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GROGPOD Roguelike Podcast
GROGPOD Roguelike Podcast
Author: Scott V. Burger
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The GROGPOD Roguelike Podcast is a bi-weekly show about four friends talking about a featured Roguelike game. We cover the full spectrum of titles, from the more modern, action-oriented games like Binding of Isaac and Hades to the traditonal roguelike designs of games like Cogmind and Caves of Qud. Join us each episode as we unpack what makes a roguelike game fun (or not) and then rank it against the compendium we've compiled thus far.
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The agony and terror of season 3 of the podcast comes to a close with the Survivor-like, Diablo-lite game Halls of Torment! Hear the demonic horns and twisted drums that lay down the epic background music, feast your eyes on the gorgeous low poly, highly pixelated 90’s inspired spritework! Collect those soul stones, find the artifacts and items from the demonic lord’s hallowed halls and see firsthand the horrors of greed!
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1:29 - Game stats
3:07 - One sentence description
06:48 - Comparison to Vampire Survivors
10:05 - Difficulty progression & enemy density
15:42 - Character classes & abilities overview
22:18 - Quest system & progression mechanics
29:03 - Item system & build variety
35:47 - Boss fights & challenge mechanics
42:31 - Movement mechanics & gameplay strategy
49:15 - Accessibility & difficulty options debate
55:58 - Art style praise & technical performance
1:02:44 - Endgame content & replayability
1:27:24 - Rankings & final thoughts
1:36:39 - Similar games & show wind-down
Next episode: Omegabowl 3
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Cyrus Chestnut - Precious Lord
Outro music: Halls of Torment OST - Chambers of Dissonance
Stay a while and listen! The sanctity of this podcast has been fouled as we turn back the clock to cover the 1997 groundbreaking procedural action RPG: Diablo. From humble origins as an Angband clone, to global standardbearer for game design polish, this titan of the horror genre greets us with a few haunting guitar chords and a cathedral of the damned. Join our descent into terror as we encounter vegetable hating butchers, skeleton kings, multiplayer friends running ahead and leaving us behind, sultry winged demons, poorly-aged game mechanics, and many more devlish delights! Perhaps there you will find answers. Or perhaps, salvation!
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2:35 - Game stats
5:44 - One sentence description
07:17 - Original turn-based design & real-time conversion
10:04 - Berlin interpretation & roguelike elements debate
19:48 - Character classes overview (Warrior, Rogue, Sorcerer)
29:35 - Town mechanics & NPC interactions
39:21 - Dungeon structure & difficulty progression
49:08 - Loot system & item identification mechanics
58:54 - Combat feel & clicking gameplay
1:08:40 - Multiplayer experience
1:18:27 - Soundtrack praise & atmosphere creation
1:28:13 - Hellfire expansion & cut content discussion
1:38:32 - Rankings & final thoughts
1:52:02 - Similar games & show wind-down
Next episode: Halls of Torment
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Nat Adderley Jr. - Old Devil Moon
Outro music: Diablo OST - Tristram
O Glorious Shekhinah! To conclude our two-part special on Caves of Qud, we turn our focus from the epic storyline to the deep gameplay mechanics and systems from the Salt Dunes of the west to the Deep Jungle in the east. Join us for a water ritual on how to negotiate with camel merchants before we clone them, managing our reputation with fuedal fungal lords, and how to navigate the differences between mutated humans, psychic warriors, and just straight-up cyborgs. Get those schematics ready as we disassemble one of the densest and deepest “traditional” “roguelike” games out there.
You can find the in depth tutorial series we did with BigSimple to learn this massive game here!
