Back to projects

Opens in a new tab

Galactic Rogue

Alpha

Creator, Game Designer, Developer

PC-first space roguelite with real-time auto-combat. A risk/extract loop where the player decides when to cash out. Builds emerge from weapon + module synergies. Meta-progression runs through space station upgrades and a scrap economy.

What this project proves

Playable alpha · itch.io

Current state

Playable alpha on itch.io • PC-first • 2026

Design focus

PC-firstrisk/extractconfig-driven

Context

Exploring a roguelite loop designed for PC first: how to make gameplay deep, readable and replayable with 100% auto-combat, where skill lives in build choices, routing and timing.

Challenges & constraints

Finding the right risk/reward balance so each run feels tense without being frustrating. Creating weapon+module synergies deep enough to generate replayability. Keeping combat readable despite automation.

Results & learnings

A playable alpha was published on itch.io. The core loop is already validated: testers start new runs without going through a long explanation phase again. The synergy system is stable enough to deepen builds and station progression.

Production timeline

  • A fast GDScript prototype was used first to validate the risk/extract loop.
  • The scope was then reframed as PC-first to better support readability and build depth.
  • A cleaner new foundation was set for synergies and station progression.
  • A playable alpha was shipped on itch.io to validate loop quality, pacing and replayability.

Key decisions

  • Keep auto-combat so the skill sits in build and extraction decisions instead of raw dexterity.
  • Fully commit to a PC-first positioning instead of forcing a mobile frame that weakened readability.
  • Keep the synergy system config-driven so new builds can be added fast without rewriting the backbone.

Tech Stack

Godot 4.6C#

Features

  • Real-time auto-combat
  • Risk/extract loop
  • Weapon + module synergies
  • Upgradeable space station
  • Scrap economy
  • Meta progression
PC-firstrisk/extractconfig-driven

Production note

Auto-combat is a design choice, not a limitation. Even on PC, the skill should not come from pure dexterity, but from decisions between runs: when to stay, when to extract, which modules to combine. That tension is the real gameplay.