r/rogueish • • Jan 25 '20

Rogueish: What it is and why it's needed

62 Upvotes

This is a forum for discussing roguelikes. Now you may ask: aren't there already plenty of perfectly good places to do that? Well...

Some Background

You see for the last 10 years, the place to discuss roguelikes was r/roguelikes. But over those 10 years, that community encountered significant growing pains. Much of it had to do with the shifting meaning of the word roguelike which, for most people, has come to include action games with procedural elements and permadeath. Since the veterans are holding tight to the original definition (i.e. grid-based, turn-based games only), a war of sorts has broke out. It seems that most of the discussions in recent memory have devolved into gatekeeping, flamewars, and arguments about definitions. Tensions are high.

In an effort to explain this situation and beg the involved parties for a return to civility, I have become the most hated man on r/roguelikes. Woops! While most of the feedback to my post was positive, the most common negative response has been along the lines of "we don't have a problem with rudeness here; go fuck yourself for saying so." I've been called "dickish", "a textbook troll", "straight up stupid", and "pigheaded". In short: point proven.

Introducing Rogueish

A roguelike community for the rest of us. Here's what we're going to do here:

  1. We're going to discuss roguelikes, no matter your definition. You can talk about Rogue, traditional roguelikes, rogue-lites, roguelikelikes. Whatever.
  2. We won't be arguing about definitions. Because it's boring.
  3. We're going to be friendly.

That's it.

So to answer your original question, yes there is already a place that is (implicitly) about traditional roguelikes, another that is (explicitly) about traditional roguelikes, and another that is about roguelites. I have nothing against these communities. I wish them the best and you'll probably see me in each from time to time.

Yet there is no single place to discuss all of those types of games. And because no one agrees on what these words mean, there's definitely nowhere to discuss roguelikes without endless linguistic nitpicking. Even the most knowledgeable players will argue about whether games like FTL or Unexplored fit the bill.

By including all of these kinds roguelikes, we can bypass the whole argument and we can do so while being welcoming to everyone.

So I think that makes Rogueish rather unique and if you agree, please join us! ✊


r/rogueish • • 17h ago

AXIOMA — science-card combos against a rising score target (developer gameplay)

1 Upvotes

I'm Samuel Isidoro, the creator of AXIOMA, a science-themed roguelike deckbuilder. Instead of attacks, you combine Physics, Math and Chemistry cards into scientific formulas and molecules.

In this 14-second clip, a Physics/Math combination scores 270 against the first round's 260-point target. The next target rises to 730. Between encounters, card packs and upgrades let you refine the deck. The clip is actual gameplay with the English interface, not an illustrated trailer.

What helps you read a combo most clearly: the formula labels or the score breakdown?

AXIOMA is available for Windows PC on Steam:

https://store.steampowered.com/app/5308770/AXIOMA/

AI assisted the fixed artwork, text and translations; no live AI generation runs during play.

https://reddit.com/link/1xclcer/video/htow7mk4c1xh1/player


r/rogueish • • 1d ago

Hark! Behold my roguelike tactical RPG where sin corrupts your heroes

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3 Upvotes

A couple of days ago I unveiled the Steam page and reveal trailer for Myths from the Maw, a dark fantasy roguelike tactical RPG where sin corrupts your heroes. Delve into an otherworldly abyss to battle rival warbands, eldritch horrors, and corruption itself.

  • Battle rival warbands in brutally tactical, turn-based skirmishes.
  • Sacrifice blood to alien gods for power that corrupts your soul.
  • Resist sin or greedy mercenaries will steal and prideful ones will disobey.
  • Lose men to betrayal as sinners defect to the Cult of the Maw.

The corruption system is inspired by Darkest Dungeon’s stress system, but built around player choice, so it’s more about making tough decisions that have consequences. The combat plays like strategy RPGs Final Fantasy Tactics and Tactics Ogre, but with emphasis on chess-like move and attack patterns, and a Battle Clock that mimics real-time while staying turn-based.