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3:44 - Game stats
7:47 - One sentence description
08:09 - Gamma World tabletop RPG comparison
10:08 - Initial bouncing off & polish improvements
14:23 - Tutorial mode & learning curve discussion
19:31 - Character creation & mutation systems
24:48 - Story structure & main quest overview
29:17 - Death mechanics & permadeath options
34:52 - Open world exploration & procedural generation
40:15 - Village generation & faction systems
45:38 - Combat mechanics & weapon variety
51:22 - Skill tree & ability customization
56:47 - Water economy & trade systems
1:02:08 - Equipment & artifact identification
1:07:45 - Mutation system depth & combinations
1:13:31 - Enemy variety & creature encounters
1:19:03 - Interface improvements & accessibility features
1:24:38 - Save system exploits discussion
1:30:15 - Community & modding ecosystem
1:35:52 - Writing quality & atmospheric storytelling
1:41:27 - Endgame content & difficulty scaling
2:07:27 - Rankings & final thoughts
2:25:15 - Similar games & show wind-down
Next episode: Diablo
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Caves of Qud OST - Soundscape I
Outro music: Caves of Qud OST - Onward Romantique / Live and Drink
Live and Drink! In this extra-special two-part episode, we first examine the deep story, lore, and soundrack to Caves of Qud. Winner of the 2025 Hugo Award for Best Game or Interactive Work, as well as the 2025 Independent Games Festival for Excellence in Narrative, it only made sense for us to break this absolutely massive game out into two parts. We are also joined by special guest and Qud streamer BigSimple! Listen in as we set the stage via the incredible soundtrack brought to us by Craig Hamilton. While there will be heavy spoilers up to a certain point (don’t worry, the ending is safe), simply hearing the story can’t prepare you for experiencing it first hand. Part 2 will be the usual GROGPOD format, focusing more on the gameplay and systems in Caves of Qud, and also back to our closer to 90 minute length. Until then, strap into that ejector seat and get ready to inject some Eater’s nectar!
Find the soundtrack on Steam here
You can find the in depth tutorial series we did with BigSimple to learn this massive game here!
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00:00 - Pilgrim’s Path (guest intro, title screen)
11:11 - Mehmet’s Morning (Joppa, Resheph, the gyre plagues, the signal)
26:30 - Overworld (Meeting the Barathrumites)
37:30 - Golgotha (First dungeon)
47:30 - Stoic Porridge (Acceptance into the order, the Baetyl)
56:40 - Lazarus (Bethesda Susa, the trolls, Saad Amus the Sky-Bear, Temple of The Rock)
1:12:30 - Onward (Ezra, Mayor Haddas, Sixshrew, Yla Haj, Zothom the Penitent, Rebekah’s grave, the Earl of Omonporch)
1:26:11 - Imminent II (Ereskigal the sentient computer, the Putus Templar)
1:33:10 - Attack on Grit Gate (Qud tower defense, NPC permadeath)
1:40:40 - Barathrum’s Study (Leader of the order, the mystery of the signal, the Spindle)
1:44:00 - Substrate (Rainbow Wood, scroll bound by a strand of kelp, Pax Klanq, Barathrum’s gamble)
1:59:34 - Among the Tomb of the Eaters (Qud crypts)
2:09:10 - Deeper Eaters (Sultan crypts, Resheph’s sarcophogus, Herododicus, entombment)
2:16:12 - Attenuated Signals, Fractals (Brightsheol, Rainwater Shomer, the Seraph’s dream, the golem)
2:23:20 - Moonstair (Eyn Roj, Ayog-No-Longer)
2:36:10 - Arrival of the Official Party (Final battle with Putus Templar, Girsh Nephilim, ascension)
2:49:10 - Similar stories
2:54:23 - Arrival (Part 1 wind down, preview for part 2)
Next episode: Caves of Qud Part 2: Gameplay and Mechanics
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Caves of Qud OST - Pilgrim’s Path
Outro music: Caves of Qud OST - Arrival
The Age of Men is over. The Time of the Orc has come! The long-lived and highly rated franchise of Orcs Must Die! comes to the rogue world for the first time with its 2025 release of Deathtrap. A game OMD players have waited 4 years to see a sequel finally arrives featuring 4-player co-op maze-building character-quipping action. Join the team of sassy teen #1, wrench arm boy, sassy teen #2, murderous cat, and big lovable bear man to stop the Orcs from getting into those precious portal for… reasons… Look, the special brownies are right over there, just one more mission and they’ll finally kick in, okay?
