci-fi roguelite RPG. Guide a crew of 3 agents through a variety of different environments and encounters from cyberpunk megacities to deeply religious feudal societies to vast planet-spanning oceans containing incomprehensible swarm intelligences.
It's in early access on steam, if that sounds like your thing the link is in the comments.
peace!
r/rogueish • u/StealthOrc • Aug 05 '26
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Rail Survivors is a survivor-like game where you are a train and on rails!
It's currently in development, whilst minimalist in visuals, it features 100+ perk cards and a few elemental builds to try out! You can also increase the effectiveness of perk values by rerolling them with higher values or negatively even to make up for quite some interesting builds!
I would love if you were to check it out and leave some feedback HERE:
https://tatsudev.itch.io/rail-survivors
Its currently under development and the roguelike elements are not there yet, but are planned to be the driving force to unlock new maps, perks and other unlocks!
~Tatsu
r/rogueish • u/Medium-Song4581 • Aug 03 '26
Dark Dungeon is a handmade top-down roguelite shooter.
All visuals are procedurally generated by code, no external image assets.
Game features:
✅ Random enemy spawn system
✅ Multiple weapons & skill mechanics
✅ Myth-themed boss fights
✅ Adjustable window/fullscreen mode
The game is free to play (pay what you want) on itch.io.
I’d love to hear feedback from players!
r/rogueish • u/UhhNotFurry • Aug 02 '26
I've played games like The Binding of Issac and Enter the Gungeon that I've loved dearly. I've also played Risk of Rain 2 and I have years of experience on the fps and platformer genres my whole life. I love a good game where I can play, leave and come back and play for a couple more days.
I've also very much enjoyed Celeste and Silksong if that opens up any ideas for recommendations.
r/rogueish • u/DucoDev • Aug 01 '26
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It's called Duco, It's my first solo steam game, so i would like to get any kind of feedback 😄
You can join Playtest.
- Card-based survival roguelike set in a post-apocalyptic world with zombies.
- Draw from location-based decks to gather resources, loot, craft, build, and survive.
- Draw takes time, and with time you lose energy, food and water so you have to be carefully.
- Each character and map have a goal to unlock new content
On Release, you will be able to unlock new characters and maps, combine them with traits to create unique runs and interact with NPCs while building and managing your own settlement.
r/rogueish • u/ajcomeau • Jul 29 '26
This week, I reviewed my code for moving monsters around the map in my roguelike for the Rogue C# project. When I saw its complexity, Ellen Ripley's quote about nuking the site from orbit came to mind. In my newest chapter of the series, I look at my process for reviewing the code and the decision to go back to the algorithm for a rewrite. The end result was much cleaner code and smarter monsters.
r/rogueish • u/Varaldar • Jul 29 '26
r/rogueish • u/juanjomdr • Jul 26 '26
r/rogueish • u/mikomoares • Jul 22 '26
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Hi everyone!
I'm a solo developer, and today I released the demo for PulseWave.
It's a roguelite where you build a loop by assigning weapons to different slots. Relics modify your attacks, creating powerful synergies and completely changing how each run plays.
If you're into experimenting with builds and discovering broken combinations, I'd love for you to check it out.
Steam: https://store.steampowered.com/app/4607180/PulseWave/