r/roguelites

We've spent hundreds of hours already instead of AI - Is it worth it?
🔥 Hot ▲ 657 r/DigitalArt+4 crossposts

We've spent hundreds of hours already instead of AI - Is it worth it?

We are working on a game called Inner Demons, which is about demons and overcoming them.
A 2D Deckbuilding game.

We've decided against any AI art, but it takes a long time to make this vision come true.
Do you think it is worth it and we should continue with it?

u/dev_w_grillz — 1 day ago
🔥 Hot ▲ 106 r/roguelites

Rogelite March Madness Final 4 Day 2!

Hades is the first to make it to the finals. Sad to see Risk of Rain 2 fall but making it to the semifinals is still good. But now to see what Hades goes again we have Slay the Spire vs FTL! Please remember voting is TOP UPVOTED GAME. I’m able to see the total upvotes one of my replies gets so that is the number I’m using!

u/MapRevolutionary752 — 19 hours ago

Do you like challenging roguelites? I have a free Steam key offer for you!

I released my bottle cap flipping roguelite Capper, last month. Since then, I've gotten a lot of feedback that it was too difficult and confusing. I've since made a lot of changes to the game and demo:

- Included a tutorial to hold your hand through learning the core aspects of the game

- Added 5 "warm up" stages that are, in my opinion, much easier than the initial 100K health challenge the game started with before

- Better visually showed/explained features using tooltips

At this point I'm curious if some diehard roguelite enjoyers could try the game out in its current state and tell me if it's too easy or too difficult to beat the first challenge.

So if you have a little bit of time to spare, download the demo and give it a try. Your feedback is invaluable. If you enjoy the demo and can tell me what you thought of the challenge difficulty, I will give you a free Steam key for the full version of the game.

The demo just includes the first warm up stage, which is supposed to be fairly easy to beat.

Thanks!

I'll also answer any questions here about the game for people curious but not ready to take the plunge in trying it yet.

Most commonly asked questions:

- "Isn't this just the game "Unfair Flips"?" No, this is a full roguelite with over 100 Trinkets that change your run. You fight to survive ever increasing damage and have to reach max health goals to complete challenges!

- "Am I just flipping a bottle cap and nothing else?" No, you get to choose what upgrade paths for caps you take, along with picking from the 100+ Trinkets that can totally change your run. Flipping a cap is just the engine to drive the rest of the roguelite experience. The game is surprisingly deep, with permanent progression and new challenge unlocks.

u/Chrogotron — 13 hours ago

Trailer for my Autobattler's Demo Releasing next week

War of Avalith is an auto-battler inspired by Teamfight Tactics and I just released the trailer!

https://youtu.be/GGG3Rvxz3zY

The game is built around the philosophy of having lots of meta progression, variation in runs, and lots of different things to see and test.

The demo will be packed full of content, and I am super excited to see more people try it. All of the closed playtesting has been getting a ton of amazing feedback and I have already seen some wild builds & strategies. Hoping to create an active community to help me shape the future of the game!

u/PickleFriedCheese — 3 hours ago

Recommendations for punishing, risk taking, dungeon crawling, rewarding roguelikes?

Hey everyone. I’ve been playing roguelikes and roguelikes for a long time, and recently I finally realized what makes me really love or just “like” a roguelike game, and was wondering if you guys could recommend me some that meet these criteria.

I’m looking for a roguelike (or roguelite) that’s one of those where you can get lost in the dungeon / stage, and the deeper you delve into it, the higher the chance of finding something that could absolutely kill your run, but you can also find the loot that will carry you to victory for once.

Here are the elements I think are critical for this type of great game:

- Large floors / levels

- The game is hard

- Secret doors and hidden items

- Rewarding for risk taking and exploring

The gameplay style matters less, as all of them can be amazing if the other elements are in place.

