r/roguelites

Best roguelites for mobile besides Balatro and Slay the Spire?

I’m looking for a new game to play and a lot of games on here seem to be for PC and not as many are available on mobile. I’m willing to buy the game too if it’s worth it.

reddit.com
u/megadeth621 — 1 day ago
▲ 39 r/roguelites+2 crossposts

FROGGLE - Live. Die. Ribbit. I made a froggy roguelite (FROGuelite!) centered around the fun of powerful level-ups, broken builds, and generous XP to get your next run going quick. Try the demo and give me your feedback, kind or critical!

store.steampowered.com
u/DiddyDubs — 1 day ago

Into the Crypt - 71 days until launch. 5 years in the making! (solo / co-op deckbuilder)

Hey everyone, this is Into the Crypt, a first-person roguelike deckbuilder that has you crawling your way through a procedural crypt/dungeon while crafting your deck, playing cards on doors and other objects in the environment.

I'm a solo dev working full-time on the game for several years, with the help of many talented graphic artists, animators, and my music composer to help bring my vision to life. It's my most ambitious indie game yet, and I hope you check it out on Steam (new trailer just dropped recently as well!). The game will launch in just over 2 months and I wanted to share some new screenshots of enemies/environments and mechanics for the game.

I took a lot of my inspiration from Slay the Spire, with enough twists and turns hopefully in gameplay and mechanics to get people excited for the game.

There is an insane amount of content you can expect:
-full co-op play,
- 400+ class-based unique cards with multiple rarities
- a massive roster of enemies (100+)
- huge amount of passive and active artifacts, combat escape mechanics, diverse events and other interactions
- shopkeeper tipping/dueling
- a robust save system, leaderboards, and achievements

Steam page: https://store.steampowered.com/app/1879270/Into_the_Crypt/

u/megaglope — 1 day ago

I am a solo dev and made a horror survivorlike where the arena itself changes based on where you took damage

I’ve been working on my first game, Dreadlight, and I’m getting close to publicly releasing the demo.

The basic structure is intentionally familiar: short waves, automatic attacks, a shop between waves, and builds assembled from weapons and items. I like the decisions in Brotato’s formula, so I wasn’t trying to disguise that influence.

The part I’ve been experimenting with is a persistent arena system. As Dread rises, ritual scars open on the floor. Standing inside one weakens your movement and damage, but enemies killed there drop additional scrap. Between waves, you can spend scrap to seal individual scars. Any scars you leave open grow stronger, so the arena gradually reflects the risks you took during the run.

I’m curious whether that feels like a meaningful addition or simply another system layered onto an already busy genre. I’ve also been trying to make the scar screen and the relationship between light, Dread, and enemy visibility easier to understand.

The demo currently has three survivors, multiple starting weapons, three difficulty levels, ten waves, and a final boss. I’d especially appreciate feedback on:

  • Whether the scar decisions are understandable
  • Whether builds become overpowered too quickly
  • Controller navigation
  • Anything that feels needlessly complicated
  • Whether you would play another run

Demo: https://thebeesknees13.itch.io/dreadlight-demo

Steam Page: https://store.steampowered.com/app/5003470/Dreadlight/

This is my first commercial game, so candid criticism is genuinely useful. I’d rather learn what isn’t working now than after release.

u/civilizedcomics — 1 day ago

A roguelike deckbuilder where you build your own spells when you play them!

https://i.redd.it/998mg20glckh1.gif

Hey! I’m the solo developer of Grimoire of Blanks, a roguelike deckbuilder built around creating your own spells.

In Grimoire of Blanks you don't simply collect prebuilt cards. You collect templates for custom spells that you build on the fly as you need them.

Each spell has blanks that can be filled with different words. Combine those words into powerful, and sometimes ridiculous, combinations depending on what the current fight calls for.

So instead of finding the perfect card for your deck, a big part of the game is figuring out what you can turn the cards you already have into.

It can be played solo or with up to 4 players in online co-op.

Combine effects, modifiers and enemy conditions to blast them directly, or build traps that target the enemies next intent!

https://i.redd.it/0mac8s1qlckh1.gif

The demo is available on Steam if you want to try it:

https://store.steampowered.com/app/4945980/Grimoire_of_Blanks/

I'd be interested to hear what kind of spell combinations you come up with.

reddit.com
u/Esteran90 — 1 day ago

We are two devs making a tower-defence roguelite about reclaiming a world lost to fog. We’ve added a bunch of features and would love some feedback!

