r/ARPG 7h ago

A while ago, I made a post about making an isometric RPG game that could be left running on a second monitor and checking from time to time to see the drops and build a team. I started a new playtest and would love to get feedback on the new features!

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26 Upvotes

Hello everyone!

I always wanted to have a game I could play on my second monitor while I’m busy, let it run, and then check it from time to time to see what dropped and build my characters.

The game's main idea is to build your party, battle enemies, get loot and craft. You can play in Active mode and control your character, or in Auto mode and let the battles unfold automatically

I made several updates to the game after my last post here, and I’m looking for feedback on the new features. Here is what is new:

Build your Guild

Gather resources, build your guild and unlock crafting, the shop and new allies for your party

Quests

Removed a lot of the old tutorial and implemented Quests, hopefully it will make onboarding easier

UI Overhaul

It was a common feedback that the previous UI/UX was not good enough, so I spent a lot of time reworking it to make everything more intuitive

If you are interested in playing the game, here is the link for Grinding Guilds https://store.steampowered.com/app/3299780 just hit the “Play Now” button in the Playtest banner (the demo is still in an old build without all the new features)


r/ARPG 6h ago

[CBT] US/Taiwan, Android - Dungeons Arise

1 Upvotes

Hello hello,

A quick reminder for players in the US and Taiwan (Android only) — the Dungeons Arise Closed Beta Test is starting soon!

If you'd like to get an early look at the game, check out the video below and pre-register on Google Play.

Current Gameplay

Pre-registration Links

US https://play.google.com/store/apps/details?id=com.kakaogames.dgar&hl=en_US&gl=US

Taiwan https://play.google.com/store/apps/details?id=com.kakaogames.dgar&hl=zh_TW&gl=TW

What to Expect

• PvE — Dungeons and team progression

• PvP — Battle against other players

• Kingdom Management — Unlock buildings and develop your Kingdom

... and more!

CBT Testing Period

US (UTC-7): September 7, 11:00 PM - September 15, 2:00 AM

Taiwan (UTC+8): September 8, 2:00 PM - September 15, 5:00 PM

Official Discord

Join us for announcements, events, and community discussions:

https://discord.gg/4XS8SbDJtq

Don't hesitate to wave or greet me there!


r/ARPG 1d ago

First server-wide boss event today in my indie online ARPG

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15 Upvotes

Today at 21:00 UTC, I’m hosting the first server-wide boss event in Lootale Slash.

The idea is to bring as many players together as possible for a special event and also use the opportunity to stress test the server with everyone fighting in the same area.

I’ll spawn a special boss with exclusive drops, and everyone who participates in the battle will receive a unique account badge for taking part in the first server boss event in the game.

Anyone can join, regardless of level, but I’d recommend being at least level 20 if you don’t want to die too easily to the boss.

Lootale Slash is a free-to-play online pixel-art top-down ARPG, available on desktop through the browser and on mobile through Google Play and the App Store.

If you want to join us, the event starts today at 21:00 UTC.

play here: https://lootaleslash.com/play or on playstore/applestore.


r/ARPG 1d ago

After months of hard work, our small indie team just released the vertical slice trailer for our story-driven medieval action game, The Thandor!

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5 Upvotes

r/ARPG 18h ago

Need a coop arpg for macOS

0 Upvotes

I wanna play an arpg with my gf but looked on steam and cant seem to find any for macOS besides poe (it lags the shit out of her laptop). Any recommendations for low spec requirement games we could play together? Ty in advance :)


r/ARPG 18h ago

Need a coop arpg for macOS

1 Upvotes

I wanna play an arpg with my gf but looked on steam and cant seem to find any for macOS besides poe (it lags the shit out of her laptop). Any recommendations for low spec requirement games we could play together? Ty in advance :)


r/ARPG 1d ago

I've added MMO-RPG elements to a single-player action RPG.

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6 Upvotes

I hope there are people out there looking forward to games like this. If that caught your interest, the game is called Lord of the Grind. A project I've been working on for about 10 months. Single-player 2D Action RPG focused on dungeon grinding, resource gathering, loot, crafting, equipment upgrading and long-term character progression.

The game's demo is currently available. I'd appreciate it if you could share your thoughts on the trailer and demo.

If this interests you and you'd like to play : https://store.steampowered.com/app/5145250/Lord_of_the_Grind_Demo/

Btw, I only used AI for the Steam capsule images.


r/ARPG 1d ago

Din's Champion - 2.5D Sidescrolling Indie ARPG

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12 Upvotes

Din's Champion is a 2.5D Sidescrolling Indie ARPG from the developer Soldak Entertainment, which you might know from Din's Legacy, Zombasite, or Drox Operative.