Some references that I think fit these criteria:

  1. Shattered Pixel Dungeon (turn-based, classic style)

  2. Dead Cells (for a more action-oriented style)

  3. Barony (with first person combat)

What else do you guys have in mind?

reddit.com
u/Andreguy — 18 hours ago
▲ 8 r/roguelites+1 crossposts

Does this count as a rhythm game AND a soulslike game?

I've been working on a rhythm based soulslike for a year now and want to get some direct rhythm community feedback :)

In my game you equip up to four music scrolls and use your mouse to cast spell combos from those scrolls in time with the music (combo index on left side of the screen). Every fight is with a big soulslike style boss that attacks and dodges in time with the music. You're scored for your input accuracy, time and aim.

I see a lot of discourse about if soulslike and rhythm games are close cousins or not and want to know how the community feels about a concept that actually attempts to combine them.

If you'd like to try it out as well, here's a link to our itch demo https://radioverlords.itch.io/radioverlords

Thanks :)

u/RadiOverlords — 1 day ago

I made the explosive barrels in my roguelite extra spicy

It's a roguelike tower defense game with lots of varied upgrades, one of which is a rare explosive barrel that contains a nuke.

I've been working solo on this game for about 3-4 years and keep getting distracted with a bit of scope creep adding things like this!

Game is called Axom: Conquest, check it out on steam here https://store.steampowered.com/app/2143600/Axom_Conquest/

u/maxpower131 — 4 hours ago

Thoughts on skull horde?

looks good. demo was fun. anyone try it? thoughts? just released today on sale atm.

u/FugginJunior — 20 hours ago

A new trailer for our cosmic vs fantasy turn-based strategy game, announcing our partnership with Goblinz Publishing! It's free to playtest on Steam now

Happy to post our new trailer, I'm curious what you think. We worked hard on this cut to make the game a bit easier to understand. If you want to try it out, it's free to playtest on Steam: store.steampowered.com/app/3991790/Attack_of_the_Astrals/

As well as showcasing the gameplay, this trailer is an announcement of our partnership with Goblinz Publishing, who will be helping us out to make the game bigger and better while we focus on development 😁

youtube.com
u/hariedwinart — 19 hours ago
▲ 3 r/GameArt+1 crossposts

Base hub environment from our sci-fi roguelite - inspired by the inside of the ship from the film, Alien

u/Wildboy_Studios — 22 hours ago

My friend just got his Naval Roguelite Deckbuilder CURSED TAILS published on Steam! I did the sound design for the trailer :)

https://youtu.be/lwoe6oYoMVU

Super happy to share this cool project from my good solo dev friend, Sycix. He’s been working evenings and weekends on this nonstop for 1.5 years, and the Steam page just went live! I lent my efforts doing the sound design for the trailer, and look forward to working on this project more in the future, we have big plans!

In Cursed Tails players will command a ghost ship, wield magical cards while battling multiple enemy ships, and recruit fox spirits to your crew and guide lost souls toward a second chance at life. There’s 9 distinct decks planned for launch, each with unique playstyle and mechanics, also the ability to mix deck classes for imaginative runs. The combat uses a hybrid real-time and turn-based mechanic, so you can pause the game at any time to plan your hand, then fire off combos while controlling the ship in real-time. .

I got to witness the early designs of this game ages ago, it’s come so far from the initial prototype. I know it’s been a dream of his for nearly a decade to make. So I’m very excited that it’s finally seeing the light of day. To anyone else with a dream of being a solo dev, it takes dedication but if you have that idea no one else does, sometimes the best way to do it is just make it yourself! Then you too can try to get free marketing on reddit :) Wishlist on Steam!

Steam page: https://store.steampowered.com/app/4205430/Cursed_Tails/

u/-SirParcival- — 24 hours ago
▲ 2 r/IndieGame+1 crossposts

Aevalore -- More Achievements added! (45 total) Display Title!

