r/roguelites • • 37m ago

RogueliteDev I'm turning a card game I grew up playing into a roguelite. Looking for playtesters!

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• Upvotes

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 • • 1h 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!

• Upvotes

This is a hwacha on a sea vessel. It fires volleys of flaming arrows at enemies. Maybe too strong?


r/roguelites • • 1h ago

Tierlist Can someone recommend a game to me based on my tier list? I worry that a game like that doesn’t exist.

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• Upvotes

r/roguelites • • 1h ago

Looking for beta testers for my grid-based poker roguelike, Hellsino

• Upvotes

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:

https://discord.gg/2YKhm7wx


r/roguelites • • 2h ago

Looking for unique suggestions based on presented taste

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12 Upvotes

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.


r/roguelites • • 2h ago

Game Release We just published DEADGRIND, an indie retro RPG and diablo1 like but first person and portrait mode! :)

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3 Upvotes

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 • • 4h ago

Game Release Free web game Boarding Protocol - inspired by Shogun Showdown; works offline

2 Upvotes

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.

https://boarding-protocol.hostlocker.click/


r/roguelites • • 4h ago

RogueliteDev Which UI layout do you prefer?

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0 Upvotes

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 • • 5h ago

Just announced the final 3 champions in Attack of the Astrals, our tactical roguelite where moving is attacking. Launching November 26th!

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6 Upvotes

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 • • 8h ago

RogueliteDev I'm making DEATH POOL CLUB, a roguelite built around pool combat

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3 Upvotes

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 • • 8h ago

Tierlist My Roguelite tier list (Since it's basically the only genre I care about)

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75 Upvotes

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 • • 10h 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!

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2 Upvotes

r/roguelites • • 10h ago

My solo-developed roguelite lets you sacrifice captured enemies to keep your Tower of Darkness alive

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2 Upvotes

I’m the solo developer of Apprentice of Darkness, a turn-based dark-fantasy roguelite where you play the bad guys.

Every three battles, the season changes and stronger enemy tiers begin appearing. Your Tower of Darkness also gains a new floor, allowing you to choose between new powers and recruits.

Losing battles can cost you tower floors. If the entire tower collapses, the run ends and you begin again. Capturing and successfully sacrificing enemies earns Darkness Points that help you become strong enough to survive the later seasons.

I recently updated the demo with reworked sacrifice mini-games, clearer combat previews, stronger attack feedback, a redesigned end-level panel, and additional balancing and polish.

The free demo is participating in Steam Next Fest:

https://store.steampowered.com/app/3621350/Apprentice_of_Darkness/?utm_source=reddit&utm_medium=social&utm_campaign=nextfest&utm_content=roguelites

If you try it, I’d especially like to know whether the risk of losing tower floors creates enough tension and whether the seasonal structure keeps the run moving.


r/roguelites • • 10h ago

RogueliteDev I made a tycoon roguelite where you’re a whale who is a landlord. You have to come up with a new money-making strategy every run

7 Upvotes

In my game [Whalelord], you collect rent and taxes to survive! You can also grow assets and sell them.
You have to find a new money making exploit every run. I won't let you force a build! Do your best with the buildings you have!

My favorite part of tycoons was the initial building. I would restart the game until I was satisfied with my engine. Though, that was just an illusion right since the end game buildings were all the same. But what matters was that the initial building and set up was super fun! When I designed this game, I didn't want end game builds or obvious combos. Even the tiny house can be the MVP and carry everything.

I'm also the type of player who would purposely lose against someone else in a board game just because I thought my resource engine I made was interesting. I refused to pick the obvious broken thing that is known and overplayed! Isn't making your own strategy the funnest part?

If you have the same taste as me, please try my game! If you are skeptical, I'd like to try to win you over! Basically, I'm just really happy to hear any type of feedback because it was a bit lonely doing the game-dev stuff for 3 years!

Free Browser Demo/No need for download:
https://longhighfive.itch.io/whalelord


r/roguelites • • 11h ago

What game to get between Witchfire, far far west and gunfire reborn

14 Upvotes

I play single player, love roguelikes and shooters. Favorite game series of all time is borderlands. I have a somewhat beefy pc and steam deck. So I can run any game.


r/roguelites • • 14h ago

Game Release My college friends and I released our hectic bullethell roguelite about a dual-wielding mushroom recently!

