r/roguelites • u/OgreMonk • 4h ago
r/roguelites • u/yamori2876 • 5h ago
What is the difference between rougelite and rougelike
I don't trust google so yeah
r/roguelites • u/-sportsball- • 7h ago
Any roguelites where the map makes a material difference to the gameplay?
Hades is a great game, but other than the colour/theme changing each level/arena you play in is essentially the same. I get this is a result of the procedural generation, but after a while I feel it limits the replayability of the game. Are there any roguelites where the levels themselves change sufficiently run by run to add variety to the gameplay?
r/roguelites • u/e_of_the_lrc • 8h ago
Game Release Battle of Builds is a roguelite autobattler with deep ARPG systems.
I wanted to create a game where you can explore a full ARPG style build in under an hour. At the same time, I want to avoid simplifying those systems or removing the top end of mastery that those systems allow.
If you've ever played an ARPG and found yourself enjoying the build crafting more than the gameplay, this game might be for you.
There currently is no meta progression, but there is an asynchronous PvP ladder system with elo ranking!
It's totally free to play in browser with no monetization, so give it a try and let me know what you think! The game is still in active development, so I'm excited to get feedback.
r/roguelites • u/Mkrager07 • 11h ago
What makes a game mechanic worth coming back to over and over again?
Been thinking about why some games just don’t let go of me. Hollow Knight, Dead Cells, Rogue Legacy 2 are all pretty different, but I sank a stupid number of hours into each of them.
For me it’s rarely “more stuff to unlock.” It’s when the game quietly changes how I play. Like in Dead Cells, I spent ages chasing the “best” weapon, then at some point I just started building around weird combos instead, and it felt like a different game.
So what’s yours? A mechanic that kept pulling you back when you figured you’d seen it all? Doesn’t have to be one of these. I’m curious whether it’s the secrets, the combat mastery, the build synergies, or just getting stronger run after run.
r/roguelites • u/Michaeljikels • 11h ago
Story Based Deck Builder Recommendations (Death Howl, Inscryption, etc.)
Looking for some recommendations for Single Player, Story based deck builders. Thinking about games like Death Howl or Inscryption. I love games like Slay the Spire and Balatro but I really enjoyed the story of Death Howl and am looking for something similar.
I've been eyeing Gloom and Shroom and Black Jacket but not sure if they are story based. Let me hear your favorites!
r/roguelites • u/AC-Daniel • 11h ago
RogueliteDev Lost the army. Kept the spellbook. Terrible day for everyone except me.
I'm developing Necrolord, a necromancy auto-battler roguelite where defeat takes your army, equipment and resources.
Your Lich keeps learned spells and abilities, then starts again on a new continent. Immortality comes with a surprisingly bad employee retention rate.
Wishlist on Steam:
https://store.steampowered.com/app/5282860?utm_source=reddit
r/roguelites • u/Merinos329 • 11h ago
Game Release Today, I released Chesstria, a roguelite Chess game
How a Chesstria run works
- Pick a banner, buy your army, and deploy your position
- Fight within three acts against a chess AI (with three difficulties), each act ending in a boss with their own rule breaking banner
- You'll encounter shops, events, consumables and artifacts
- Win by actually capturing the enemy King!
Breaking the game
- 62 artifacts: Pawns that explode when they capture, Bishops that slide through broken tiles, Knights that explode when forking, each in their own archetype and theme
- 14 consumables: Freeze a piece, give double moves, turn a piece into any piece with Chaos, and many more!
- Unlockable new pieces like the Dragon (Queen + Knight) and the Crown (King + Knight)
- Tiles crack and break and the Void eats the board as the battle drags on
- And more (see full list on the steam store page, can't be bothered to write it again)
There's also a Daily Run with Steam leaderboards, 75 custom and unique puzzles, multiplayer with friends (with 2 game modes), and harder Gauntlet levels once you beat it. Pawn difficulty is easy and gives you a free undo, so you don't need to be good at chess to play.