This is Monuments to Ruin, a tower-defence game with free building placement about the last remnants of humanity fighting back against the weather and the monsters hiding in the fog. When we did our last playtest 8 months ago the game only had the core gameplay loop and was lacking any replayability and progression. So we spent those months adding just that:

  • Overworld Map
    • Embark on expeditions to retake the land claimed by the Ruin Fog
    • Weigh the risks of building up more settlements or advancing as quickly as possible
  • Unlock Tree
    • Unlock many new buildings and upgrades for those buildings
    • Try out many damage types and the effects of fusing two different ones
  • Guilds
    • Work with the guilds to put your people to best use
    • Your population is everything: who builds your towers, who you are protecting and who dies when your buildings are attacked
  • More Replayability
    • We added many more things to find in the fog, added more upgrades and reworked most of the UI for better usability

Our open playtest is live right now. We would love to hear your feedback and all the bugs you find (maybe that one a bit less but you know). You can sign up right here on our steam page: https://store.steampowered.com/app/3579410/Monuments_to_Ruin/

u/Hiplinc — 1 day ago
▲ 10 r/roguelites+3 crossposts

Polishing the new levels and weapons for the upcoming Early Access of our bullet hell roguelike!

u/SporeliteGames — 1 day ago
▲ 5 r/roguelites+2 crossposts

Steam demo out TODAY: hex tactics with a full Survival roguelite and ranked 1v1

https://reddit.com/link/1vsq0xb/video/8b41wgqlrckh1/player

Posted here before and people were interested in playing once our game was on Steam, and our Steam demo just released (its the full game with just one faction unlocked), so give it a shot!

We make Rites of Accord, a 3D turn-based hex tactics with asymmetric factions.

If you like solo runs, Survival is a 20-wave roguelite gauntlet with a lot more in-depth tactics than an autobattler for example, with a draft shop, boons, and permadeath scars.

If you like competitive ladders, we have ranked 1v1 with cross-play against browser players with crunchy combat math and action-packed turns.

Demo: https://store.steampowered.com/app/4579700/Rites_of_Accord/?utm_source=reddit_turnbasedlovers&utm_campaign=demo_launch

Discord: https://discord.gg/ePTEFw4tyk

reddit.com
u/bmerrillcreative — 1 day ago

I'm making my dream bullet hell roguelike where you can change your upgrade choices to fit your build

The game is called Tin Can Escape Plan, and I've been working on it for nearly a year now. Roguelikes have always been my favourite genre and I've always wanted to make one, so I'm really excited to show off my dream project. I would really appreciate it if you checked it out on Steam! https://store.steampowered.com/app/4996760/Tin_Can_Escape_Plan/?utm_source=reddit

u/ITheServer — 1 day ago
▲ 51 r/roguelites+3 crossposts

Roguelite Deckbuilder Tower Defense

Hi! I'm building a Tower Defense game with RTS elements.

You can move your units around, give them orders, and reposition them during combat.

During each run, you receive upgrade cards that can add effects such as Electric, Poison, Ice, etc. These upgrades are stackable, so you can combine effects like Electric + Poison on the same unit.

After each run, you can improve your units, purchase upgrades, and create builds.

There's also a Combinator system where you can create your own items. You can select or remove individual properties and keep only the effects you care about, allowing you to build items specifically around your strategy.

The game has roguelite progression, with new enemies gradually introduced as you survive more days.

The main gameplay loop is:

Defend → Buy upgrades/items/units → Customize your build → Defend

You can play actively and control your units like an RTS, or play it more like an idle game. Later progression also unlocks a dedicated AFK mode designed for idle play.

I've just released a demo, so feel free to give it a try:

https://store.steampowered.com/app/3760000/Shrine_Protectors_Demo

Thanks for checking it out!

https://i.redd.it/vbjmjoabj8kh1.gif

u/Straight_Age8562 — 2 days ago
▲ 116 r/roguelites+3 crossposts

Feywood Wanderers is out now on Steam!

Hello everybody, after a couple of years developing the game it's finally out and you can buy it on steam right now!

Cool things about the game:

- Very deep and varied class system, you can mix and match class types to make your own build, unlocking stat upgrades and abilities as you level them up. You can also unlock some secret classes as you play the game and find them in the forest!

- Lots and lots of loot to find, from various types of weapons, armor and rings to unique equipment with their own special abilities that you can base your build around. If you like random loot with their own unique modifiers or special loot with unique abilities, you'll find both in the game.

- Choose how you play: You can play the game as a more moder semi-roguelite where you unlock upgrades and you can stash items to keep between your runs if that sounds good to you, or you can choose to go fully roguelike and start with everything unlocked and no stash, so you can start from zero after you die.