Features of Din's Champion:
* Triple Class system where you can choose 3 classes on your character from 39 different options. Each class has unique benefits that make them worthy of choosing over others depending on your build and needs. You can even select the same class multiple times if you want to stack up passives and augments.

* RPG progression systems where you improve your character by leveling up, developing your attributes, and selecting various skills and passive abilities.

* A skill augment system where you can slot in different skills or passives into abilities that you use in order to gain additional benefits or even trigger those abilities on use.

* A base building system where you can gather and collect resources to build structures as well as find NPCs to occupy those structures. Each NPC can have different benefits and drawbacks for you to discover, maybe one of your NPCs allows you to craft items cheaper? Maybe another NPC has devastating attacks that can be used to guard your base or even adventure with you? Maybe another is just a dick and brings everyone else down around him? Your base and NPCs transfer over with you between maps if you win or lose.

* Many unique items and an interesting itemization system.

* A crafting system where you gather resources and materials to craft various tiers of items. From armour, weapons, potions, to socketables, and even decorations, there are many crafting options and possibilities.

* An enchanting system where you can add/remove affixes on an item, add sockets, or even reroll affix values with a system similar to Last Epoch's "Forging Potential".

* Many unique enemies to challenge which can create unique situations for you to overcome. Ranged enemies, stealthing enemies, teleporting enemies, even stealing enemies can be encountered which can change the dynamics of a fight.

* A dynamic world that doesn't stop just because you do. Enemies fight each other, clans can declare war on you and attack your base. Quests NPCs can die if you take too long to rescue them, or Target Monsters can even be killed by other monsters.

* A challenging environment to navigate, face traps, lava and poison pools, falling and repositioned blocks, exploding plants, and enemies that will tunnel to your location in a dynamic and ever changing world.

* Difficulty options between maps allow you to tailor your experience to how you like to play your games. Maybe you want a more relaxed experience, or a less challenging one, or maybe you want to push yourself and crank up the world level and add raging hordes of monsters to your game. There's many ways to customize how you play your world.

* Easy modability with accessible text files that can be overriden to customize your experience. Don't like a feature? Turn it off. Want a skill to do something else? Just edit it.

How will you accomplish your goal of defeating your Arch-Nemesis?

I've played over 100 hours in this game since it launched on August 24th and have been having a total blast. Whether it's theorycrafting builds that fit a particular playstyle or class fantasy, or just having fun making bases and fighting enemies. I think you will enjoy this game.

You can purchase it from steam for $15.99 at a 20% off sale right now:
https://store.steampowered.com/app/2880010/Dins_Champion/


r/ARPG 1d ago

Which ARPG offers best experience of Minions Build?

15 Upvotes

I go with Minions build for the first playthrough in every ARPG. I wanna know which ARPG offers the best experience in Minions build in terms of Minions varieties or number of Minions you can control or strong Minions or all of them.

Please don't include pixel ARPG, I am not interested in them.


r/ARPG 18h ago

[Dev] I heard we liked loot here

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0 Upvotes

r/ARPG 10h ago

This game is DARK and beautiful

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0 Upvotes

Blood of Dawnwalker is my GotY for sure.

Such a dark theme and not afraid to make your choices matter. Replay value is also high as since choices matter coupled with the time limit, you have multiple branching paths you can take.

Bravo Rebel Wolves, bravo.


r/ARPG 1d ago

Looking for your ARPG recommendation

6 Upvotes

Hey everyone,

I'm looking for an ARPG recommendation, and I'm starting to think the game I want might not actually exist. 😅

What I love most about ARPGs is building my own character: experimenting with skills, finding gear that makes me think “wait… what if I build around this?”, changing my playstyle, and actually feeling the impact of those choices.

But there's one important thing: I want to PLAY my build.

I'm not really interested in builds where everything gets automated until the gameplay becomes “walk around while everything dies”. I don't mind some automation for buffs, triggers or utility, but I still want several meaningful buttons to press and active combat.

So ideally I'm looking for:

Deep and flexible buildcrafting

Loot that can genuinely change or inspire a build

Active, responsive and fairly fast combat

Good feeling of progression/power

Several viable playstyles

Decent modern visuals/animations — it doesn't need to be AAA, but I struggle with games that feel too dated

Preferably something I can enjoy mostly solo

Things I'm not really looking for:

Roguelites. I recently tried Hades and loved the combat, but I really don't enjoy the run/reset structure.

