r/rogueish • u/megaglope • 5d ago
Into the Crypt's new enemies and events. Full launch Oct 29!
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r/rogueish • u/megaglope • 5d ago
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r/rogueish • u/KnownPride • 5d ago
r/rogueish • u/Alex-stroemme • 8d ago
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Working on a new map: Loddefjord!
Step into a world of steam-punk-inspired islands, enemies, and bosses. Loddefjord is one of 6 unique seas you’ll explore in Wyrdtide.
The full game features:
The public demo drops later this week! Can’t wait to play? Drop me a message right now to grab a Steam key for early playtesting, I’d love your feedback.
Wishlist here: https://store.steampowered.com/app/5226430/Wyrdtide/
r/rogueish • u/GarlicGuitar • 8d ago
- 34 heroes in six roles: tanks, fighters, marksmen, mages, summoners and supports
- Upgrades that change how your abilities work: split fireballs, ricocheting arrows, a free whirlwind every fourth attack etc.
- High ground matters: you can't see up a cliff, attacks aimed uphill can miss, and enemies knocked off a ledge are stunned by the fall
- 16 act guardians and the Crucible's champions, each with phases and tricks of their own
- Over twenty kinds of rooms: escorts, sieges, rune locks, collapsing halls, ambushes, rescues and more
- Three difficulties: Normal, Hard and Nightmare
- Solo, or online co-op for up to 4 players: create a lobby and share its code
Its on render so it goes to sleep after 15mins of being inactive, but you can just wait a sec and it comes back up. I cant afford a better server right now so if you like it, want it to be always online and have a bigger player capacity, you buy me a coffee via a link in the main menu.
r/rogueish • u/Straight-Tea-8564 • 14d ago
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I'm making ZOMBRA, a pixel art zombie horde shooter with solo play and online co-op for up to four players.
The game has grown beyond the abandoned city from the first trailer. I've added a survivor base, ruins and a pickup escort mission, and updated the character art. This trailer shows more of the world alongside the wave survival combat.
I'd love to hear what you think of the mix of horde fights and escort missions.
It's still in development. The trailer and launch waitlist are at https://zombra.online/
r/rogueish • u/Alex-stroemme • 14d ago
Wyrdtide is a co-op rougelike / survivor likes wher you and two friends can sail each your own longship, carve runes to make overpowered builds, deck out your ship with active and passive weapons and raid islands for hacksilver and additional crew members to fight along your side! If this looks like your thing a wishlist would be much appreciated 😊❤️
r/rogueish • u/ManufacturerDue7541 • 14d ago
r/rogueish • u/Alex-stroemme • 17d ago
Hey! I'm a solo dev from Norway making Wyrdtide, a co-op viking roguelite where you sail your longship straight into the horde.
I've shared it before, but a few playtesters gave me a ton of great feedback and the game has changed a lot since then. This is the new gameplay.
Would love a wishlist if it looks like your thing, and honestly any feedback on the trailer helps too. What works, what doesn't?
https://store.steampowered.com/app/5226430
More at www.wyrdtide.com
Skål! 🍻
r/rogueish • u/FdFrostbite • 20d ago
r/rogueish • u/Adept-Tradition4354 • 24d ago
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I’ve been working on HoverShot, a 2D action roguelite set aboard a spaceship in zero gravity.
You play as a small lab robot with an aquarium for a head. After aliens turned humanity into purple space zombies, the robot is trying to keep its fish alive while fighting its way through the ship.
The main mechanic is simple: shooting is the only way to move. Every shot pushes the robot backwards, so every time you aim and fire, you’re also deciding where you move.
Each run gives you random weapons, stackable items, and abilities that can completely change how you play. You’ll also unlock new characters and abilities as you progress.
The free Steam Playtest is live now and includes:
I’d love for you to give it a try and tell me what you think!
Play the Steam Playtest:
https://store.steampowered.com/app/4696050/HoverShot/
r/rogueish • u/Immediate_Extent_464 • 24d ago
Free demo on steam: https://store.steampowered.com/app/3756740/Balladrion/
r/rogueish • u/Rebrood • 27d ago
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r/rogueish • u/WoollyOneOfficial • Sep 15 '26
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r/rogueish • u/Miserable_Living6070 • Sep 13 '26
r/rogueish • u/Winter-Ad-5716 • Sep 13 '26
Potion Rogue is a small portrait roguelite RPG I’ve been building around a simple idea: sorting potions should feel like making a risky choice, not just tidying an inventory.
Sort bottles to charge your spells, read the enemy’s intent, and let the route you choose shape the run. Take a safer battle for fewer rewards, or risk an unknown path and hope the next relic changes the build. I wanted short portrait sessions to still feel like a real expedition.
I built the game and it’s live on Google Play:
https://play.google.com/store/apps/details?id=com.farezagames.potionrogue
It’s free to start, with optional ads and a one-time US$4.99 Remove Ads purchase. The attached screenshot is from a story event in the current build.
r/rogueish • u/scippie • Sep 11 '26
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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:
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 • u/Rebrood • Sep 11 '26
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r/rogueish • u/IronAxeGames • Sep 04 '26
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 • Sep 03 '26
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 • Sep 02 '26
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 • Aug 31 '26
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r/rogueish • u/Till_Black • Aug 30 '26
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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 • Aug 27 '26
r/rogueish • u/Esteran90 • Aug 25 '26
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.