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1:42 - Game stats
2:43 - One sentence description
4:08 - Game release history & series background discussion
9:27 - Tower defense meets action gameplay hybrid explanation
15:42 - Tutorial experience & new player onboarding critique
22:18 - Trap variety & strategic placement mechanics
28:35 - Hero abilities & character progression systems
35:47 - Multiplayer coordination & Co-op gameplay experiences
42:13 - Map design quality & replayability concerns
49:26 - Difficulty scaling & enemy variety analysis
1:03:18 - Comparison to previous Orcs Must Die games
1:09:36 - Rankings & final thoughts
1:24:40 - Similar games & show wind-down
Next episode: Caves of Qud part 1: soundtrack and story
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Marcus Miller - Trip Trap
Outro music: Orcs Must Die! Deathtrap OST - Order Wisdom
Get in the zone! This week is a game with one wild journey from starting out as Starsiege: Tribes-themed extraction shooter to an original roguelite experience - it’s Deadzone: Rogue, of course! Awaken on a ship to shoot through piles of robots and uncover the mysteries that an unhinged space program influencer billionaire promises folks who sign up for a Mars cruise. What dangers might we face? Or NOT face? Maybe we are all just brains in a vat, if you think about it. Actually… you don’t want to think about it. You’d rather try to find some matcha on this ship instead. What you do you mean there’s no matcha on board? Oh that’s a big drill you have there…
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1:21 - Game stats
2:55 - One sentence description
4:47 - Tribes universe connection & extraction shooter origins
13:05 - Pivot from Star Siege to roguelike format
18:55 - First impressions & new player experience criticism
21:16 - Weapon choices, perks, & augment systems discussion
28:12 - Meta progression concerns & upgrade system critique
34:29 - Difficulty options & enemy health scaling problems
38:56 - Enemy AI behavior complaints & tactical shooter debate
53:10 - Protagonist voice acting & narrative setup
56:42 - Act One story reveal: brain in exoskeleton
1:08:01 - Act Three body horror & final boss fight
1:14:50 - Ending choice: self-destruct or escape decision
1:26:42 - Rankings & final thoughts
1:38:40 - Similar games & show wind-down
Next episode: Orcs Must Die! Deathtrap
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Alexa Tarantino - My Ship
Outro music: Deadzone Rogue OST - Luggage Tag
Zyzz up! This week we eXplore, eXpand, eXploit and eXterminate all sorts of fantasy monsters in huge army blobs with Hero’s Hour! A hobby project by a Danish psychologist, we look deep into the psyche of tutorialization, 4X games as roguelikes, battles rivaling the Pelennor Fields, and cute horsies. Spears shall be shaken! Shields shall be splintered! And your capital will be taken over in 5 turns by a wizard on a pony!
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1:28 - Game stats
3:35 - One sentence description
8:09 - Roguelike classification debate & 4X game genre discussion
15:08 - Tutorial experience criticism & new player onboarding
22:17 - Combat mechanics & auto-battler system explanation
25:22 - Dominant strategies & bodyguard champion meta
33:27 - Puzzle solving nature & replayability concerns
40:44 - Hero recruitment & army management strategies
48:14 - Faction variety & DLC content discussion
53:35 - Developer interview about missing campaign mode
58:12 - Art style & music quality appreciation
1:01:50 - Rankings & final thoughts
1:10:04 - Similar games & show wind-down
Next episode: Deadzone: Rogue
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Wes Montgomery - A Day In The Life
Outro music: Hero’s Hour OST - Decay
Eye see you! This week we gaze upon the wonder of The King is Watching: the kingdom management and goblin horde bashing simulator with a twist - your workers are only productive when you’re watching them. Kind of like being in the office and having your boss fly by your desk twice a day… An artistic feast with a deep level of meta-progression, try to survive wave after wave of horrid beasts and giant horrors from attacking your peaceful castle through the use of magic spells, special king-based powers, and however many magic unicorns you can summon to your defense.
