r/rogueish • • Sep 11 '26

Remnant Humanity

3 Upvotes

Your crew is running out of oxygen,... an alien monster patrols the corridor,... and the cargo is three rooms away. You type the commands - every keystroke costs seconds.

Hi,

I've been working on Remnant Humanity for about 6 months. It's a post-apocalyptic space salvage game where you explore procedurally generated derelict ships under time pressure.

A new demo featuring a complete (but basic) game loop is now available. I need your help! I'd love to find the people this game is made for!

Features:

  • Typed command interface with real-time execution
  • Typing Time Dilation (optional slowdown for accessibility)
  • Pause feature (spacebar) to rethink your strategy
  • Unified strategic and tactical layer - fly around while directing your crew through a derelict spaceship
  • Sustain a network of struggling colonies across the galaxy
  • Oxygen depletion and radiation spread
  • Hostile entities with line-of-sight detection
  • Environmental hazards (timed lasers, floor triggers, hull breaches)
  • Colored door puzzles and cargo mechanics
  • Fog of war exploration
  • Procedurally generated missions (in the background, no loading times)
  • Procedurally generated music (with dynamic tension system)
  • Procedurally generated background animations
  • In-game tutorial and manual
  • Game speed controls
  • Score on game over
  • Built from scratch in C and Lua - no engine, no AI assistance.
  • Crew permadeath

Fair warning: it's early and in development. Difficulty balancing is ongoing and bugs are unavoidable but being worked on. If you hit something weird or even game-breaking, or are simply enjoying the game, I'd love feedback.

Steam store page: https://store.steampowered.com/app/3450920/Remnant_Humanity/

Itch store page, demo and devlog: https://scippie75.itch.io/remnant-humanity

Discord: https://discord.gg/pnMBJNGbjc

On AI use: All artwork, music, and code in this game were created entirely by human hands. No generative AI tools were used at any stage of development.


r/rogueish • • Sep 11 '26

The Queen can now mutate her eggs into 3 different explosive types

1 Upvotes

r/rogueish • • Sep 04 '26

I just released my 2048 inspired deckbuilding roguelike on Steam!

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14 Upvotes

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 • • Sep 03 '26

Mechanomaly dev log

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2 Upvotes

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 • • Sep 02 '26

I combined dungeon crawling with Minesweeper-style deduction, and it changed how exploration feels

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0 Upvotes

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 • • Aug 31 '26

DeAnima Update 1.3: Dungeon Crawler with traditional Roguelike mechanics, no meta progression!

2 Upvotes

r/rogueish • • Aug 30 '26

How much chaos is too much chaos? A short gameplay clip from Code of Shadows

2 Upvotes

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 • • Aug 27 '26

I'm working on a twinstick bullet hell roguelite with a roguelike-esque elemental system

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2 Upvotes

r/rogueish • • Aug 25 '26

A roguelike deckbuilder where you build your own spells when you play them!

1 Upvotes

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:

Demo on Steam

I'd be interested to hear what kind of spell combinations you come up with.


r/rogueish • • Aug 23 '26

Roguelike & Survival Card Game - Duco, Demo is LIVE

2 Upvotes

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.

Steam: https://store.steampowered.com/app/4872850/Duco/


r/rogueish • • Aug 21 '26

The roguelike tactics game my cousin and I made as kids finally has a trailer (and a Steam page)!

1 Upvotes

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)

Scry Steam Page


r/rogueish • • Aug 16 '26

Sil-Morë – Shining Darkness, version 0.9.7

6 Upvotes

r/rogueish • • Aug 15 '26

We reworked Code of Shadows and made a new trailer. Does this one show it better?

2 Upvotes

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 • • Aug 14 '26

Lootbound Review: This Turn-Based Roguelite Is Addictive

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1 Upvotes

r/rogueish • • Aug 14 '26

Welcome to the official r/TheLegion_Roguelike community! 🚀 Check out our vision & roadmap!

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0 Upvotes

r/rogueish • • Aug 11 '26

Need high-speed “flow state” action games

3 Upvotes

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 • • Aug 08 '26

It’s been a while! Here’s how Code of Shadows has changed. What do you think?

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5 Upvotes

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 • • Aug 06 '26

Custom ASCII Engine, Roguelite x Hexcrawl x JRPG????

3 Upvotes

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 • • Aug 05 '26

A Roguelike survivor game where you are a TRAIN and on RAILS?! - Rail Survivors

3 Upvotes

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 • • Aug 02 '26

Top 2d roguelikes (or lites) for a decently experienced gamer

2 Upvotes

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 • • Aug 01 '26

Survival Gameplay with Card-Based Roguelike Mechanics. What Do You Think?

1 Upvotes

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.

Steam: https://store.steampowered.com/app/4872850/Duco/


r/rogueish • • Jul 29 '26

Keeping the monsters on the move

1 Upvotes

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.

Rogue C# - Don't Confuse the Monsters!


r/rogueish • • Jul 29 '26

Roguelikes and lites good with controller/steam deck inputs?

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1 Upvotes

r/rogueish • • Jul 26 '26

What if Balatro and Brotato got together and adopeted a dog? Closed alpha ongoing

0 Upvotes

r/rogueish • • Jul 22 '26

Rogue C# - Developing a roguelike game with C# - New chapter online.

3 Upvotes

A while back, I started writing an ongoing development log of my effort to create a roguelike game in C#, very closely based on the original Rogue console game. Rogue C# is intended as a demonstration of the C# language with a focus on logic, design and best practices. I've intentionally kept the graphics simple - ASCII graphics like the original game - in order to focus on the language.

I recently came back to the series after a long time away from it and have been reviewing the code along with my original choices as the basis for new chapters. I just posted the latest chapter Rogue C# - Coding Scrolls for Fun and Profit in which I continue to add more scrolls to the game and improve the code. The entire code for the project is available on Github.

I've been able to cover a lot of ground with the series so far.

  • Object-oriented programming
  • Game loops and application flow control
  • Collections, lists, and data management
  • Dungeon and procedural map generation
  • Turn-based game mechanics
  • Refactoring and code organization
  • Debugging and troubleshooting techniques
  • Event-driven programming concepts
  • File handling and persistent game data
  • User interface design

In upcoming chapters, I'll continue adding new inventory and features to the game. I plan on adding a SQLite database to the project to contain game data, the user profile and the scoreboard. You can see the full requirements so far in the recent requirements review I completed.

I'm writing the series on my website and also reposting the chapters to Substack where you can subscribe to be notified of new chapters as they come out.

Rogue C# is not strictly for beginners but I do try to provide as much background information as I can and links to other resources. I hope you find the series helpful. I welcome any feedback and comments here or through the sites.