How [REDACTED] Fixes a Big Roguelike Issue

How [REDACTED] Fixes a Big Roguelike Issue

As a seasoned roguelike enthusiast with countless hours spent navigating procedurally generated labyrinths, I find Striking Distance Studios’ upcoming title, [REDACTED], to be a breath of fresh air in the genre. The team’s approach to addressing repetition, a common issue in roguelikes, is nothing short of impressive.


The game identified as “[REDACTED]” is the sequel by Striking Distance Studios from the 2022 sci-fi horror game “The Callisto Protocol.” While both titles share similar settings and themes, they are fundamentally distinct. Unlike its predecessor’s somber, cinematic third-person horror approach, “[REDACTED]” is a lively, isometric roguelike with a bold personality and an offbeat sense of humor. However, in the crowded and competitive world of roguelikes, simply brandishing a well-known IP isn’t enough; to captivate this audience, it needs engaging gameplay that truly sets it apart.

In an interview with Game Rant, leaders Steve Papoutsis (CEO) and Ben Walker (creative director) at Striking Distance discussed how they tackled one of the toughest issues in the roguelike genre: ensuring that each playthrough remains thrilling and unique, despite the inevitable repetition. While it’s a given that these games involve repeated deaths and resets, thoughtful design choices and ample variety can captivate players for countless hours as they keep going through the same cycle.

[REDACTED]’s Enemies Are Constantly Changing

One way to rephrase that in natural and easy-to-read language is: Striking Distance addresses repetition by altering the enemies players face over time. After multiple playthroughs, players might notice that a common enemy acts differently or a completely new creature emerges within the biome. Walker explained that enemies could switch elemental properties or behaviors, and along with other changing factors during a roguelike run in the game, this results in fresh sets of challenges to overcome.

Throughout extended gameplay sessions, we introduce numerous new types of adversaries and alterations. As a result, you might stumble upon an unmanned drone armed with a laser that was absent in the initial region. Later on, after many hours, there could be another iteration of this foe, but it behaves distinctly—for instance, a frost variant. Such minor differences maintain player engagement while introducing enough novelty to force them to adjust their strategies. By this point, players are primarily focused on finishing their gameplay, so we aim to preserve the freshness without causing excessive disruption.

The competing system provides diversity as they exhibit distinct playing styles with every race. In each round, you compete with three opponents simultaneously, and their tactics shift – one may aggressively attack you, while another might dash forward. Consequently, you must adapt your strategy for each race, which keeps the experience engaging and new.

In many roguelike games, players have the advantage of diverse power-ups that reduce monotony. However, Striking Distance understands that the challenges posed by enemy encounters are equally significant in testing these unique builds. For games like [REDACTED], more obstacles mean more excitement!

[REDACTED]’s Rival System Makes Every Run Unique

How [REDACTED] Fixes a Big Roguelike Issue

Instead of just stating that the innovative competitor system of [REDACTED] handles repetitive runs effectively, Papoutsis highlighted that it does so extensively. During gameplay in Black Iron Prison, players will be competing against up to three distinctive Non-Player Characters (NPCs). These characters have unique personalities, voice lines, and abilities. Not only do players engage in direct battles with these rivals at times, but they also experience various room modifications that are the remnants of rivals who are ahead in the race.

In roguelike games, the opponents add variety by possessing unique attacks that aren’t just fighting back. Instead of simply attacking you, they also introduce hazards into the battlefield. For instance, when entering a combat zone, you might discover they’ve planted a massive bomb requiring you to disarm it while battling other enemies. At times, it could be poison gas, compelling you to scramble around and turn it off. These rival attacks introduce an additional dimension to gameplay, making you strategize on multiple levels.

Ingeniously, the opposing system links with the progression system of [REDACTED]. Not unlike some outstanding roguelikes, players see permanent growth in various aspects between playthroughs. Scattered across Black Iron Prison are dossiers that enable players to weaken a specific rival for subsequent rounds. This dual approach of preventing monotony while providing progression is another demonstration of the Striking Distance team’s thorough understanding of effective roguelike design.

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2024-10-25 20:35