Development Started
Welcome to Relicborne, an isometric roguelike where players harness the power of ancient relics to command monsters in turn-based battles. Set in a mysterious world built upon the ruins of a forgotten civilization, each run offers a fresh challenge, pushing players to adapt, strategize, and survive.
The world of Relicborne is shaped by the remnants of an ancient civilization, whose powerful relics still pulse with energy. These artifacts grant control over monsters—creatures infused with raw elemental power, roaming the land unchecked. In this harsh and unpredictable landscape, those who wield relics gain the ability to command these beasts, but only the strongest will survive.
Each run starts with a crucial decision—choosing a single monster to accompany you. This companion will define your initial strategy, but as you venture deeper, you’ll have opportunities to expand your team by capturing and commanding new monsters. However, survival won’t be easy—permadeath ensures that every choice matters, and a single misstep could mean starting over from scratch.
At the heart of Relicborne is its strategic turn-based combat. Battles unfold in an isometric perspective, where positioning, timing, and monster synergy play a key role. Each monster has unique abilities influenced by the relics you acquire, allowing for deep customization and endless strategic possibilities. Whether you focus on brute force, elemental manipulation, or defensive tactics, every fight is a test of skill and adaptation.
Like any great roguelike, Relicborne is all about endurance. With procedurally generated environments filled with hidden paths, traps, and unpredictable enemy encounters, no two runs will ever be the same. The goal is simple: survive as long as possible. As you push further into the ruins, the monsters grow stronger, forcing you to continuously refine your team, upgrade your relics, and adapt to new threats.
Right now, Relicborne is in its design phase, where we’re refining core mechanics, world-building, and gameplay systems to create the best possible experience. We’re focused on ensuring that monster collection, relic-based abilities, and procedural environments work together seamlessly to create a challenging and rewarding roguelike.
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Relicbourne
A Roguelike of Monsters, Relics, and Survival
Status | Prototype |
Authors | FarForgottenProductions, fralopor, creid42091, LatentQuirks, JacobMosser |
Tags | Monsters, Roguelike, Turn-Based Combat, Unreal Engine |
More posts
- DevLog - Prototype V0.0.3 Release20 days ago
- DevLog: Turn-Based Combat and the Struggles With Scope20 days ago
- Problem with Creating relics(Part 2)20 days ago
- Problems with Procedural Mesh20 days ago
- Widget Placement Problems: Anchor Confusion & UI Overlap21 days ago
- Problem with creating relics26 days ago
- Tackling Procedural Mesh Generation27 days ago
- Problems with CombatLevel not being able to access the PauseMenu input.27 days ago
- DevLog: Active Unit Switching and Dynamic Camera Sync27 days ago
- Problems with Player Momentum32 days ago
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