Irsen
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Devblog #27. Filling the Dungeon. Hello everyone. In the previous devblog, I talked about how the structure of a new sector is built in IRSEN: first, the generator creates a logical graph made of START, MAIN, BRANCH, and FINISH nodes, then places those nodes on a grid, and only after that turns them into actual rooms. But at this point, only the shape of the dungeon has been prepared. You can perfectly build the main route, att… | — | |
| Community | Devblog #26. From Graph to Dungeon. Hello everyone. In one of my previous devblogs, where I talked about the new demo version, I mentioned that I had reworked the dungeon map generation. Now I want to take a closer look at this particular change: how a new sector is created, from a few connected nodes to an actual playable map. Procedural map generation seems like a very simple task until you actually sit down, start generating m… | — | |
| Community | Devblog #25. A Small Movement Bug. Hello everyone. This week, I released a new version of the demo on Steam, containing mechanics and fixes accumulated over several months. I have already started working on the next gameplay system, which will most likely take more than one week to complete. Every few days, I try to take a break from it and switch to a small feature improvement or bug fix from my TODO list. A few days ago, I ran… | — | |
| Community | Devblog #24. New Demo Version v0.48 Hello everyone. On August 1, I plan to release a new demo version of IRSEN on Steam. Two months have passed since the previous major update, and during that time hundreds of changes have accumulated across the game. I have collected the most important of them in this devlog. I would like to go through the updates to the mechanics, visual systems, and overall run structure. Starting next week, I… | — | |
| Community | Devblog #23. The Demo and Limitations. Hello everyone. Today I want to take a closer look at the game’s demo and think about what should remain available there and what should be reserved for the full version. The current IRSEN demo already presents the game’s main systems: genes form chains, chains unlock skills, mutations force the player to change their build, and enemies act as a coordinated group. If I remove too much, the demo… | — | |
| Community | Devblog #22. Character Origins. Hello everyone. Today I would like to talk about the character origin system that will be added in the next version, 0.48. In IRSEN, the character does not have a class or any fixed development tree. The character’s current attributes depend on the genes being used and the gene chains assembled on the Gene Map. However, for every new run, I added a basic role. It serves as the starting point fr… | — | |
| Community | Devblog #21. Processing Station. Hello everyone. Today I want to talk about an intermediate layer of the game that exists between dungeon floor runs. This is the Processing Station. Usually in RPG games, the player has some kind of basic hub where they feel at home. It can be a town, for example, where the player trains the character, trades, or takes quests. In the current version of IRSEN, I added the station to create somet… | — | |
| Community | Devblog #20. Gene Extraction. Hello everyone. Today I want to talk about the gene extraction process in the current version of the game. The first version of loot in the game worked like regular RPG loot. After killing a group of enemies, each defeated enemy had a chance to drop a random gene. But I decided that this loot system was too simple and too boring for a game where there is no other loot except the bodies of defea… | — | |
| Community | Devblog #19. Visual Update: Genes, Mutations, and Interface. Hello everyone. In today’s devblog, I would like to step away from describing the internal systems of the game for a moment and talk about the visual update I am preparing for the next demo version on Steam. The first versions of the game were built as a vertical slice of all systems. The main goal was to get the core gameplay working: movement, combat, dungeon generation, the gene and mutation… | — | |
| Community | Devblog #18. Implants in Combat. Hello everyone. In previous devblogs, I talked a lot about genes, chains, skill properties, and the Gene Lab. But the character build in IRSEN is not made only from genes. There is another layer of combat support - implants. Genes form the foundation of the character build: attributes, chains, and skills. Implants work differently. They are not passive stat bonuses, but separate tactical module… | — | |
| Community | Devblog #17. Gene Lab: Customizing Skill Properties. Hello everyone. In today’s devblog, I will finish describing how the Gene Lab works. In previous devblogs, I already covered gene development in the lab: fusion for increasing allele tiers, as well as operations involving a single gene — consumption, stabilization, and destabilization. The final group of operations is not related to the gene itself as a source of attributes, but to skill proper… | — | |
| Community | Devblog #16. Bio Scanner and Field Dosimeter. Hello everyone. This week, a new public version of Irsen was released on Steam. The demo is now available to download and try. In the previous devblog, I tried to describe the main updates included in the new version. I briefly mentioned the global interface systems. Today, I would like to take a closer look at two new additions. Bio Scanner. I have already received feedback from players saying… | — | |
| Community | Devblog #15. What Is Changing in Public Version 0.451 Hello everyone. Quite some time has passed since the release of the Irsen 0.43 demo. Over the past weeks, I gathered the new work I had done and prepared the next public version: 0.451. In today’s devblog, I want to go through the changes included in this version. Loot and Gene Extraction. Genes no longer drop randomly from enemies. Starting with version 0.451, the player extracts genes directl… | — | |
| Community | Devblog #14. Gene Lab: Gene Finalization. Hello everyone. I continue covering operations involving single genes in the Gene Lab. In the previous devblog, I talked about absorption - a way to turn an extra gene into a permanent bonus. Today I will cover another operation: gene finalization. Finalization. If absorption is used for genes that are no longer needed on the map, finalization is the opposite: it is applied to genes that the pl… | — | |
| Community | Devblog #13. Gene Lab: Gene Consumption. Hello everyone. I continue covering gene operations in the Gene Lab. In one of the previous devblogs, I already explained the basic procedures involving genes. Now I want to look at operations involving a single gene. During a run, there comes a point when a gene is clearly no longer going to be used for fusion and allele development. In other words, this gene may no longer be needed by the pla… | — | |
| Community | Devblog #12. Melee Attack Visual Effect. Hello everyone. In this devblog, I decided to step away from explaining large gameplay systems for a moment and instead show a small visual improvement I recently added to the game. I was working on a melee combat effect. For psionic attacks in Irsen, I already have projectiles, beams, and separate hit effects at the moment of impact. Physical melee attacks, however, looked noticeably weaker vi… | — | |
| Community | IRSEN is now on Steam Hello! IRSEN now has a public Steam page. You can add the game to your wishlist and follow future development updates here on Steam. IRSEN is a turn-based roguelite where your character fights alone against coordinated enemy squads. The game focuses on tactical combat, gene-based character building, skill chains, mutations, and adapting your build during each run. Before opening the Steam page,… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.