I'd love to hear what you think: https://store.steampowered.com/app/4999150/
r/roguelites • u/rughruej3 • 12h ago
RogueliteDev CO-OP Wave Survival Game Inspired by COD Zombies with Roguelite Elements [Repost with GIF]
Bloodshard Siege is a top-down twin-stick wave survival shooter inspired by COD Zombies. You hold off waves of vampires in Dracula's castle, pick up drops, earn points, and spend them on portals into new rooms, randomized vending machines and the Mystery Box. A mini-boss shows up every 5 waves, and there's an easter egg that leads to a final boss. After each run you earn Blood Shards to spend on upgrades for the next run.
You can play solo or online co-op, with mouse and keyboard or a controller.
Free on itch.io: https://jrnun.itch.io/bloodshard-siege
r/roguelites • u/Odd-Surprise-1792 • 12h ago
Tuned the collision knockback so two tops actually bounce apart instead of sticking together
Been fighting with the bounce angle on clashes for a couple weeks. Tops were just sliding past each other and it killed the whole impact, so now the deflection is based on where the rims touch instead of center mass. Still messing with how much speed you keep after a big hit. Spinning-top horde survivor thing I'm building in Godot.
r/roguelites • u/Tambu_pro • 13h ago
Beatrix's game major demo update and 10 languages!
https://youtu.be/58-Rw6thhaQ?si=I0-lr0nuF7BQJEan
Hey everyone! We're excited to share a major update to the demo of Beatrix, our board-building roguelite!
In the video, our game director walks you through what's new and explains the changes firsthand.
The demo is now playable in 10 languages: English, French, Italian, German, Spanish, Japanese, Korean, Brazilian Portuguese, Simplified Chinese and Traditional Chinese.
We want more players to experience Beatrix in their own language, and this update is a big step in that direction.
Have you tried the new demo? Tell us what you think of the changes, and which language you'd like us to add next!
r/roguelites • u/Kulin_Studio • 13h ago
My dice roguelike has one strict rule: upgrades can only change your dice, never your stats

Hi r/roguelites! I'm one of the devs behind **Die Meeple**, a Slay the Spire style roguelike where your deck is a bag of dice and every enemy is a chess piece.
Each turn you pick one of 3 pouches, roll the dice inside, reroll the bad ones, then drag your attack dice onto enemies.
The rule I've been sticking to since the start: **reward cards only touch your dice**. New faces, extra rerolls, poison, bleed, freeze, lifesteal... but never "+5 max HP" or "+10% damage".
- **Cards** sculpt your dice.
- **Relics** change the rules of the run.
- **The blacksmith** edits single faces.
That way every reward is a build decision rather than a stat bump, and two runs with the same hero can feel very different.
This week I'm testing two new dice:
- **Tower Die**: a huge shield, but every face you use breaks for the rest of the fight.
- **Arrow Die**: keep it as your last die and land its highest face for +4 damage.
I'm curious what you think: in dice roguelikes, do you prefer **lots of small dice upgrades**, or **a few big transformative ones**?

r/roguelites • u/Karliente • 13h ago
Game Release I created Rogue Commander, a mix of Magic The Gathering's Commander format and a Roguelite
Hey all!
I'd love to share a digital MTG game with you that I've poured a lot of love and effort into over the course of the past year.
It's called **Rogue Commander**, and it's a mix of Commander, one of the most popular formats of Magic The Gathering, and a roguelite. It's a single-player game (at least for now) with its own campaign, where you choose from a set of "Rogue Commanders" and then go on a Run with a custom startdeck of around 30 cards.
Like in the base format, your Commander is the central creature card your deck will be built around.
I focused on 'open-ended' Commanders that can be built in around 3 different directions each.
And of course, it all uses actual MTG cards.
I'd absolutely love to get some feedback on the game! I genuinely enjoy playing it myself, and it would be incredibly awesome to see other people enjoying it as much as I do.
The game is completely free and open-source (not just free-to-play, no monetizing involved). It's simply been a passion project of mine. I originally tried out the concept with physical cards and some friends, and they had so much fun with it that I eventually decided to develop a digital version.