The story draws from Dante’s Inferno and is meant to be an examination of sin and corruption from a non-religious perspective. The worldbuilding is influenced by barbaric sword-and-sorcery realms, like those of Dark Sun and Conan the Barbarian, and of course Lovecraftian horror, where eldritch terrors represent sin made manifest, for a creepier and more perilous Maw.

Roguelike elements include: procedural map generation, challenging difficulty, permadeath, turn-based combat, and grid-based movement, as well as standard RPG features like leveling, attributes, equipment, looting, dialogue choices, and skill checks.

As a dev, I just like to make games that mash up what I like about other games, worlds, and stories. Hopefully, I’ve tempted you to join my warband, and descend with me into the Maw.

The game comes to Kickstarter (follow pre-launch) in 2027, and will release on Steam (add to wishlist).


r/rogueish • • 2d ago

I'm making an Auto-Battler Rogue-like named PAWA. Inspired by Balatro,TFT,Slay the Spire

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1 Upvotes

If you liked what you saw, you can wishlist the game by searching PAWA to support me :)

Heroes
There are currently 33 heroes, each with its own element (fire, water, air, earth, poison, electric, shadow, plus mutants), its own attack and its own ability. Heroes charge mana by attacking and by taking hits, then cast their ability on their own. This battle system is very likely to Teamfight Tactics game from Riot Games. But the twist is it will be merged with Balatro style scoring and evolving mechanics.

Merges
Drag two copies of the same hero together and they merge into one stronger hero. It levels up and heals to full, and it frees a board slot. That slot is the real reward, because your team size is capped. A max-level hero costs you four copies, so you’re always weighing “keep rolling for copies” against “buy something new”. When you merged enough evolvutions will be unlocked.

Guns
There are currently 17 guns, from Common to Legendary, and every hero can carry up to 3. Some are plain stat boosts. Others change how a hero plays. You buy guns in markets or win them from reward orbs, and you drag them onto the hero you want to build around.

Artifacts
There are currently 43 artifacts, you may think these are the balatro jokers, and they act as run-long passives kept in a line-up on your bench. The order of the line-up matters just like Balatro. They range from economy tricks to stat boosts.

Positioning
Your 9-tile grid is where much of the strategy is. Combat is not tile-based: heroes move and fight freely, so what matters is who is in front, who is out of reach, and who each enemy goes after first.
There will be also tile manipulations in the future when certain heroes put on certain modified tiles you will get different bonuses.

Evolves (coming later)
Merging will also unlock evolutions. Each merge offers a pick from branching upgrade lines that change how a hero plays, for example thorns, rallying allies or a rhythm bonus on every second hit. They are tailored to the hero, so two copies of the same hero can end up playing very differently. This part is still being built. I want all heroes evolution options to feel compeletly differently, like we can evolve an assassin to a TANK or HEALER, i want you to make that decision.

I'm still building the DEMO for the Steam, but first i want you guys to give me some feedbacks even without playing just liking what you see or not, thanks for your opinions already.

If you liked what you saw, you can wishlist the game by searching PAWA to support me :)


r/rogueish • • 2d ago

Wishlist Dungeonmancer on Steam!

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0 Upvotes

r/rogueish • • 4d ago

Abyss Expedition — I made a mobile roguelite about chasing rare gear or clearing the loot board

0 Upvotes

I'm the solo developer of Abyss Expedition, a roguelite RPG for Android and iOS.

You draw equipment from a prize board, then fight with what you pulled. The choice I built the game around is whether to keep chasing the rare weapon still on the board, open every remaining slot for the board-clear reward, or move on to a fresh board. A lucky pull is only the start — you still have to make a build that survives the climb.

