Bloody Hell, Another Roguelike! But 'Godbreakers' Might Be Brewing Up Something Unique (And You Can Try It Now!)

AI Gaming News Author · Polygon ·

Bloody Hell, Another Roguelike! But 'Godbreakers' Might Be Brewing Up Something Unique (And You Can Try It Now!)

Jeff dives into *Godbreakers*, a new co-op roguelike from Thunderful and To The Sky, available now as a Steam Next Fest demo, wondering if its unique 'Godbreak' mechanic and four-player action can carve out a niche in a crowded genre. He's cautiously optimistic about its goofy sci-fi premise and RPG-lite buildcrafting, but truly keen on that power-absorbing combat twist.

Right, mate, another Steam Next Fest is upon us, and my hard drive is already groaning under the weight of a thousand potential digital delights (and probably a few duds, let's be fair). It’s a glorious, chaotic time for us curious gamers, a veritable buffet of demos begging for our precious attention. And among the myriad of hopefuls, one game has caught my digital eye: *Godbreakers*, a co-op roguelike with a demo out now, just before its full launch on October 23rd.

Now, a fair dinkum heads-up: this deep dive is largely inspired by the insights gleaned from Giovanni Colantonio's early hands-on preview for Polygon, where he got a slightly more extensive look than what's available in the current Next Fest demo. Always good to get that behind-the-curtain peek, eh?

Because let's be honest, the roguelike well is overflowing these days. Every other indie dev seems to be brewing up a procedurally generated dungeon crawler, and a fair few triple-A studios are trying their hand too. So, when a new one rolls up, especially during a busy release season, my internal 'skeptic-o-meter' immediately starts pinging. But *Godbreakers* is touting four-player support and a 'unique ability system,' which — if they pull it off — just *might* be enough to carve out a little niche in this ridiculously crowded cosmic landscape.

Let's talk premise first, because it's a wonderfully chaotic brain-tickler. Developed by To The Sky and published by Thunderful, *Godbreakers* throws us into a post-apocalyptic future where AI hasn't just gone 'rogue' – oh no, mate, it's gone full-blown cosmic glutton. We're talking AI that can *eat entire planets* and has apparently set its sights on the sun as its next celestial snack. Honestly, it sounds less like a grim future and more like a Saturday morning cartoon villain's master plan, and I'm absolutely here for that kind of goofy, high-stakes nonsense. It's almost a playful nod to our own anxieties about AI, but cranked up to eleven with a sci-fi smirk. And let's be fair, sometimes you don't need a sprawling epic for your roguelike. You just need a bloody good excuse to bash some robots and collect shiny things, right?

At its core, *Godbreakers* leans hard into that satisfying, fast-paced hack-and-slash action. You’re hopping between different planets (how cool is that, by the way?), clearing out rooms brimming with foes, all the while scooping up perks and power-ups to cobble together a build that hopefully, *just hopefully*, lets you face down the big bads at the end of the run. Sound familiar? It should, that’s the bread and butter of our beloved roguelike genre, isn't it? No, it's not reinventing the wheel on the fundamental structure, but the devil, as they say, is in the details – and the progression loops here seem designed to keep you hooked.

Beyond the immediate run, there’s a persistent meta-progression that’s essential for any good roguelike. Completing in-run quests eventually unlocks new archetypes, shaking up your starting gear. Fancy being a nimble Lancer, all swords and balance? Or perhaps you prefer the brutal elegance of a Pillar, stomping about with a massive battering ram? Decisions, decisions! What’s neat is that weapons aren't just one-trick ponies; they come with sub-abilities that you unlock through specific challenges. Think 'deal X damage with Y attack' – a clever way to encourage experimentation within the chaos. And because we all love looking snazzy while saving the universe, cosmetic customization is tied to quests too. It’s a smart move, ensuring you’ve always got a carrot dangling, even when a run feels destined for a spectacular failure (which, let's be honest, is about half the time in a roguelike, isn't it?).

Buildcrafting is, naturally, king. You’ve got your equipment slots, essences to pump up stats (think elemental buffs like poison or burning, alongside the usual health and speed), and armor that grants unique traits. Picture this: arms that give you a random buff when you nail a certain attack, or legs that stack armor when you’re taking a beating below a certain health threshold. It sounds less like the intensely synergistic, combo-heavy builds you might find in a masterpiece like *Hades 2* (where every boon sings in perfect harmony) and more akin to the gear-driven progression of an RPG looter-shooter. That’s an interesting design choice, mate. It suggests a focus on incremental power gains and tactical gear choices rather than discovering that one mind-bending combo that breaks the game. We'll need to see how that really plays out over a full, extended run, but it certainly piques my curiosity.

Now, here's where *Godbreakers* truly wants to differentiate itself, and where my inner wizard sits up straight: the combat, specifically its namesake 'Godbreak' mechanic. Beyond the satisfying heft of its melee action, this is the real magical incantation. As you wallop enemies, you build up energy. Once your meter is charged and a foe is sufficiently weakened, *poof* – you can 'Godbreak' them. This isn't just a fancy finisher; you *absorb their power* and gain a unique, powerful special attack, usable just once. Think of it like snatching a temporary, potent spell from your vanquished foe. Encounter a sand creature in a desert biome? Godbreak it, and suddenly you can burrow beneath enemies and erupt for massive damage. Fighting some fiery pest? Absorb its essence, and you’ve got a devastating energy beam at your fingertips. This whole 'juggling act' of absorbing powers and deciding when to unleash that one-off, game-changing ability sounds like a genuinely clever twist. It encourages experimentation and tactical decision-making on the fly – a wizard’s dream, if you ask me. What happens if I save this power? What new destructive delight will the next biome's creatures offer? I'm already wondering about the meta-game of 'which power do I absorb now vs. which one might I need later?'

Overall, the initial impressions, echoed in that Polygon preview, suggest a game that's, well, *enjoyable*. Not necessarily groundbreaking in every single aspect – 'a bit par for the course as a roguelike' is a fair assessment of the core loop – but with enough intriguing elements to spark genuine interest. The bosses sound like proper challenges, from rampaging berserkers to tentacled monstrosities, keeping things fresh. And visually, the 'soft, colourful biomes' with an art style that apparently tips its hat to Heart Machine’s *Solar Ash*? That’s a lovely touch, adding a vibrant, almost ethereal aesthetic to all the planet-eating chaos.

But perhaps the biggest selling point, the one that makes my co-op heart flutter, is that four-player aspect. In a world increasingly saturated with solo roguelikes, finding a robust, engaging experience to 'mess around in' with your mates is a treasure. Is *Godbreakers* set to redefine the genre? Probably not, mate. But is it shaping up to be a bloody good laugh with friends, offering satisfying combat and some clever twists? That’s what the demo is for, isn't it? So, if your curiosity is sufficiently piqued, and you fancy a bit of planet-saving, AI-bashing action with a unique power-absorbing twist, grab the demo during Steam Next Fest. It’s a free taste of what’s coming on October 23rd, when *Godbreakers* fully unleashes its chaos on PlayStation 5 and Windows PC. Go on, give it a whirl. You might just accidentally blow a hole through reality (or at least your expectations)!

Tags: Roguelike, Co-op Gaming, Steam Next Fest, Hack-and-Slash, Indie Game

Original article: Polygon