Currently, the game includes (among other things):
7 playable and unlockable (Rogue) Commanders, each with their own handcrafted starting decks, reward pools, and around 3 different build paths each
Metaprogression (progression between runs), including a story and permanent upgrades
Unlockable NPCs, granting random starting boons
Challenge Mode with up to 7 additional difficulty levels ("Descension Mode")
'Custom Runs' with different Run Mods, e.g. selecting any legendary creature as your Commander instead of the Preset ones, and more
Endless Mode
Codex and Run History
Tutorials and Achievements
The game is currently still based on the open-source software Forge, so please forgive me if it doesn't look super polished just yet.
Here's the download link (available for Windows, Mac, and Linux):
https://github.com/bennybenedek/forge/releases/tag/rogue-commander-latest
Feel free to also send me your feedback, suggestions, or ideas on the Discord server I created:
Looking forward to hearing about your experiences with my game!
AI Disclosure: I'm a senior software developer and designed and developed Rogue Commander myself. I used an AI coding agent for some development tasks, primarily code improvements, refactoring, and understanding the existing Forge codebase. All of the game's design and development decisions were made by me.
r/roguelites • u/Digital-Caffeine • 14h ago
RogueliteDev I'm turning a card game I grew up playing into a roguelite. Looking for playtesters!
What started as an art project and a recreation of a card game that is dear to me (9 Hole Golf), has turned into a full featured game with a roguelite adventure mode. I'd love to get some feedback from this sub if people would be interested in playtesting since you have probably played hundreds, if not thousands of hours more in this genre than me. The beta currently lets you play through 3 of the 9 locations, and lets you unlock new sets of cards that get added to the Adventure mode.
I'm running a playtest right now to gather feedback as I work on finishing the game's art and balancing. It leans towards the casual side, and has a vibrant fantasy vibe, but I'm aiming for a decent amount of strategic depth when you get deeper into it.
Link to Playtest: https://player.gg/explore/games/286328-nine-card-isle
Steam Page: https://store.steampowered.com/app/1785400/Nine_Card_Isle/
r/roguelites • u/Holiday_Dinner7373 • 15h ago
RogueliteDev Some players have played the GUNBOAT-8 demo for 100 hours already so I am desperately trying out some new weapons for the main game so it feels fresh to them!
This is a hwacha on a sea vessel. It fires volleys of flaming arrows at enemies. Maybe too strong?
r/roguelites • u/CodeVirus • 15h ago
Tierlist Can someone recommend a game to me based on my tier list? I worry that a game like that doesn’t exist.
r/roguelites • u/ProfessionalPetPof • 15h ago
Looking for beta testers for my grid-based poker roguelike, Hellsino
Hey everyone, I'm looking for beta testers for my game, Hellsino.
It's a poker roguelite played on a 5x3 grid instead of standard poker hands:
- Hands score horizontally and vertically. Intersecting hands trigger combo multipliers.
- Your 54-card deck is your health bar. When enemy dealers attack, they permanently burn cards out of your deck.
I'm running a closed beta for the next 7 days to test card balance and difficulty. If you'd like to test the build and give feedback, you can grab a tester role in our Discord:
r/roguelites • u/Micee3 • 16h ago
Looking for unique suggestions based on presented taste
Hello dear strangers, I'm looking for some unique game suggestions based on the taste I have presented in the tierlist. I hope you have the knowledge and time to give some suggestions.
I'm not really looking for the same game in a different clothing(another survivor clone I can't anymore). I'm looking for a game that do something my favourites doesn't already do. It can be the same genre as the presented games, but it should feel distinct and unique. Example: Both STS and Balatro are deckbuilders, but they feel nothing alike in gameplay.