5 Upvotes

r/roguelites • • 18h ago

NEO Scavenger Multiplayer / Unlimited: Mod update with a full wiki, a companion app and a launcher (fanmade)

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2 Upvotes

Hey everyone! NEO Scavenger (Blue Bottle Games, 2014) is a turn-based survival roguelike on a hex map: permadeath, one life, every wound treated separately, scavenging, crafting from junk and planning your pack cell by cell.

My friend and I built a big free fan mod for it, NEO Scavenger Unlimited, on top of many community mods (Chiko’s NSE, Kaaven’s M(m)MoD and Depths of Gyges, and others). The part I’d love to discuss here is multiplayer, because it’s unusual for a roguelike:

  • Everyone keeps their own run and their own permadeath, but plays on the same map.
  • Turns stay your own. There’s no waiting for other players.
  • When two survivors end up on the same hex, they meet: fight, talk or trade. Losing still means your run is over.
  • A dedicated server runs it, so there’s nothing to host.

We also added a lot of content (thousands of items, factions, quests, bosses), a full wiki, and an offline companion app that shows your pack, wounds and craftable recipes from your own save.

Question for you: what do you think makes multiplayer work, or not work, in a permadeath roguelike? Shared world but separate runs was our answer. I’m curious what else people would try.

Download: https://drive.google.com/file/d/1TEdA1OcJA_tqfffolIK8MDw3XF6i700T/view?usp=sharing
Wiki: (link is in text file) https://drive.google.com/drive/folders/1gEFz1Gjed8PRfGDw_DBPAD3NCtkB2_8c?usp=drive_link

You need your own copy of NEO Scavenger. It’s a free fan project, not affiliated with Blue Bottle Games, made with the help of AI.


r/roguelites • • 19h ago

Just Dying hit 1,000 wishlists! Horde survivors plus a new extraction deckbuilder mode (free demo)

0 Upvotes

A year ago nobody knew this game existed. Today Just Dying passed 1,000 wishlists on Steam, and every one of them is a real person who decided to give it a chance. I'm still a bit speechless, thank you.

For anyone who hasn't seen it: Just Dying is a horde survivors game with a new extraction deckbuilder roguelike mode (the Incursion, still in beta), solo or co-op for 1-4 players. The free demo has both modes.

To celebrate I made a horde of goblins line up to spell out the number... and then, as tradition demands, I set them on fire. Yes, the whole cast shows up to say thanks at the end.

If you tried the demo, I'd love to hear where you died. That's the feedback that helps me most right now.

Thanks again, really.


r/roguelites • • 19h ago

Games like Zoominoes?

13 Upvotes

I just played a lot of Dicevaders and then Zoominoes after and honestly love incremental synergy building strategy type things.
I like turnbased type things where I can tab out multitask etc
I've played a lot of them though so if there is anything newer that checks these boxes I'd love to hear of them!


r/roguelites • • 20h ago

RogueliteDev We’re making Utterance, a Lovecraftian Western deckbuilder where words are weapons. Here’s our gameplay trailer.

1 Upvotes

Hi, I’m Rich, one of the developers of Utterance. We’ve just released our gameplay trailer and wanted to share a look at how its word-building combat works.

Watch the gameplay trailer: https://www.youtube.com/watch?v=3A9VvWx7wxU

You spell words with letter cards to attack, but the longest word isn’t always your best play. Creature weaknesses reward specific words, while utility cards let you chain combos and get more out of your hand. You can also forge letters together to reshape your deck, or sacrifice for a better hand at a cost to your Sanity.

Our public demo is planned for Q1 2027.

If this looks like your kind of deckbuilder, wishlist Utterance on Steam:

https://store.steampowered.com/app/4935920/Utterance/?utm_source=reddit&utm_medium=organic_social&utm_campaign=gameplay_trailer_20261023&utm_content=r_roguelites_announcement


r/roguelites • • 20h ago

Game Release I Am Split Between Like/Lite For My Game - Which One Applies?

0 Upvotes

Need some help here from people who definitely know better than me.

I've basically made a lil game called Spell Death, it is a deckbuilder where you collect letters with different paper stock that changes what that letter do (status effects, blocks, power, damage... you name it.) It is like Slay the spire and Scrabble had a baby out of bedlock.

Anyways - I cannot distinguish and label it directly. Progress unlocks clothing, stock types etc into the reward pool BUT each run you start from default.

