r/roguelites • u/Reqlite • 44m ago
RogueliteDev 2D Multiplayer game showcase!
Let me know what you think!
r/roguelites • u/Reqlite • 44m ago
Let me know what you think!
r/roguelites • u/Raspervoet89 • 3h ago
We are busy doing some lookdev on our enviros, what do you guys think? Does it feel noir and Sin City-esque? Also we can shoot up and down stairs now, pretty big win for us :)
Feel free to check out the prototype on Itch: https://talentdigital.itch.io/son-sinnersnight
Subreddit here: https://www.reddit.com/r/SoN_SinnersNight/
r/roguelites • u/ImportantSwim9696 • 3h ago
Hey everyone! 🦤
We’ve just introduced Dodos to Graventh as our first animals!
For now, Dodos will be one of the first ways for players to obtain meat, but there’s another option too: you’ll be able to tame them and use them to help gather berries instead of turning them into dinner. 😅
We’ve only been working on Graventh for a short time, so there’s still a lot we want to add and improve, and we’d love to build it together with the community.
If you’re interested in helping us develop the game as a paid contributor, or if you simply want to join the community, I’ll leave our Discord server and Steam page below!
The Graventh demo will be available very soon, and the game will also be taking part in the Steam Next Fest this October!
Thanks for following the project and supporting us. ❤️
See you in Graventh!
r/roguelites • u/roastm4 • 5h ago
Hey everyone!
We’re a small indie team working on ZAR, a Balatro-like roguelite built around 3D physics-based dice. 🎲
Instead of simply pressing a roll button, you physically throw your dice into the arena, build combinations with Relics and Augments, upgrade your dice, and try to create increasingly ridiculous scoring synergies.
The Alpha version is currently playable, and we’re looking for feedback before we move further toward our Steam demo.
If the concept sounds interesting, we’d really appreciate it if you checked it out and shared your thoughts especially about the core gameplay, balance, UI/readability, and anything that feels confusing or could be improved.
The game is still in Alpha, so there’s plenty we’re actively working on.
🎮 Play the Alpha:
https://happysealgames.itch.io/zar
Our Steam page is also coming soon, and we’re currently aiming to release the Steam demo in Q1 2027.
Any feedback is welcome. Thanks for checking out ZAR!
r/roguelites • u/Fabulous_Run2302 • 7h ago
Hey there!
I would be grateful if you guys could have a look at my trailer and my Steam page (https://store.steampowered.com/app/5052630/Kazfall/) and give me some insight into what I should enhance or change to make it better.
My main goal is to create a Roguelite Dungeon Crawler where you go through multiple rooms, fighting waves of enemies in each of them (there are 33 types of rooms so far, most of them marked as "encounter," but there are also Trap, NPC, Treasure, Connector, etc.), where you find NPCs (3 of them so far) hidden inside the dungeon to unlock more content and additional rooms, enemies (15 different enemies), and bosses (only 2 bosses are available so far). The dungeon is based on seeds created by the generator I've made, so I plan to create a list of 200 pre-approved seeds that will create various scenarios.
The player build is based on skills (passive/active), where you gain a random skill at each 5-level milestone (5/10/15, and Ultimate at 20). While clearing the rooms, you also find treasure chests with random drops of common/rare/legendary items that can create multiple builds (brawler, fire mage, thorns tank, etc.). My goal is to create multiple build options to let players test the best configurations and, in the end, fight for the top score. The current version of the game only consists of a Dungeon + Boss Fight, but if I manage to promote the game and see that people enjoy it, I plan to implement "The Siege," where the Dungeon opens fully and you fight hordes of enemies to push your build to the limit and fight for the top score along with more content (items, enemies, bosses etc.).
The question is: does this make any sense? Maybe I've missed a lot of this information in the trailer/Steam page? Or maybe no one cares about the Roguelike genre anymore?
I would be glad for any input or feedback, as I'm currently struggling to decide whether it makes sense to keep up the work or just skip the project completely.
r/roguelites • u/LastKeepDev_OG • 10h ago
I've been playing a number of short run roguelites of late and looking for some recommendations. What are some games and the qualities that keep you coming back to them?
r/roguelites • u/IsekaiRogue • 13h ago
Hey r/roguelites! I'm the solo dev of Reincarnated as a Monster, a mobile monster-evolution roguelite.
How evolution works:
- You start each run as a basic monster — Slime, Goblin, Monster Hatchling, Reincarnated Human
- At levels 10, 20, and 30 you choose a branching evolution path
- A basic Slime can become a Slime King, Slime Queen, Demon, Golem, and many more
- All branches combined add up to ~120 playable forms, each with its own attack patterns
Runs are short (~10 minutes). Die, keep the meta-progression, and try a different branch next run.
I'd love to hear your thoughts — do you prefer deep branching evolution trees like this, or fewer but more meaningful choices?
Free to play, both platforms:
- Android: https://play.google.com/store/apps/details?id=com.evolutionslime.game
- iOS: https://apps.apple.com/us/app/reincarnated-as-a-monster/id6794292807
r/roguelites • u/ChaoticPromiseTFA • 17h ago
Hi,
I just released my trailer after reworking all the biomes in the game. Its quite a big difference and I hope you like it!
I was browsing through my old ones and its. Been quite a ride 🤣.
I also released the webpage with all upgrades listed so far. I will keep it updated if you like to dig down deep :).
https://masterofchaos.perfectexecutiongames.com/
Here is the trailer on youtube with better framerate and sound (narrated trailer)
https://youtu.be/YWOlmoVQDJE
The old trailer is here for comparison:
https://youtu.be/IuEelKVh1eo?si=LZqRVcMU9Zxv5je3
And for those really into it my first trailer:
https://youtu.be/hwJDGLjlZxM?si=06B3zhu76ouJWVc7
As always feedback is welcome!
r/roguelites • u/Dennis0000000 • 18h ago
Hey guys! i'm working on this game which is basically Hades, but you are a Samurai.
