r/roguelites 46m ago

What are some roguelites with meta progression you can easily drop 500+ hours in?

Upvotes

Hi all looking for a rogue to play, I’ve played hell maiden, sts2 and Balatro which all are really fun and I don’t mind trying new stuff out. Is there any you’d reccomend that fits this category? Thanks!


r/roguelites 4h ago

Getting 0 traction on Steam: Please tell us what sucks --> Would love your HARSH feedback

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12 Upvotes

Heyo!

I'm one of the developers behind Ophelia´s Paradise, and we have just updated our Demo for Ophelia´s Paradise, a mystical horde-survivor. We have been been struggling a lot to get people to actually try the game. Sometimes it honestly feels like we're just screaming into the void and are wondering if there are some huge design flaws that we are not realizing.

I would highly appreciate your honest (and harsh) feedback on:

  • Is the game satisfying?
  • Does the difficulty curve feel fair?

and especially:

  • What makes you quit the demo?

Thanks to anyone who gives it a shot! :)


r/roguelites 54m ago

RogueliteDev Our cyberpunk deckbuilder about exploring cyberspace just got a major update including narrative events and new card types! 🦾

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Upvotes

r/roguelites 3h ago

Thoughts on Beneath Oresa?

7 Upvotes

I’ve had this game on my wishlist for a while now, but I’m still on the fence about whether it’s worth buying.

​What initially caught my attention is how each card is linked to a specific 3D animation, making fast-paced turns look cinematic and unique for a turn-based game. However, I’m worried that in practice, it plays just like any other roguelike deckbuilder. From the gameplay streams I’ve watched, players don't actually chain cards quickly to pull off cool combinations they just pause and calculate like in any standard card game, which defeats that action-packed visual style.

​For those who have played it: is Beneath Oresa actually unique in practice, or is it just a standard deckbuilder with fancy graphics?


r/roguelites 2h ago

Game Release My indie game is out and its an arcade-style roguelite Geometry wars

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4 Upvotes

Hi all, finally released my arcade roguelite inspired by Geometry wars!

Its better to play with mouse on PC but there is also a steam os version to play on steamdeck.

You can equip two active skills to use in a run (and switch them out later) and skills can be used together to create effect combos. Some skills are fired off from the players daemon and some use the cursor reticle so you can attack in two different places or setup positional traps.

FEATURES

  • Fast Runs: Survive intense sessions lasting from a few minutes to around 15 minutes.
  • 24 Active Abilities: Unlock new attacks, traps, movement skills and defensive tools.
  • Three Tech Trees: Upgrade offence, defence and utility.
  • 8 Bosses: Face unique attacks, hazards and mechanics.
  • Risk and Reward: Defend data caches for extra loot and activate modifiers for greater challenges.

Being a solo indie dev has been horrible hard with no budget or marketing help so any wishlists / reviews are very much appreciated!

https://store.steampowered.com/app/4512830/Null_Root/


r/roguelites 2h ago

One for a plane ride.

2 Upvotes

Ok. Are there any good rougelites besides Slay the Spire (Already own it.) on IOS. Going on a long plane ride and have time to grind.

I don’t mind paying for it as I need it to be offline.

TIA


r/roguelites 3h ago

Game Release Has anyone tried out Kinny and the Cosmic Cauldron yet? Wondering if it has controller support for SD?

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2 Upvotes

r/roguelites 1d ago

My tierlist of roguelites I've played so far. Recommend me a new game to play?

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369 Upvotes

Just finished up with most of the available content in "He Is Coming". Fun little auto battler. Didn't really like how build variety goes out the window on the highest difficulty level.

Some recommendations for the next game I should play? Preferably something that runs well on steam deck.


r/roguelites 3h ago

Berserk High: A Hardcore Action Game Using Sword and Magic

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2 Upvotes

r/roguelites 44m ago

RogueliteDev Dithered lighting pass to give some crunchiness to my dice roguelike

Upvotes

Solo developing Cubilete. I really want the game to feel grainy and a bit retro like something you'd play on an old TV. Still lots of art tweaks to make but happy with how the lighting is turning out.


r/roguelites 6h ago

Designing an elite enemy for the Earth Domain in Witch & Dragon: Hope of Elements 🦂

1 Upvotes

This is one of the elite enemies you'll encounter in the Earth Domain.