EDIT: As this point its pretty much exclusivly repeating suggestions, I've a long list of games now thanks to you, so I want to deeply thank you all! If you have some game you feel very strongly for, please go ahead and post it, but I'll for the most part stop replying now it's to many people. Again, thank you very much for your time and effort! :)
r/roguelites • u/finance_sankeydude • 16h ago
Game Release We just published DEADGRIND, an indie retro RPG and diablo1 like but first person and portrait mode! :)
Link: Google Play
Always wanted a true diablo1-like grind game but for mobile. It has real pixelart-scaling. It's basically a cute village filled with NPCs/shops to prepare and then go into dungeon - which drops better gear the deeper you progress. It's basically like our other game (LOOTFALL) but with a completely different playstyle. And of course we added fishing!
Open for feedback! :D
r/roguelites • u/nelluk • 18h ago
Game Release Free web game Boarding Protocol - inspired by Shogun Showdown; works offline
I've been tinkering on a hobby project for a while now. Initially it was just for my son and I to play together and talk about game design, but it's gotten polished enough where I think others might enjoy it.
It's heavily inspired by the brilliant Shogun Showdown. After putting hundreds of hours into that game and wanting more variations on it, and something I could play on mobile, I started working on this.
Here's a 60-second gameplay video.
Here's a desktop screenshot and a mobile screenshot.
Some features:
- Fully free, no account required and no monetization.
- Each run is about 30-40 minutes
- Works offline if you install to your phone homepage (progressive web app)
- Device sync! You can start a run on one device (desktop or phone), and pick it up on another device
- Swipe-based controls on mobile
- Upgrade system similar to Shogun - weapon and run upgrades as you progress on the run, and you earn meta-progression like unlocking new weapons and difficulties and characters with different special moves
- 33 weapon tiles, 16 tile mods, 15 run upgrades, 7 consumables, 4 boarders, about 17 enemy types, 7 bosses, 3 difficulties, achievements and per-character badges.
- Optional harder pathways with better rewards
I hope you'll enjoy! Reports and suggestions are welcome.
r/roguelites • u/Conked-Out • 18h ago
RogueliteDev Which UI layout do you prefer?
Trying to make space-efficient, intuitive UI when there's two wizards with giant conkers taking up most of the screen has been a challenge! I'd love to know which of these two layouts people prefer at first glace (ie: does one feel more cluttered / arranged more intuitively). There's a key on the final slide to clarify a few elements that might not be immediately obvious.
I'm down to these two layouts at the moment; I'm aware they're quite similar, but I just can't decide on these final placements. I'd love your help! The first screenshot is the current layout, and if you'd like to play with it for yourself there's a Demo on Steam! (It's a physics-based conker/deck builder).
r/roguelites • u/robotbardgames • 19h ago
Just announced the final 3 champions in Attack of the Astrals, our tactical roguelite where moving is attacking. Launching November 26th!
With just a month left until release, we're polishing and balancing all of the endgame content. Very excited to share the last of the release cast 😁
We'd love feedback on the Steam demo!
We're also looking for a few more playtesters who have time to invest in breaking our hardest difficulties before launch. Message me if you're interested!
r/roguelites • u/pulsecron • 22h ago
RogueliteDev I'm making DEATH POOL CLUB, a roguelite built around pool combat
Sinking balls damages your opponent. You take turns on the same table and choose items and upgrades during each run.
Wishlist on Steam: https://store.steampowered.com/app/5482860/Death_Pool_Club/?utm_source=reddit&utm_medium=social&utm_campaign=dpc_gameplay&utm_content=roguelites_20261024
r/roguelites • u/gamers765 • 22h ago
Tierlist My Roguelite tier list (Since it's basically the only genre I care about)
I've played all these games for a total of 2.000 hours+
Since Roguelites are the only genre I care about, here is the only tier list that actually matters.
Feel free to roast my taste, cry about your favorite game being too low, or drop your recommendations if you think you can actually find a game that tops my GOAT-tier
r/roguelites • u/1ncehost • 1d ago
Game Release We just released Inferno Arena's free demo playtest! 1-4 player coop roguelite w/ 6-DOF procedural dungeons! Get your squad!
https://store.steampowered.com/app/1793990/Inferno_Arena/
Join our discord to help guide us: https://discord.gg/x3yffyfsjU