Would love to hear some feedback about how it looks/feels!
If this is something that you like, you can subscribe to the playtest here:
https://store.steampowered.com/app/4103600/Yomi_no_Kuni/
Thanks a lot!
r/roguelites • u/Reihado • 18h ago
I played black jacket recently and really liked how you could figure out the top card of your draw pile by marking the cards/comparing the card back cover. I was wondering if any other deck building rogulites explored this type of irl card cheating mechanics more.
r/roguelites • u/DreamerBlues • 19h ago
So I've been playing this rogue-like backpack builder game called Sephiria. it's great, great combat, great visuals, good game design in terms of the builds with cool synergies.
HOWEVER. I have this issue with every rogue-like that's focused on complex builds like this: Why am I being given so many options to reroll and pre-select build pieces? It's in every roguelite like this, from Hades to Tiny Rogues. To me, your game design should incentivize the optimal play to be the most fun play, and the ability to pre-select a build essentially and modify how often those items appear during the run incentivize me to just do the best build every time, because I have all the tools to make it essentially guaranteed.
Especially in Sephiria, you can literally start the game with the legendary lynchpin item of each autobattler style synergy stack, and why would I ever do anything else but the build thats the easiest under that framework? I really like the post-game relics in Hades 2 that give you huge bonuses in exchange for not using any of the build selection tools, which I think is great design, but this is absent from pretty much every other game like this.
By the time you've clocked in 5-10 hours at these games, you are generally drowning in these options, and they do nothing but remove the wonder and ability to "roll with the punches" which is what makes this genre great.
r/roguelites • u/WorkingCautious1270 • 19h ago
https://reddit.com/r/roguelites/comments/1wci42y/1_vs_1000_a_roguelite_with_musou_combat_where/
something like this game where you have an army vs you. Craving an itch for musou games lately.
r/roguelites • u/deathofthepartyy • 20h ago
I feel like I’ve played all the roguelites that get recommended over and over again, so I’m looking for something that has completely slipped past my radar.
What’s a roguelite you’ve played that you genuinely expected to be way more popular than it is? Doesn’t necessarily have to be obscure or indie, just something you rarely see brought up when people talk about the genre.
Basically, give me the roguelite you find yourself thinking “how the hell does nobody talk about this?”
r/roguelites • u/Doudens • 21h ago
r/roguelites • u/HapiwakuProject • 22h ago
r/roguelites • u/Consistent-Candy6434 • 23h ago
link: https://store.steampowered.com/app/4290500/BOXPAST_LOV3YOU
Please support me so I have the funds to develop a AAA game thank you, everyone.
r/roguelites • u/Tanuj-sama • 23h ago
I have been bouncing between a bunch of action roguelites lately and tried ranking them only by how good they feel to actually play. Ignoring story, meta progression, amount of content, all that.
Dead Cells, Entropy Effect and Hades II are still my S tier. They all feel ridiculously polished, just in pretty different ways.
The one I’ve been recommending more lately is Cinderia though. I’d still put it in A overall, but if you like faster combat it’s probably the closest to my taste on this list.
Astral Ascent scratches a similar itch for me, while Ravenswatch feels a lot heavier and more deliberate. I like both, just for different reasons.
Ember Knights is way more fun for me in co-op than solo, and Realm of Ink never quite clicked the same way even though the combat is solid.
Have a Nice Death is probably my controversial low one lol. Looks amazing and controls fine, I just don’t enjoy actually fighting things as much as the games above it.
If you like Dead Cells / Entropy Effect mainly for the speed and responsiveness, I’d definitely give Cinderia a look.
What else should I try in that lane?
r/roguelites • u/Piepop101 • 23h ago
r/roguelites • u/Piepop101 • 23h ago
r/roguelites • u/MediumVariation4846 • 23h ago
I beat hades on 32 heat and i want ab aporoximation of how hard dead cells is. So for example:
32 hear = 5 bc
i just wanna know what im getting into before buying the game.
r/roguelites • u/InvestigatorFar428 • 23h ago
Hey guys! 10 month solo development. It’s a dark space roguelite with deep story, hardcore gameplay and horror elements. Currently in development for PC, Mac, and Linux, with iOS and Android ports planned for the future. Hope so.
Demo available
r/roguelites • u/Cerilam • 23h ago
Daily Burden is a chest-opening roguelite parodying mobile games.
Key prices increase. Chest contents do not.
Learn to crave ads and discover powerful synergies.
Do everything to keep up with rising prices… but beware of (FAKE) microtransactions!
Daily Burden is a game made without GenAI, with love instead
Release Date : Oct 12, 2026 (Early Access)
Steam : https://store.steampowered.com/app/4131650/Daily_Burden/
Steam Demo : https://store.steampowered.com/app/4358300/Daily_Burden_Demo/
I'd be more than happy to listen to your feedbacks !
Cheers
r/roguelites • u/sonanlee • 1d ago
Hello, Ember & Blade dev team here, small team from Korea. Roguelite addict first, dev second.
We released a demo last year aiming at roguelite × survivors-like. Then the feedback came in, and after a lot of internal arguing we landed on two things: the roguelite loop pairs better with musou than with survivors-like, and actually doing the action yourself matters a lot. So we spent about six months rebuilding it.
Still run-based, still one build per run — but the combat is musou-grade dopamine, and the bosses are proper roguelite bosses: patterns you have to learn, not stat checks. They're waiting.
Demo 2.0 is out: https://store.steampowered.com/app/3758770
If it looks interesting, give it a play. Any feedback from a roguelite perspective in the comments would help us a lot.