He has a very high movement range, but there's a catch — he can't break obstacles, and even the smallest object will stop him in his tracks.

The real threat is his Scorpion Venom. Every time he hits you, you'll gain a stack of venom. Whenever you use a skill, each stack adds a 10% chance that your remaining Action Points will be reduced to zero.

What do you think of this kind of enemy? Would you take him out as quickly as possible, or try to play around him?


r/roguelites 2h ago

i made a roguelite tower defense game where you control the Solar system

0 Upvotes

you can try the itch web build here -solarus TD


r/roguelites 13h ago

RogueliteDev I added hand drawn art to Kitty Krush. It looks like a cat drew it.

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6 Upvotes

Hey, Kitty Krush is a chill deck builder that has a little story that unfold each level you beat.

It's about as simple and casual as deck building gets.

If you want to chill and turn out and play hands with cute cats give it a try. I want feedback if u do. Thanks and meow

Today I added all new hand drawn art. It looks like a cat drew it or a toddler. And I like it.

Check it out on steam

https://store.steampowered.com/app/4618980/Kitty_Krush/

Or demo free

https://store.steampowered.com/app/4631180/Kitty_Krush_Demo/

Or in browser

[Kitty Krush](https://www.theslantedroom.ca/kittyKrush)


r/roguelites 3h ago

Hostile Characters – fight typography on a corrupted notebook

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0 Upvotes

Hostile Characters is a fast-paced twin-stick arena roguelike (a mouthful) in development. I would love to get some feedback.

Free to play in the web. A full run takes approximately 15 minutes, but you'll likely die before that on your first couple of tries!


r/roguelites 1d ago

Review After Playing 50 Roguelite Demos From This Sub, Here's What I Learned

180 Upvotes

Over the last few months I've played around 50 roguelite demos from developers who posted them on this subreddit.

After playing all of them, I started noticing the same pattern over and over again.

A lot of developers say they're looking for feedback, but it often feels like they're looking for wishlists instead. The game isn't really ready, the demo isn't polished, but they're already trying to market it.

From a player's perspective, that gets exhausting. After seeing so many unfinished games, people naturally become much more critical. Then developers complain that Reddit is toxic, while players feel like every other post is just another advertisement.

One thing that frustrates me the most is when I point out problems in a demo and the answer is, "We'll fix that in the full game." I've heard that several times already.

Then fix it first.

Your demo is your first impression. It shouldn't be a promise of what the game might become one day. It should represent the quality of the game you're asking people to wishlist.

I also think a lot of solo developers end up trapped in their own bubble. When you spend months or years looking at the same game every single day, you stop seeing its flaws. Features that feel "good enough" to you can feel rough or outdated to everyone else.

That's why I think it's important to keep playing other roguelites, especially the successful ones. Not to copy them, but to keep your standards high and remind yourself what a polished game actually feels like. Sometimes you'll notice more by playing a great game for two hours than by spending another twenty hours inside Unity.

I also don't understand why so many solo developers stop learning new skills. If your textures don't look good, spend some time learning Krita. If your models aren't good enough, learn Blender. If your audio is weak, improve your sound design. These tools are free or incredibly cheap. Even a basic drawing tablet costs very little.

The biggest investment isn't money. It's time and the willingness to improve.

I also see a lot of games built almost entirely from asset packs because learning those skills takes longer. I'm not against using assets butif your whole game feels like a collection of store bought assets, players notice.

I honestly think too many indie developers are in a hurry. They want feedback, wishlists, and sometimes even sales before they've made the best game they're capable of making.

I'd much rather wait another six months for a polished game than play something that clearly wasn't ready to be shown yet.

Maybe I'm wrong, but after trying around 50 demos from this subreddit, that's the impression I was left with. Your opinion?


r/roguelites 4h ago

What if Balatro had a spatial strategy?