- Explore the forest dungeon, there's lots of different environments with their own enemies, items and challenges to face, as you'd expect from a roguelike!

As you can see the game looks a bit more 'modern' than the typical roguelike, it supports mouse/keyboard or controller, and it was tested on Steam Deck to make sure it ran well, since quite a few people in here asked for that feature before.

I've worked really hard on the game and I think I made a great one, so I hope you have fun with it! Thank you very much to all the people who've suppored me and helped me test the game, and I hope you have fun!

store.steampowered.com
u/Cyablue — 2 days ago
▲ 131 r/roguelites+1 crossposts

Tired of Balatro x Slay the Spire posts? Can I offer a Backpack Battles x Wizardry instead?

Hi all, I recently launched the demo for my game Backpack Syndicate on Steam. I'd love for some roguelite fans to try it out and give feedback so I can keep improving it. Two of my favorite games are Backpack Battles and the oldschool NES Wizardry games (I'm old), so I did what game devs do and mashed them together.

The basic loop is: build out your backpack with weapons and different synergies, head into a first-person dungeon, fight through enemies automatically with the build you've put together, and decide how much you want to explore before moving on.

The demo has 88 weapons right now, and I've been doing a lot of work lately on the item system, balance, floor layouts, and overall pacing. I'm especially curious what people here think of the dungeon exploration side of it. A lot of backpack auto-battlers mostly live in menus, so I wanted the actual run itself to involve exploring, deciding how far to push, and weighing whether extra fights are worth the risk.

Free Steam demo:
https://store.steampowered.com/app/4577300/Backpack_Syndicate/

If you give it a try, I’d love to hear what you think and what you’d want to see improved.

u/Ajido_Marujido — 2 days ago
▲ 110 r/roguelites+1 crossposts

Dragon actually did meet Balatro!

Yeah, I know you’ve been seeing ads for my game over the last couple of days: Catan meets Balatro.

It’s not my favorite way to describe the game, but it’s simply the easiest way to explain it in the split second of attention we get from our audience. And honestly, the click-through rate is pretty decent.

But we actually managed to pull off something that absolutely blew my mind.

We managed to reach out to Playstack and sent them a few keys to try the game. They really liked it and offered us a Balatro x Feed the Scorchpot bundle on Steam to support our launch.

I’m just a guy who decided to make a game about feeding a dragon last year, and now we have a bundle with the game that inspired me in the first place. It feels absolutely surreal.

Check the game out on Steam. We’re launching in four days: https://store.steampowered.com/app/3966510/Feed_the_Scorchpot/

u/Important-Play-7688 — 3 days ago

Games with a lot of randomness?

Any roguelites with a lot of randomness during a run? Also bonus points if it is not pixel graphics

reddit.com
u/Ggthefiree2 — 2 days ago
▲ 13 r/roguelites+1 crossposts

Your character is basically the spawn point for your entire army

In Kinghold, you control the king directly, but your army fights for itself.

The twist is that cards for troops, towers and other defences are deployed around your king, so a run isn't just about choosing the right cards and upgrades, you're also constantly deciding where you are needed most

The free demo just went live on Steam

If anyone here gives it a try, I'd love to hear what kind of build you ended up going for or if you managed to find any ways to break the demo.

u/barkitectgames — 1 day ago

I actually like that the roguelites sub lets me find out about new roguelites.

I like when devs advertise so I can see what's new. The people who make posts complaining about it seem to have nothing to add beyond, "I don't like this and everyone else should change but I will not contribute".

reddit.com
u/spiderwebdesign — 3 days ago

Do you prefer games where you choose your weapon at the start, or games where you find your real weapon during the run

I’ve been thinking about how weapon randomness affects the overall feel of an action roguelike.

Take Hades for example: you choose from six weapons at the start of a run, and once you pick one, part of your build direction is already decided. Even if the rest of the run is random, you still begin with a weapon you’re comfortable with.

In the game we’re designing, the structure is different. You start with a relatively weak weapon, and you’re expected to find stronger ones during the run. The weapon pool is fairly large, and players may have to choose between things like a weapon room or a boon/buff room.

On paper, that sounds exciting because it makes each run feel more dynamic and unpredictable.

But I’m worried that it could also become frustrating.

In an action roguelike, weapon feel matters a lot. If a player never finds a weapon that really fits their playstyle, the run might stop feeling random in a fun way and start feeling bad to play on a basic level.

So I wanted to ask:

Do you prefer games where you choose your weapon at the start, or games where you find your real weapon during the run

Hades

u/bladeofwiz — 3 days ago