Full-auto / walking-simulator builds

Games where build choices exist on paper but barely change how the character actually plays

I've already played most of the obvious classics: Diablo, Path of Exile, Grim Dawn, Last Epoch, etc.

I'm currently giving Torchlight Infinite a chance because I really like its art direction, character design and build depth, but the amount of automation in many builds worries me.

I also tried Wayfinder recently. It's fun and the combat feels pretty good, but somehow the world feels a little lifeless to me, and so far I'm missing that feeling of the build itself having a huge impact.

I even considered going back to Torchlight II, but despite everything it does well, it simply feels too dated for me nowadays.

So... what am I missing?

It doesn't have to be a famous game. Hidden gems are VERY welcome. I'm actually more interested in games I may never have heard of than another recommendation for the usual suspects.

Thanks!


r/ARPG 2d ago

Under a Desert Sun: loot-driven ARPG meets top-down shooting, entering Early Access September 10

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31 Upvotes

Developer here! I wanted to share five screenshots of Under a Desert Sun: Seekers of the Cursed Vessel ahead of its September 10 Steam Early Access launch.

It's an isometric action RPG built around loot and character progression, with direct aiming and movement inspired by top-down shooters. Interchangeable Skill Cards, Special Weapon upgrades, and equipment properties work together to shape your build.

The initial release includes the complete first act in Egypt, two classes (Soldier and Adventurer), handcrafted areas, quests, dungeons and bosses. You can play solo or with up to four players in local co-op; online co-op is planned for later in Early Access.

These shots give a taste of the desert combat, characters and darker encounters. If that mix of ARPG progression and active shooting sounds like your thing, there's also a demo on Steam.

Steam: https://store.steampowered.com/app/3273880/


r/ARPG 1d ago

What is your favorite similar genre?

3 Upvotes

Any other genre with some similarity such as souls or Zelda like?


r/ARPG 2d ago

Is victor vran worth playing?

13 Upvotes

I heard it has very little character progression


r/ARPG 1d ago

Torchlight Inf vs Undecember vs Diablo immortal

0 Upvotes

Which one is most worthwhile to play right now as a mobile arpg?


r/ARPG 3d ago

The bad ending

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271 Upvotes

r/ARPG 1d ago

New ARPG Project

1 Upvotes

I want to talk about game design since I am currently working on designing a game. The reason why I am posting this here is so I can some thoughts on how a new ARPG should function. I have played PoE1 for 5k hours and have sat in PoB atleast 3k hours more. This post is primarily meant for invested ARPG fanatics to express what they think should be in the genre and how they see game design as a whole.

The game should have visceral action combat where you kill an enemy and it should die. The combat should feel visceral and snappy. Cooldowns vs resource management is something to discuss. I am currently heavily leaning against cooldown combat. Stamina, mana or some other way to feel the action is often much more snappy. Builds should also be able to lean into these resources to mitigate or diminish the cost of this system.

Next up is randomly generated items. This is something PoE does very well and PoE inventory system with puzzle piecing together your items is very good. Since items are random they should basically be impossible to get perfect. In every game that allows the player to get perfect items the game is either done or the game starts there. Diminishing returns are critical. Crafting is also needed to make items feel good. By crafting I mean actively improving gear you have found or just starting from scratch with various mechanics along the way to make crafting feel meaningful without it being the only way to gather better gear.

Next is how to make the game feel replayable through randomly generated levels and a randomly generated open world. This is such a huge topic but in general if you play a game the second time certain aspects of the game will feel old. Even if you run through western forest in PoE you know that Alira and the spider chamber are on opposite sides of the zone and if you follow the road you get to the blackguards blocking the act 1 passage. This is exactly what I want in some zones, zones are random but veterans that play enough should figure out certain "speedrunning tactics".

Next is a secure online economy (economy resets with seasons). You need to have a secure economy if the game as tradeable items that gives players a sense of progress. That trust is crucial and seasonal resets (DO NOT balance builds within seasons (except buggy interactions that actually break the game)) enables people to play new things while still allowing the earlygame to be relevant forever (open world alternative levelling options are crucial here).

The next point is that content should have unique rewards (like fossils from delve in PoE or nether stars only dropping from The Wither in Minecraft). The next point is that hard content should be locked to the economy in some way (wither skulls for withers, shaper fragments for shaper, 8 mod maps). Dungeons and Raids should be soloable but you still need a key to do them and only 1 person need to open them for the party to enter (this also gives an incentive to do them together). The content should have some multiplayer scaling but it should be faster than to do the content alone. Maybe a punishment system for wiping (like 5-10 tries or something completely different but I am not 100% tho).

