Roguelands artwork$9.9980%Very Positive

Roguelands Die, keep the loot, go again

A fast 2D roguelite about raiding hostile planets for loot before a galaxy-eating beast gets there first.

Is Roguelands worth it?

Roguelands is worth it if…

  • you want a co-op game where a run can fall apart hilariously and nobody minds
  • you like roguelites where death costs something but progress always sticks
  • you enjoy fast 2D platforming with double jumps and dashes between fights
  • you don't mind grinding for materials and unlocks between the good runs
  • you like pixel art worlds with a proper soundtrack behind them

Screenshots

Raiding planets with your squad

Bring friends along: Roguelands is built for co-op, with a Combat Squad beaming down to hostile worlds together. The planets are generated the moment your squad lands, so nobody knows what creatures, ores or ambushes wait below. One of you mines while another fights, and when someone goes down, a single keypress revives them, no waiting around. It gets messy in the best way: four cadets, a summoned boss, and everyone's droids swarming the same ore vein. One thing to plan for ahead of time: getting a multiplayer session running takes some setup, so sort the connection before the squad shows up.

Droids do the dirty work

Gathering works differently here. No pickaxe, no hatchet: your droids chop trees, mine ores and collect herbs while you do the fighting, and some of them fight for you too. Each droid has its own passive abilities, so which ones you bring changes how a run goes. The loot feeds a crafting system with a twist: collect 10 pieces of any loot to forge an Emblem, then combine any 3 Emblems at the Gear Forge for new gear. Every combination expands your recipe log, so part of the game is working out which three go together.

Death takes your pockets, not your legacy

Permadeath here has teeth: when your cadet dies, everything on them is gone, weapons, armor, loot, all of it. But anything stored back on your ship survives, shared across every character you ever make. Over many deaths you permanently unlock new Races, Variants, Augments and Starting Uniforms to mix and match into your own playstyle, and ship upgrades and saved NPCs stay too. So a run ends, and the next cadet starts richer for it. It turns each loss into an inheritance, which softens the sting just enough to hit "new character" again.

Chips, weapons and builds

Before every mission you equip up to five Combat Chips, and this choice shapes the whole run. Some give passive buffs to you and your squad, others grant active abilities like teleportation or Darkfire. You find more by exploring hostile planets and neutral towns, and the collection grows into proper character archetypes over time. On top of that sit many weapon types with variants that unlock as you push deeper into the galaxy, each with its own stats and randomly generated augments. Between chips, weapons and gear forged at the Gear Forge, there is a lot of room to build something that plays your way.

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