In Aevalore, YOU choose the build. No dialogue.. just action

BREAK THE META

In Aevalore, variety isn't just a feature—it’s the weapon. Every hero comes equipped with 12 unique abilities, but you only have 4 slots per roundChoose wisely. With over 81 skill combinations and 300,000 potential combinations PER CHARACTER with the card system, every run is a fresh experiment in destruction.

10 MINUTES TO GLORY
The clock is ticking. You have 10 minutes to level your hero, survive the relentless scaling horde, and take down the final boss. Use the gold you've looted to bank permanent upgrades and prepare for the next drop and tackle harder difficulties.

STRATEGIC POWER-UPS
It’s not just about clicking buttons. Use In-Match Cards to empower your hero mid-fight. Want more health? Higher crit? Dodge distance? Your build evolves in real-time based on the cards you play and the stats you prioritize on your pause menu. Level your hero to 100 on the select screen and receive the GOLD TRIM!

Current Character List

Violet - The Illusionist 

Jade - The Archer

Schope - The Engineer 

Rurik - The Iron Guard

Baron - The Ghostly Pirate

Zaroth - The Warlock

Mizu - The Water Bender 

Kawghe - The Umbral

Brock - The KO Master

Urph - The Angler 

Navi - The Warchief

Ajna - The Psychic 

12 characters at launch and 10 maps 

u/Delicious_Farmer_818 — 20 hours ago

We finally added the depth Mycofall was missing

Hey everyone!

We just shipped Character Perk Sets, and honestly this one has been brewing for a while. I'll explain why in a second.

The set-sheet image is attached but you can also view it here:
Reference Sheet for all Mycofall Perk Sets

TL;DR: We added Character Perk-Sets. They don't make you permanently stronger, but let you shape how your character plays (assassin, speed, tank, etc.). More build depth, more min-maxing, leaderboard stays fair.

Long Version:

When we started building Mycofall, we had one rule: players should not get stronger just by playing more. Your skill matters, not your hours. No permanent stat boosts, no power creep. The highscore leaderboard stays fair for everyone.

Sounds good in theory. But as our demo launched Playtesters, YouTubers, and pretty much everyone else said the same thing: "the game feels early." And honestly, they were right (even tho it hurt our team). Once you learned the core mechanics, there was nothing left to chase. No collecting, no experimenting, no reason to come back. It just felt flat.

We argued about this a lot internally. The leaderboard was important to us. We didn't want to ruin it. But we also knew the game needed more depth and something to keep players hooked long term.

Character Sets (perk sets) are how we solved it. They don't make your character stronger. They change how your character plays. Every character now has multiple sets that push them in a specific direction. Want to go full assassin? There's a set for that. Want to be fast or tanky? You can. Your Mo-Ying can feel completely different from someone else's Mo-Ying. It's about builds and min-maxing, not free power.

You level up characters to unlock new sets, and we're planning artifacts (basically equipment) in the future to go even deeper.

The leaderboard still works because sets don't just give you free stats. They shape your build. You still need to play well to score high. If you want to play the demo, you can do so here.

So, how do you feel about progression in survivors-likes? Do you prefer pure skill-based leaderboards, or does build depth and collecting keep you playing longer? Seems like there are two camps.

u/ExhaustedBonfire — 22 hours ago

Oiran Survival — the moment a peaceful city is overrun by yokai, Japanese monsters

This is one of the most important opening scenes in my game. I wanted to show the exact moment an ordinary city is swallowed by yokai, Japanese monsters, before the horde combat begins.

The goal wasn’t just to make it look dark. I wanted it to feel like normal life is being erased, and that this is the moment the tragedy begins.

Since the game later becomes about cutting through massive monster hordes, this scene is meant to be the emotional starting point. Would this kind of intro hook you in?

u/OiranSuvival — 4 hours ago

I Waited All Night for Samson… This Was the Result

Hey everyone

I did a first impression video on Samson. It's a roguelike so I thought I would cross post here as well.

youtube.com
u/luckynumchris — 22 hours ago
Week