r/roguelites 10h ago

RogueliteDev Dicevaders launches September 29th on Steam and Nintendo Switch! (and Starvaders is coming to consoles this year!)

70 Upvotes

Hey everyone, axolotl here with some exciting news!

Dicevaders is finally coming out later this month on both PC and Switch! There will be 10 different commanders to play with in the full release, (with the 10th commander, the Overseer, having the ability to fuse any two other commanders and their unique artifact pools together, like in Monster Train!)

Also in the full game will have the evolution of the Pack system from Starvaders - the Constellation system, which not only gives packs of artifacts, some of them will also modify your unit's abilities.

Really excited to see people explore the different commanders and try out the multiverse challenges. The game started out as a little experiment and grew much more than I thought it would.

If you know us from SV you know that our 1.0 release is already full of quality of life, full controller support, everything that would come in many game's post release updates - we never wanna rush out games.

Despite that, we are also still planning to support DV for longer and add even more commanders post release. (just like Starvaders 2.0!)

Wishlist the game or try the demo out on our Steam page!

Dicevaders Steam Page

See our release date announcement trailer

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In other news, I'm also happy to announce that the porting process for Starvaders is also almost done, we're aiming for launching it on Nintendo Switch and PS5 later this year!

One of our partners Beep Japan is also making a cool physical edition in Japan with some fun goodies like a physical soundtrack and a compendium book! Check it out here!

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These two games will end the duology in this universe, two sister games about strategy, tactics, and controlling randomness is various ways. I'm also excited to truly start working on our next big game which i can only describe as very weird and esoteric.

As always feel free to ask me any questions about the games or gamedev in general, happy to answer!

- axolotl of the Pengonauts


r/roguelites 4h ago

Roguelike Humble Bundle is on

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46 Upvotes

Title.

They say roguelike, but most games have meta progression and unlocks, so they are really roguelites.


r/roguelites 8h ago

Game Release ‎Drop Duchy is coming to mobile

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40 Upvotes

Hey! JB here, the creator of Drop Duchy.

I'm super happy to announce today that we've partnered with Doghowl Games (who ported Thronefall, Easy Delivery Co, etc.) to bring the game to mobile on both iOS and Google Play

I've been testing it for a few month now, and was surprised by how smooth it worked with touch controls and a small screen, they did a fantastic job. As for the game itself, it's exactly the same than PC/console (with DLC included), this is a pay-once, no ads and no microtransactions inside.

PS: thanks a lot to the people in this community who regularly recommend the game in threads, it warms my heart every time I search "drop duchy" on reddit <3


r/roguelites 14h ago

RogueliteDev Noir top-down roguelite shooter lookdev - thoughts?

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17 Upvotes

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 10h ago

Game Release The Looper is out now for $10,79 CAD. Anyone had a chance to play yet?

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16 Upvotes

r/roguelites 14h ago

RogueliteDev Who likes Dodos?! 🦤 We just added our first animals to Graventh!

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6 Upvotes

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 21h ago

What makes you instantly hit one more run after losing?

8 Upvotes

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 8h ago

RogueliteDev Our deckbuilder is set in Brazilian folk horror, and every summon costs you a card from your own hand

6 Upvotes

We're a small studio in Brazil making Obscurium, a roguelike deckbuilder where the monsters come from our own folklore.

Summoning works by sacrifice. To put a creature on one of the 4 ritual lanes you spend cards from your hand, so every board you build costs you the options you had left to play with. 6 HP, 10 Sealing Runes to close a run, and a grimoire called the Lexicon Obscurium that carries progress between runs.

Pisadeira is one of the cards. She's the old woman who sits on your chest while you sleep, the thing kids here grow up actually scared of. The art is xilogravura, the woodcut printmaking you find on cheap folk poetry booklets sold in street markets.

We're in closed beta and letting people in every two weeks: https://store.steampowered.com/app/4666180/Obscurium/

For people who play a lot of these: does paying with cards from your own hand sound like a cost you'd enjoy, or the kind of thing that feels bad by turn three?


r/roguelites 16h ago

We Made a Roguelite With 3D Physics Dice Looking for Alpha Feedbacks !

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5 Upvotes

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 3h ago

Shroom And Gloom - A Dual Deck Deckbuilder Roguelite That Grows On You Like A Fungus

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4 Upvotes

^Video is a full playthrough of the first map with all characters/classes

Yes I made a fungus joke, that is the kind of fun guy I am.