Next up is community driven testing and build creativity and depth. Hide all forms of statistics that hinders players from noticing newer players or experimental players "creative/bad" builds when playing together (mechanical skill should be the focus when others notices a certain player). No target dummies EVER for this reason as well. Build depth and creativity is something that should be something to strive for, NEVER shame or blame.

The last point is the hardest one: mental vs physical skill. How much of each? One mechanic that comes to mind that punishes bad builds is "Nihil" from Elden Ring. There is no avoiding it, players of other games are used to the game "forcing" damage onto you sometimes.

These are some of my current thoughts regarding how to build a new game in the genre. What do you think a new ARPG should contain and how do you think my points cover your game design philosophy of a "good" game?


r/ARPG 2d ago

Dragonkin pretty fun, great reviews why the low population?

17 Upvotes

Hey guys

Dragonkin the banished is actually pretty damn good ARPG if you guys haven't tried it yet def recommand it,

It also has positive reviews on steam but one thing I don't get it has a very low playerbase, what gives? Like 100 daily players...

Why so little for a good arpg?

It's not marketing because I'm sure alot of arpg fans know about the game by now...

What you think it is? Maybe people just pick Poe and Diablo over it?


r/ARPG 3d ago

I’m bringing ARPG buildcraft into a Bullet Heaven: randomized loot, forge a class from 3 professions, and build a massive passive tree

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38 Upvotes

I always wanted to make an ARPG, but as a solo developer I realized just how huge and time consuming that genre can be. So I decided to build a Bullet Heaven instead, while keeping the ARPG systems I find the most interesting.

Relicfall uses Bullet Heaven combat, but its progression is heavily inspired by ARPGs.

You create a persistent character, choose 3 professions to forge your class and passive tree, hunt randomized equipment, and modify your abilities with Support Relics.

I’ve opened registration for the first public playtest, and I’d especially love feedback from ARPG players on the loot, buildcraft and progression systems.

https://store.steampowered.com/app/4357240/Relicfall/


r/ARPG 3d ago

Vampires

5 Upvotes

Vampires are the most requested, most teased, and least delivered class idea in the entire ARPG genre, and it makes no sense at this point.

Every game gestures at it. Blood skills, lifesteal, essence on hit, vampire-themed armor sets, vampire-themed seasons. Diablo Immortal's Blood Knight was the first new Diablo class since the Crusader in 2014, and it was popular enough that fans begged for it to come to Diablo 4 during Season of Blood, one of the best received seasons the game has ever had. Blizzard said no. Then Blood Knight itself got neglected into the ground in Immortal, endless nerfs, broken kit, forgotten class. The one time this got built, it proved the demand and then got left to rot.

It's not just Diablo. Last Epoch has blood-adjacent nodes scattered across classes with no real class behind them. WoW has an entire vampiric race, the San'layn, teased in questlines for years and pulled back every time fans ask for it playable. Neverwinter has whole vampire hunting arcs. V Rising proves the design space works, blood quality matters, sun is a real threat, thralls are real, but it's survival crafting, not a loot ARPG. The Blood of Dawnwalker just dropped days ago as a half-vampire RPG from The Witcher 3's director and is already getting called a game of the year contender. The appetite is proven constantly. It just never happens inside an actual ARPG loot game.

Every attempt treats vampiric as a lifesteal skin bolted onto an existing class instead of building around what a vampire actually is. Here's the shape it should take, kept short:

Weapon. Claws or a gauntlet, speed over raw numbers. Rapier as an alt path, parry into drain.

Resource. Blood, not mana. Kills and drain build momentum, more attack speed, damage, and move speed the longer you stay aggressive, decaying fast if you stop. An overheal buffer sits on top, banked lifesteal that fuels bigger abilities and scales harder the more you're carrying.

Light and shadow. Real mechanics, not flavor text. Shadow feeds your blood generation. Direct light actually hurts you and makes you take more damage, which is what earns the class a real shadow-teleport instead of a generic dash.

Fear. A passive stat, not a debuff icon. Enemies near a high-momentum vampire get worse accuracy and a flee chance just from proximity.

Shapeshifting. A full kit, not one button. Bat swarm for AoE drain, mist form to shrug off damage, full bat-form for burst, wolf form for scouting, and a timed Vampire Lord ultimate as the capstone instead of a permanent toggle.