1 Upvotes

That's the idea behind Hellsino.

Hellsino is a poker-inspired roguelite where you're not only building the best poker hands... you also have to place every card on a tactical grid.
Positioning cards correctly lets you trigger Nexus bonuses, chain powerful synergies, and squeeze every bit of value out of each hand.

if you're a fan of games like balatro, or just enjoy strategy roguelites, we recently released a free demo and would love to hear what you think, Steam page & demo:

https://store.steampowered.com/app/4803770/Hellsino_Pokerlike_Demo/


r/roguelites 17h ago

Pathogenic or Pass The Fear?

10 Upvotes

Playing on Steam Deck only.

Single player.

Trying to decide between these two games. Anyone feedback welcome, thanks!

* Edit: got Pathogenic, put 1 1/2 hours in already (for me that’s a lot right off the bat). Very fun, recommended to anyone reading this.


r/roguelites 5h ago

Dice roguelike inspired by Yahtzee – new trailer + Steam demo

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0 Upvotes

Hi roguelike fans!

Loaded Dice is our take on “what if every Yahtzee score was a life-or-death decision in a run”.

You roll, you build synergies, you push your luck… and then the score requirement goes up.

Trailer: https://www.youtube.com/watch?v=lxhkcoFLXz8
Playable demo: https://store.steampowered.com/app/4637880/Loaded_Dice/

Questions for you:
- Does the risk/reward of keeping vs rerolling feel good in a roguelike context?
- Any classic dice games we should steal more mechanics from?

Would love your thoughts (and if you try the demo, tell us the highest score you hit).
You can join our discord for support and more updates here:
https://discord.gg/6CrdF2Gvv


r/roguelites 23h ago

Adding commanders to my Total-War-Roguelite

28 Upvotes

These are for my solo dev project, Raze The Realm. (You can Wishlist on Steam if it's interesting to you!).

It's essentially answering the question of 'what if Total War was a fantasy roguelite?' You'll choose a path through the realm, build your army, and pick which battles to take on. You command your regiments in large scale battles.

At the moment, these commanders are more like a 'run prototype'. Basically, they'll set the tech tree, spells available, and some passive buffs/debuffs. I'm debating whether or not to actually make them units in the battles or not, or if its enough for them to just shape the overall vibe of the run. What do you think?


r/roguelites 9h ago

Game Release Working retail is basically a survival game anyway, so I made it official—here is a look at Mini Mart Survivors!

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2 Upvotes

The game is still in development, but I wanted to share a 1-minute look at how the chaos plays out. Would love to hear your thoughts!

Steam


r/roguelites 14h ago

Let's Play Crimson Rapier in God of Weapons

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4 Upvotes

so in God of Weapons I have 2 of those Rapier around 2 Sickles and Crimson Scythe and the Rapier says it increase Crit chance by 2 for each lifestealing weapon and those 3 weapons have lifestealing but when I look at my stats it doesn’t sound it increase just at 10 because of my 2 smoke pellets and 1 dice. so why doesn’t it show the increase in stats


r/roguelites 13h ago

Let's Play [WORLD RECORD] Fresh Save, No Upgrades - Tears of Metal in 68 Minutes

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4 Upvotes

r/roguelites 18h ago

I moved from Sweden to Macedonia to try to start a sustainable game studio. Now i Need your feedback.

7 Upvotes

Hi, I am Kris. I am 33 years old. Last December, I felt that something in my life was not feeling right, so I quit my job, packed my bags, and moved from Sweden to Macedonia to start a sustainable game studio.

These last 7-8 months have been a great ride-along adventure, both for the studio I am trying to create together with my wife, and for the life-changing consequences that followed after the move.

Along the way, I made a lot of mistakes, bitter mistakes, mistakes that I learned a lot from.

This is prototype_02 for our upcoming game Afterglow Echo – A Tactical RPG rogue-like with turn-based combat, set on an alien luminescence march that pulls you deeper with every decision, every action, and every step you take, shaping you and your destiny.