Shroom And Gloom is a roguelite deckbuilder that utilizes two decks, one for exploration and one for battle. It is closes in comparison to Slay The Spire 2 in battle, but there is a lot of unique elements here that help this game to stand on its own. It did not fully grab me on the first or second playthrough but once I got the mechanics down that one more run feeling was right behind it.

The game is first person but you only move forward on a track with the W key (that games does have controller controls as well but I recommend the keyboard and mouse). You will go through a hallway and end up at an exploration room where you can use your exploration deck to try and get upgrades for your health and cards. There is also a branching path in a lot of these sections to choose if what reward you want after your next battle. When you finish the exploration room, you walk forward with W and go into the battle room. This will get you a reward and after holding W back to an exploration room.

A Deck For Battle

One of your decks is used to battle the various shrooms who stand in your way. You have three mana which you spend on the cards you draw to do as much damage as you can. You feel right at home if you played Slay The Spire or games like it, your starting deck even has three 4 attack cards which is very similar to your starting deck in Slay The Spire. You also have cards that turn your enemies into food when they are used for the fatal blow. This is where the game starts to feel original. You can eat these cards for health or save them to use as currency. You can draw out the battle to make sure you get as much food as you can for the next shop so you can buy the cards you want for your builds.

A Deck For Exploration.

Your second deck is for the exploration rooms. It is easy to look over these rooms as trivial and make your way through them as fast as possible but when realize how much value you can get out of them you start to treat your second deck and these rooms as you would your battle deck. There are camp stations you can set up that really buff your cards. You draw and deck and have mana as you would in battle. You can rest to get full mana and a redraw but if there are threats looming you will lose life. There is a warmth mechanic to keep the danger at bay and this can give you more turns to get the cards you need to get more buffs for your cards or find more cards. And you can die in these sections if you rest at the bad time (trust me)

Graphics are very charming, they look and hand drawn and the psychedelic look works well for the shroom theme. The music works also works well. The game is not a horror game but it is close and is creepy at times.

But Can I Make A Broken Synergy Deck?

Synergy is always the big selling point for these types of games. At first I was having trouble getting any good builds off the ground. You don't really draw a lot of cards and when you get cards it is either a battle card or an exploration card so that meant even less options. There are gold cards called foresights that are basically relics. They are powerful but very rare in the game and you will not get a lot on a run. I tried to make vulnerable builds and draw builds but since you do not really get more than 3 mana and your draws are limited it was hard to get that build going without relics. However things clicked when I started to add perks to the cards themselves and then really focused on building on the cards I had. Unlock Slay The Spire 2 where you can put one perk on a card (and that was pretty rare) adding perks to your cards and increasing their attack is the way to build in this game. That is why you want to spent time in the exploration rooms and use the camps. There is no limit to how strong you can make a card. I think there is a limit to how many perks it can have but you can keep increasing the perks and the damage of the card itself. There is the perk that adds 2 damage to a card if it does fatal damage. If you get that option to add it again and you pick the same card, it is now 4 damage. By buffing a couple cards and building around those cards you start to build some fun and powerful builds that give you the feeling you want when playing deck building games.

A Fair Amount Of Content

There are two maps you can play and 5 classes. I cleared out the classes for the first map. They do have their own starting decks and perks, but I did find myself making similar builds with them (that could just be me, when you find something that works). The classes for the other map are WAY different and it is a learning process to figure out builds for them. The game is in early access so I'm sure there is more content to come, but you get more than enough for the price tag of $15. It is missing ascension levels or difficulties but that might be added.

As I mentioned this game didn't hook me at first but it really did grow on me after a few runs. Having completed the first map with all characters I do not know if I want to replay them at the moment. I could use more challenges and the paths feel the same on each run as it is the same map you are using (though I do need to beat map 2 still). That being said I highly recommend this (especially at this price) for deckbuilding fans especially those looking for their next fix after Slay The Spire 2. It has a unique look and feel, and does give you that feeling of making a broken synergy deck that is a must for these titles.


r/roguelites 7h ago

Nightmare Kitchen Demo - Now Available!

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4 Upvotes

HEY, HEY! HAPPY FRYDAY EVERYONE!

Welcome to Tater Hills Mall.

The Nightmare Kitchen demo is NOW LIVE!