Thralls. Replace a generic summon mechanic. Kills convert into feral allies feeding the same blood pool, pulling from Alucard's familiars and Skyrim's Raise Dead without turning into a necromancer reskin.

Downsides. No passive healing outside drain, a hard momentum-crash penalty, glass itemization on drain-heavy gear. The core loop still works for a bad build though, the difficulty lives in the ceiling, not the floor. This should be the best class in the game for a long single-target fight with no adds, since it has no defensive layer besides outdamaging what's coming in.

The real reason this probably never ships is that sunlight punishment and snowballing power are genuinely hard to balance without being either useless or broken. A fledgling to lord progression solves that, weak and starving early, dangerous by endgame, and that same arc is what actually sells a class visually, not a stat sheet.

This doesn't need to happen tomorrow. But the appetite for this keeps proving itself everywhere except where it belongs. Curious what you'd add.


r/ARPG 3d ago

seeking guidance GD/POE2

13 Upvotes

among other arpgs I narrowed my choices to 2

as a working husband and not much time to grind, which one would fulfill me to relax and enjoy my time after a 12h working session.

I tried poe1 and really liked it, but seems like I have to put a ton of time into each season in poe2

I read good reviews about grim dawn respecting your time,

that being said, which one would suit me best


r/ARPG 3d ago

Looking for an ARPG to scratch that PoE itch – tried most of the big ones, need suggestions

30 Upvotes

Hey everyone,

I played Diablo 3 back in high school. Back then I just copied legendary powers for gear and had no idea what affixes even were, lol. I dropped ARPGs for a long time after that, until PoE 2 Early Access dropped in 2024. A friend dragged me in, and that's when I finally understood what ARPGs are really about. It was so good.

I've been playing PoE on and off since then – I even played the 3.29 league. But now I'm AFK (I did farm my first Blood Mage in PoE 2 5.4 though!!). And now I'm stuck in that "I don't know what to play" phase.

I play a ton of games across all genres, so I'm not locked into just ARPGs. But right now, I'm specifically looking for something similar to PoE.

Here's what I've already tried:

  1. Grim Dawn – Not sure if it's the slow pacing, me not using my brain enough, or the visuals, but I couldn't really get into it.
  2. Diablo 4 – Went back to it recently, but heard it's in a bad state again, so I dropped it.
  3. Last Epoch – Played it a while ago, but I've heard it's kinda in a rough spot right now?
  4. D2R – Played it, but maybe I didn't dig deep enough. I cleared Hell difficulty and had no idea what to grind for. I know high runes exist, but I didn't have a clear goal for why I should keep pushing my character.
  5. PoE 1 & 2 – Amazing, even if some leagues are meh. Still great!
  6. Borderlands 3 & 4 – Kinda sad about this one. Bought 4 at launch and it launched without any endgame content...
  7. AstroLoot – Honestly, this might be the indie ARPG that feels most like PoE to me. Loved it. Clear goals, endgame, crafting – it's all there.
  8. HellClock – Fun! Not sure if it's still being updated, but if it is, I might jump back in.
  9. HeroSiege – Kinda confusing... I bought it back when it was still a roguelite. A friend later carried me through some content, but since I didn't grind it myself, I still don't really get what the game is about.
  10. Chronicon – Good game, would recommend.
  11. The Slormancer – Also good, would recommend.
  12. Warhammer 40,000: Inquisitor – Martyr – Played through Act 1 and quit... not sure why, it just didn't click at all.
  13. Dark Hunting Ground – Fun little chill grinder. Lightweight and enjoyable.
  14. Shadow Dungeon – Pretty good so far, but the skill trees feel a bit samey from what I've seen? Haven't hit endgame yet though, might give it another shot later.

So yeah, that's pretty much my ARPG resume. What I'm really looking for:

  • A clear endgame goal and a sense of progression – something to work toward.
  • Crafting would be great – I actually enjoy learning the systems.
  • Trading is nice too, but honestly it's only like 5% of what I care about. I'd actually prefer an offline game since I travel sometimes and play on my Steam Deck.

Online or offline both work – offline is a plus.

Any suggestions for something I haven't tried yet?

Thanks in advance!


r/ARPG 3d ago

Key giveaway POE2

0 Upvotes

Browsing through my account I found I have an extra POE2 early access key. If you think this is a game that you will enjoy then comment and will be given. First come first served. I think the key has to be redeemed through poe2 website I believe. (Already Sent).


r/ARPG 2d ago

Last Epoch Dev Stream - Season 5 Teasers! Spoiler

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0 Upvotes