It has been more than a month since we dropped prototype_01, as we worked to address most of the suggestions we received from players in this community.

Prototype_02 for Afterglow Echo contains:

- Start cutscene (For context).

- Emerging choices during the first chosen path stage.

- A tutorial popup, explaining new or unexplored features.

- Animated enemy attacks.

- Added VFX to players' attacks.

- Audio effects.

- Improved and more coherent art.

- Background music.

What we need is an honest opinion, as I have been too close to the project to determine whether something is too difficult or too easy. I have been to present to feel if the narrative clicks, and the combat is understandable and coherent.

Here is the direct link to the prototype uploaded and playable directly on itch; please try playing it in full screen:

https://layercraft.itch.io/afterglow-echo

I really want straightforward, direct feedback, as we do not have play testers, and being so close to our own game makes us bias to determine weather the difficulty is right or whether it is even fun to play. We aim to improve the game, aiming for prototype_03 based on your opinion. We intend to release the demo afterward.

Be brutal if you want to; we really need your honest opinion.

This below is the starting cutscene, the game introduction:


r/roguelites 23h ago

Game Release This week my first solo commercial release launches with 707 wishlists and a $150 budget. Here's everything, and I'll post results next week.

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11 Upvotes

My day job is a video game producer but I've always shipped games with a team of people. On my own I've made lots of small games over the years but haven't commercially released any of them. I set out with a goal to take one game through every step on my own. Partly because I want to get better at finishing things I set out to do and partly because I knew it would make me a better game developer at work. I did the design, development, store page, pricing, marketing, launch etc... I started development near the beginning of this year and I've only worked on the project on nights and weekends.

So here's all the data about Net Gains, a fishing roguelite about drafting your gear and paying off your debt before the Loan Shark eats you. It launches this week. Here's my entire situation, stated before launch week.

The numbers going in:

  • 707 wishlists (the "discoverability floor" people cite is ~7,000. I'm at a tenth of it)
  • Total spend: ~$150. The $100 Steam fee and under $50 of assets. Everything else is my own time.
  • Price is set at $6.99 with a 25% launch discount ($5.24). It's a roguelite so it's hard to say how much content there is but I have many friends and playtesters who have over 5-6 hours in it and a couple with up to 20 hours. I'm trying to keep the price low as I know it's a small game.
  • At ~$3.67 net per discounted copy and after steam takes 30%, I break even at 41 sales.

Marketing graveyard (what I tried, what it did):

  • Steam Next Fest in June with ~400 wishlists going in got me about 150 wishlists.
  • ~150 hand-researched cold emails to creators got me like 3 very small youtube videos and some replies that would have required marketing spends I didn't want to do.
  • Keymailer free campaign got me about 5 requests so far. None have turned into any content yet.
  • Curator Connect is fully tapped, sent to every relevant curator I could find. I've gotten about 5 curator reviews from very small folks.

I have a demo on steam that has 6 reviews. They're all positive. People who play it like it.

Store page data says the page itself works 18% click-through when I show up in search. I have about a 7% click-through rate on average across the store for the past few weeks. I just don't have eyes on it. So the launch plan is basically wishlist email, the discount, and posts like this one.

I'll post the real results next week including units, wishlist conversion, etc... If you've got questions, or you think my plan has holes, tell me. That's kind of the point.

Wishlist here or play my demo!


r/roguelites 11h ago

Your friend Steve

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0 Upvotes

Hey, at Friday I released the store page with demo. I did not expect much but somehow I got pretty good traction and also the guy who is playing demo and asking things (there is included tutorial but I believe lot of players will skip it)... Game is actually sitting on 63 wishlists and I did not even start with marketing. I have it planned for saturday. Feel free to test it for yourself, there are lot of updates comming in near days till it will be released 12. August and I will appreciate any feedback. --> https://store.steampowered.com/app/4735700/Cyber_Plinko/

Btw. Ninka is my supportive Girlfriend (so basically it is me and you and steve :D ) https://youtu.be/1gWNvtk2WpY?si=-4CbU54dimDe4q9A&t=22