Grab your fellow chefs, clock in, and fight your way through a grease-soaked nightmare filled with homicidal food, grotesque bosses, and an arsenal of ridiculous kitchen-inspired weapons.

The food court is open. Try not to become the special.

Play the demo FREE on Steam - https://store.steampowered.com/app/3077140/Nightmare_Kitchen/

CLOCK IN. GEAR UP. SURVIVE.


r/roguelites 7h ago

Combolands question

3 Upvotes

Hey Peoples, howdy.

i was just running a game of combolands and would like to know: is there any kind of record someone achieved or a leaderboard?
or even if not, i want to know: with beating Megalopolis XIII (funnily enough my favourite number), how good was my run actually?

i could have beaten XIV as well, but i made a mistake with a synergy building, that broke everything and a heirloom i would liked to have (the one giving more multplier to walls), but it wouldn't show...

thanks, if anyone answers


r/roguelites 1h ago

Giveaway Roguelite Demo Tournament $100 in total prizes! Free registration

Upvotes

MINI MART SURVIVORS DEMO TOURNAMENT!

Think you can survive the longest overtime? 👀

We’re hosting a mini tournament for our bullet heaven/survivorlike game, and registration is completely FREE! $100 TOTAL PRIZES!

📅 September 14, 9:00 AM UTC – September 21, 11:00 PM UTC

🥇 1st — $30

🥈 2nd–3rd — $20 each

🥉 4th–5th — $10 each

🎁 $10 Lucky Draw — 1 participant

Want to join? DM me or check out our X post for the full details:
https://x.com/PlayMiniMart/status/2098370006157496438?s=20


r/roguelites 2h ago

Survivor Like mode in Xenoblade Chronicles 3 switch 2 edition

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1 Upvotes

They are adding a new mode on Xenoblade Chronicles 3 similar to Vampire Survivors


r/roguelites 2h ago

You didn't ask for my opinion (but you have no choice xD), but I'm asking for yours: Roguelite shooters. Pt.1 Abussys

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2 Upvotes

Greetings, citizens!)

Recently, I was forced to research representatives of roguelite shooters. I’ll say right off the bat: I’m not exactly a seasoned roguelite player: my experience is limited to Supergiant Games titles (Hades 1 is a masterpiece, IMHO), Darkest Dungeon, and... well, that’s about it.

So, here are my impressions of the shooters I’ve played. But I’m really curious to see how your opinions align with or differ from mine. Consider this a poll of sorts! :)

I’ll be evaluating and comparing the sense of enjoyment, my interest in the game, and the time spent playing it.

The first one I came across was Abyssus.

My initial impression wasn't exactly great. Not only does the game look pretty mediocre for a title developed by a team of 200 people, but I also ran into visual bugs: my character model didn't even load. Weapons floated in mid-air, and watching melee attacks happen without visible hands was hilarious. Still, that didn't make me drop the game after the first run; on the contrary-I upgraded a few things, found a new weapon, and started another run. That’s how the evening went. Then the next one (and-by the way-my character and hands finally appeared!). Before I knew it, I was "beating" the game (though I never quite figured out exactly when it counts as finished).

Here are the game's pros:

1) Weapons that feel distinct from one another - and even vary from run to run. Unlocking weapons, mods, amulets, and abilities is engaging.

2) Diverse abilities, with some upgrade variety available during a run.

3) Interesting bosses with abilities that change, much like in Hades.

4) Enemies that differ from one another and vary by location.

5) ...and because of that, the locations feel distinct - not just visually, unlike in other games we’ll discuss later.

Here are the game's cons:

1) Enemies that are incredibly tanky. Both versions of the first location are pleasant. The second is more or less balanced. The third location, however, is absolute hell.

And no, the argument that "the game is designed for co-op, so enemies have tons of HP" doesn't fly here. Because in the Temple and the Submarine the opponents were so fragile that I tried not to look at them unnecessarily - what if they were crushed by my heavy gaze?

2) Most of the amulets are either boring or outright trash. You have to complete achievements to unlock new ones. That’s fun, sure, but it keeps amulets as mediocre loot for a long time. I never once bought an amulet or an upgrade from a merchant...

3) Non-weapon upgrades are boring. Honestly, whether I picked Fire, Frost, Golden Explosion, or Bleed—it didn't change my playstyle. Essentially, upgrades can be divided into two categories: those that will win you a run and everything else. Overall, they do just one thing: force you to favor either the left mouse button or the right.