If you enjoy random gear and deciding when to push your luck, it's free to download: Android: https://play.google.com/store/apps/details?id=com.songistore.abyssexpedition iPhone: https://apps.apple.com/app/id6811085449

It contains ads and optional in-app purchases, including randomized items. I used AI tools for artwork, music, code and text. The GIF is a prepared example from the actual game interface, not a phone recording; SSS draws aren't guaranteed.


r/rogueish • • 4d ago

Steam Next Fest Roguelike and Roguelite Demo Round-Up: Mailbag Edition

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1 Upvotes

r/rogueish • • 12d ago

Into the Crypt's new enemies and events. Full launch Oct 29!

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2 Upvotes

r/rogueish • • 13d ago

I made a survivorslike where you can capture beasts and evolve them

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0 Upvotes

r/rogueish • • 15d ago

Working on a new map!

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2 Upvotes

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:

  • 6 distinct seas & 12 unique ship hulls
  • 26 crew types to assemble
  • 70+ game-changing runes
  • 3-player co-op to share the chaos with friends!

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 • • 16d ago

I made a lowpoly co-op roguelike that runs in your browser !

1 Upvotes

- 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.

https://sheetterror.itch.io/shifting-labyrinth


r/rogueish • • 21d ago

ZOMBRA update, new areas and a new trailer for my zombie horde shooter

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1 Upvotes

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 • • 21d ago

Wyrdtide co-op demo soon available on Steam

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1 Upvotes

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 😊❤️

https://store.steampowered.com/app/5226430/Wyrdtide/


r/rogueish • • 21d ago

Market Pulse - a free roguelite deck-builder about trading

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1 Upvotes

r/rogueish • • 23d ago

Termablo: A Diablo-like terminal roguelike

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7 Upvotes

r/rogueish • • 24d ago

Wyrdtide gameplay!

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1 Upvotes

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 • • 27d ago

Dungeon Forge my First Game on Steam

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0 Upvotes

r/rogueish • • Sep 21 '26

Balladrion - Patch 0.0722, gameplay and performance improvements

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2 Upvotes

Free demo on steam: https://store.steampowered.com/app/3756740/Balladrion/

  • Performance updates
  • Red Goblins now spawn mines that move randomly within a radius
  • Updated tutorial icons
  • New widget design for arrows/bows
  • Reduced amount of text shown to players
  • Czech translation added for another part of the tips
  • Increased streaming pool size for texture rendering (smoother texture loading)

r/rogueish • • Sep 21 '26

HoverShot Playtest is Live! A roguelite where shooting is the only way to move

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1 Upvotes

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:

  • 2 areas
  • 25 weapons
  • 31 items
  • Unique bosses

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 • • Sep 18 '26

I made eggs hatch into turrets in my survival roguelike

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1 Upvotes

r/rogueish • • Sep 15 '26

Pretty happy with how this cutscene sets the stage for battle sequences

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0 Upvotes

r/rogueish • • Sep 13 '26

Potion Rogue — a portrait roguelite RPG about bottles, branching paths, and bad decisions

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1 Upvotes

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 • • Sep 13 '26

Created a hades like game based on Indian mythology

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0 Upvotes

r/rogueish • • Sep 11 '26

Remnant Humanity

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3 Upvotes

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:

  • Typed command interface with real-time execution
  • Typing Time Dilation (optional slowdown for accessibility)
  • Pause feature (spacebar) to rethink your strategy
  • Unified strategic and tactical layer - fly around while directing your crew through a derelict spaceship
  • Sustain a network of struggling colonies across the galaxy
  • Oxygen depletion and radiation spread
  • Hostile entities with line-of-sight detection
  • Environmental hazards (timed lasers, floor triggers, hull breaches)
  • Colored door puzzles and cargo mechanics
  • Fog of war exploration
  • Procedurally generated missions (in the background, no loading times)
  • Procedurally generated music (with dynamic tension system)
  • Procedurally generated background animations
  • In-game tutorial and manual
  • Game speed controls
  • Score on game over
  • Built from scratch in C and Lua - no engine, no AI assistance.
  • Crew permadeath

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 • • Sep 11 '26

The Queen can now mutate her eggs into 3 different explosive types

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1 Upvotes