u/HolyShootMod

Image 1 — Public playtest for our FPS roguelite with a reworked progression system
Image 2 — Public playtest for our FPS roguelite with a reworked progression system

Public playtest for our FPS roguelite with a reworked progression system

Hey,

We’ve opened a public playtest for our FPS roguelite Holy Shoot:
https://store.steampowered.com/app/2881660/Holy_Shoot/

This update focuses on a full rework of the progression systems. We rebuilt both meta progression and in-run upgrades to make choices more impactful and builds more flexible.

Skills are no longer tied to characters, so you can mix and match freely. We also added full controller support in this update.

We’re mainly looking for feedback on how the progression feels in actual play.

u/HolyShootMod — 9 days ago
▲ 2 r/roguelites+1 crossposts

We just pushed an open playtest before a big update to our FPS roguelite, would love feedback

Hey,

We just opened a new playtest for our FPS roguelite Holy Shoot:
https://store.steampowered.com/app/2881660/Holy_Shoot/

We’ve been working on a pretty big update lately that changes a lot of the core feel of the game.

The main focus was progression and build freedom. We rebuilt the progression system so choices feel more impactful, and skills are no longer tied to specific characters, so you can mix and match builds more freely.

We also expanded the controller support and reworked a lot of the in-run flow and UI to make decision making clearer during runs.

It’s still very much a work in progress, but the direction is more about making builds feel more flexible and runs more expressive.

Would love feedback from other roguelite players on how it feels in actual play.

Thanks for checking it out.

u/HolyShootMod — 9 days ago

Nuked our progression system, and now balance is a nightmare.

Sharing a bit from our FPS roguelite, Holy Shoot. We recently rebuilt our progression from scratch, and it had a much bigger impact than we bargained for. We moved away from stacking "small +5% stat bumps" and switched to fewer, much higher-impact upgrades. We also opened up skills so they aren't tied to specific characters anymore, meaning you can mix and match everything freely.

In our latest playtests, runs feel way more "build-driven" and satisfying, but balancing has become a total headache. We’re trying to find that sweet spot where things feel powerful without losing the challenge. Our next step is introducing enemies in a more meaningful way. We’re currently deleting, adding, and merging different enemy types to get the difficulty right and make encounters feel more intentional.

If you want to try it out yourself and help us find that balance, we’re looking for more people to jump into the playtest. Looking forward to your feedback!

u/HolyShootMod — 11 days ago