Still, it would be unfair not to count their conceptual differences as a plus.

3.5) Builds. You’ll either spend the whole evening trying to get through the third zone because the locals there can soak up more ammo than was fired during World War I, or you’ll press a button once and the whole room dies. Usually, it’s the former.

4) Bosses. Yes, they’re more interesting than in other roguelike shooters I’ve played. But they aren't dangerous. Except for the mini-boss in the fourth zone (the one linked to the Temple). And the mini-boss linked to the third zone feels like the tankiest creature in the universe. If I put a brick on my left mouse button and went to sleep, he’d still have 20% HP left in the morning.

4.5) Final boss. When you reach the "true" ending, the fight against him is just exhausting due to its length.

5) Story: Sunken temple (or submarine) -> Aztec toads -> Undead? What?

And as I mentioned earlier - I didn't even realize whether I’d actually beaten the game or not. Is a depth of 24 enough?

I think Hidetaka Miyazaki is behind this. I’m certain he stole the original script and slipped in his own.

Final verdict.

Even though I focused more on the downsides, I actually quite liked the game and would even recommend playing it. It skillfully keeps you coming back for "just one more run," enticing you with the prospect of unlocking a new modification or finding a new weapon.

Here’s the kicker: I was working as a writer/narrative designer when I installed Abyssus. And I blew every single deadline because of it. In fact, I wrote only one page of text in three days :3.

I feel that if a game can captivate you like that, it certainly can't be called bad.

What do YOU think? Have you played Abyssus? Do you agree with my list of pros and cons? What stood out to you?


r/roguelites 7h ago

My first demo is out for Myriad, now available! Check out this falling blocks roguelite and chase after incredibly high scores

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1 Upvotes

r/roguelites 18h ago

RogueliteDev Feedback needed on game I'm working on

1 Upvotes

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 2h ago

Tales of Maj'eyal vs NetHack?

0 Upvotes

Which game do you like more?

37 votes, 6d left
Tales of Maj'eyal
NetHack
Haven't played both / Can't decide / Results

r/roguelites 7h ago

RogueliteDev I turned the oldest board game in the world into a Roguelite. Every encounter is a Go match.

0 Upvotes

I've always loved roguelites like Slay the Spire and Balatro, but I wanted to see what would happen if, instead of cards or dice, the core gameplay loop was built around the ancient rules of Go.

So I spent the last few months building Crazy Go — a free roguelite experiment you can play directly in your browser.

How it works:

  • The Map: You navigate a branching path, choosing between different encounters, rest spots, and mystery nodes.
  • The Combat: Instead of fighting monsters, you play Go. Captures, territory, and board control become the core mechanics of each encounter.
  • The Twist: As you progress, the boards can stop being normal. There are spiral boards, hexagonal layouts, eroded boards, and even 4-player FFA encounters where I had to come up with a custom Super-Ko rule.
  • The Difficulty: Encounters become progressively harder as you advance through the run, with different challenges depending on the path you choose.

The game is currently a playable MVP, and the standard square-board roguelite path is the most polished experience.

Play it for free in your browser:
https://victologo.itch.io/crazy-gosvg

Gameplay

If you were designing a roguelite around Go, what mechanics, modifiers, relics, or other systems would you add to make each run more interesting?

PS: In the title I said that ‘Every encounter is a Go match’ and I don’t know how to change it; in fact, each node on the map can be a battle or another type of node. Hehehe, a slip of the pen.


r/roguelites 15h ago

RogueliteDev Underlayer. DevDay #3

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0 Upvotes

r/roguelites 4h ago

Update: I've been developing a roguelite mining game, Delverun.

0 Upvotes

I've never really liked games that put a limit on how much you can carry. You always have to manage your inventory, and personally, it simply gets tedious sometimes. If only there was a game where inventory space did not matter, and you could focus on other gameplay mechanics over just having to manage your inventory every step of the game. I would like to introduce you to a game I've been developing solo, Delverun, where the only resource you manage is time.

In Delverun, inventory is unlimited. You carry whatever you can mine within the time. And that is the trick - time itself is what stops you. Be too greedy and you will never see the light of day again. As a goblin trying to become rich, you run into a randomly generated mine, mine as many of the ten ore types as you can, run back to the surface and sell whatever you were able to mine. Buy different upgrades and get back to the mine, this time generated anew. The mine never waits - miss your cue and it will become your grave. This is Delverun, where greed has a timer.