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RombykonNewsRoguelike + Coop + Workshop
Major update

Roguelike + Coop + Workshop

Rombykon · published 16 Jun 2026, 08:13 UTC

All newsPlayers around this dateRead on Steam

Over the past few months, I've been working very hard on the game and have added a ton of new features:

  • New roguelike mode with challenges (in the demo, only the first challenge is available, and you can play up to wave 7).

  • Local co-op mode for 2 to 4 players, with Remote Play support so you can play with friends online. (Available in the demo)

  • Steam Workshop integration for uploading and downloading community-made skins. (Not available in the demo; only in the full game.)

  • I've implemented a glossary where you'll be able to view information about enemies: their name, description, number of kills, number captured, and more. However, it won't be available in the demo yet because I still need to come up with names for every monster, and that's going to take me some time to think through, haha.

  • All 21 tarot cards are now available in the demo.

  • All 16 weapons can now be tested through the roguelike mode in the demo.

I'd also like to share a few changes regarding the game:

  • Originally, the Story Mode was planned to feature 100 waves and 25 constellations, but I've reduced those numbers because it simply wasn't feasible to design and program that much content on my own. It would have taken at least another year. The game will now launch with 60 Story Mode waves and 16 constellations. I'd rather focus on quality than quantity.

  • I only have 2 bosses left to program before all enemy-related content is complete. The game will feature more than 60 unique enemies with different mechanics and over 15 bosses.

  • To finish Story Mode, I still need to create 9 constellations and a few story cutscenes. My goal is to have all of this completed by July.

Once I have finished the entire Story Mode, I'd like to add some really interesting extras, such as:

  • A boss rush area. Face all the bosses in the game one after another.

  • An enemy battle coliseum. You'll be able to send your captured enemies into battle, level them up, and turn them into champions of the coliseum.

  • An in-game fan art museum where all fan arts can be displayed.

  • A radio to listen to the game's soundtrack.

  • A farm where you can store captured enemies that are not currently in your team.

    The game is progressing at a great pace, but all these extra features I've been adding are what keep pushing back the completion of Story Mode. Even so, I believe every single one of them is worth it!Thank you for playing Rombykon, I hope you enjoy the demo. See you soon! 💜

    - Guiliam

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Community20 Feb 2026Initial Rombykon Roadmap!🗺️ Rombykon Initial Roadmap Hello! I’m Salva Marhuenda (better known as Guiliam). After developing DEPO for over 10 years, it’s now Rombykon ’s turn. A new journey, a new experience. I plan to release the game this year, hopefully in July . But as a solo developer handling both the development and marketing (and many other things), I can’t guarantee a 100% fixed release date. There just aren’t…