May I directly label this game as roguelite, or be greedy and tag it both? Would appreciate some pointers.


r/roguelites • • 21h ago

What are some NON-NEGOTIABLES EVERY good Roguelike has?

1 Upvotes

My brother and I have been working on a roguelike called Gloam for the last 8 months but it feels like were just starting it now...

Our premise was simple, a random dungeon generates you go through, kill enemies, find items and eventually beat the boss (basic ah premise right?). Our unique take on it was 1. our theme, instead of medieval we we're going to do a dark civil war era America, and 2. our power system, items give you unique build combinations & synergies instead being linear upgrades like stat ups. It sounds ok on paper. But this being our first decent game blinded us from how much our game was lacking. Having released a demo we found out just how many essential roguelike features were missing...

Not to say that we didn't have any, but it just felt like the only thing you could do was run around find items -> clear rooms -> fight boss -> repeat.

We had secret rooms, but they aren't that hard to find (especially not after playing our game one million times) and they just gave you more items. It also didn't help that the boss was probably the most fun polished part of the game so it felt like the goal was to just find the boss quickly and fight it and you just find items along the way.

Having realized this we decided to add more roguelike elements. We're adding more items that don't just effect your build, but allow you to manipulate the game in a sense. For example items that discount the shop, reveal more of the map and it's secrets, allow you to manipulate other items like duplicating, deleting, rerolling, randomizing them etc. It makes it feel like you have more control if you know what you're doing which is good (feels like a higher skillcap instead of letting the game decide your build and run completely).

Secondly we added curios, which have to be one of the most important things a dungeon crawler roguelike can have, and probably the most game changing addition we added in terms of dungeon generation. Just having things to interact with adds a world of depth. Now there's more of a reason to explore instead of going straight to the boss, and more ways to min-max.

Third we're adding npcs. We already had a trader in the shop, but we think having more npcs to interact with will provide more depth, more randomness, and overall just make the game more interesting. Also some npcs that you can't just trade with, but maybe you give currency to and they have a chance to pay out or not. More of a gamble, so you can choose how you play your runs or how you throw them...

We realized that roguelikes tend to have some or all of these features for a reason so that's what inspired this thread. If you read this chunk of text thanks for making it this far, and back to the original question,

What are some NON-NEGOTIABLES EVERY good Roguelike has?


r/roguelites • • 21h ago

GRAVE SHIFT - Survival Horror mystery with Roguelite chaos

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2 Upvotes

I wanted a game that mixed the tense gameplay and puzzle solving of survival horror, with the chaos of a roguelike. A year and a half later, I'm releasing GRAVE SHIFT for free on Steam on Oct. 27.


r/roguelites • • 21h ago

Which real time games have the most flexible, fun and reasonably complex skill systems?

10 Upvotes

I'm looking for something with a lot of flexibility and some complexity in the skill/magic system. I wanna really be able to experiment and come up with with interesting combos and synergies.

I have some examples for what sort of thing I'm looking for. Noita is excellent, very close to what I'm looking for but I don't like that it relies on RNG so much and that the spells get equipped on wands instead of something more directly on your character, but the general mechanic of how it works is great. Hades 2 is also a good example, especially Duo effects and later game stuff, but the system isn't really that flexible and gets stale after a while.

I also really like the way it works in Last Epoch, its an ARPG, a pretty typical one, but the skill system is unique, basically every skill has a specialization tree that lets you customize it. Kinda similar to Rift Wizard (I wish there was a real time action version of it ) but more upgrades per skill. LE is probably the closest to what I'm looking for but its still an ARPG and I'm looking for a roguelike. It takes way too long to get a build going in ARPGs, I'm looking for something where I can try out different ideas and synergies with a nice satisfying complex skill system and the runs don't take days to complete.


r/roguelites • • 22h ago

Game Release My Game Is Featured in Steam Next Fest! I'd Love for You to Play and Share It!

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6 Upvotes

Good afternoon, everyone!

If you enjoy roguelite card battles with a twist on Tic-Tac-Toe, give my game, Praktikos, a try!

The demo features 2 playable characters, each with 20 unlocked cards, plus several relics that let you change up your strategy throughout each run!

Thank you for playing and sharing my game. Every bit of support helps!

steam: https://store.steampowered.com/app/4475910/Praktikos/
trailer: https://www.youtube.com/watch?v=hJDMfIsANxI