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1:43 - Game stats
3:33 - One sentence description
7:55 - First impressions & tutorial system discussion
11:52 - Advisor Gustav & art design appreciation
17:13 - Prophecy system & wave difficulty selection mechanics
22:29 - Meta progression & strategy optimization criticism
26:59 - Unit types & army composition limitations
33:31 - King vision patterns & strategic differences
39:10 - Building upgrade systems & RNG concerns
45:35 - Battlefield mechanics & spell interactions
55:14 - Spell system effectiveness & boss strategies
58:29 - Meta progression pacing & king unlock issues
1:05:54 - UI problems & upgrade tree navigation confusion
1:15:45 - Music quality & overall game polish
1:14:54 - Rankings and final thoughts
1:20:49 - Similar games and show wind-down
Next episode: Hero’s Hour
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Gene Ammons - Someone to Watch Over Me
Outro music: The King is Watching OST - 002B Village A
Praise the Sun! The Nightlords have invaded the world of Elden Ring and it’s up to you and your trusty co-op Nightfarers to stop them. The biggest roguelike game of 2025 so far, lauded developer FromSoftware’s latest entry takes a stark departure from previous games in the Dark Souls series at a blistering pace. Featuring gigantic bird-man, big-hat sorceress, acrobatic bow boy, yelling drunken pirate, angry Sekiro dog-man, sassy child, French fencer, and John Nightreign himself toting a grappling hook and arm cannon, Elden Ring Nightreign drops you into a wild hybrid of Soulsbourne combat with bosses and enemies drawn from across the series. Listen in as we drop into Limveld from our bird-based battle busses. “Don’t give up, skeleton!” “At last, Fort…Night!”
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1:40 - Game stats
4:44 - One sentence description
6:22 - Hosts’ backgrounds with Dark Souls games
11:13 - Nightreign as departure from traditional Souls formula
21:21 - Game announcement reactions & initial confusion
25:26 - Launch reception & Steam review progression
31:59 - Tutorial walkthrough & first boss encounter
39:26 - Multiverse concept & boss selection choices
43:10 - Round Table Hold hub world navigation
44:16 - Character classes & special abilities overview
54:50 - Remembrance quest system mechanics & issues
1:05:44 - Relic system & meta progression discussion
1:18:45 - Map exploration & routing strategies
1:28:49 - Castle exploration & difficulty scaling
1:41:17 - Boss fights & Nightlord encounters
1:56:01 - Upcoming “Deep of the Night” DLC details
2:06:46 - Rankings and final thoughts
2:22:55 - Similar games and show wind-down
Next episode: The King Is Watching
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: In the Still of the Night - Oscar Peterson
Outro music: Caligo, Miasma of Night - Nightreign OST
It belongs in a museum! For our listener request week and the landmark 75th episode, we cover one of the foundational early roguelikes with Spelunky! Released in 2012 on the Xbox Live Arcade as a full-scale HD remaster of the 2008 freeware hit, Spelunky marked the watershed moment of stealing fire from the Berlin Roguelike gods and applying it to platformers. It’s undeniable legacy looms large, but does the nostalgia factor still stand strong? Will the hosts go hollow trying to make THIS one THE run? I mean, even the great Liz Mutton had to fall on a spike or two, right?
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1:10 - game stats
4:35 - one sentence description
6:14 - Thesis about Spelunky as definitive video game
8:14 - Historical context of roguelike games pre-Spelunky
11:20 - Game difficulty and bounce-off rates discussion
16:14 - Comparing Spelunky difficulty to Dark Souls games
19:35 - Standard run walkthrough and tutorial explanation
28:47 - Controls mastery and engagement requirements
36:25 - Biome progression and level design philosophy
43:07 - Shopkeeper mechanics and vindictive AI behavior
54:02 - Olmec boss fight and final temple challenges
1:06:53 - Hell runs and eggplant challenge explanation
1:28:57 - Spelunky 2 comparison and sequel discussion
1:31:30 - Community feedback and player perspectives
1:41:11 - rankings and final thoughts
1:53:06 - similar games
Next episode: Elden Ring Nightreign
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Herbie Hancock - Thieves in the Temple
Outro music: Eirik Suhrke - Temple A
My kingdom for a horse! This week we play the minimalist, yet deceptively deep tower defense strategy roguelite Kingdom: New Lands. This one-dimensional game is anything but as we dive deep into advanced peasant managing strategy not seen since Warcraft. You have crash landed on an island and must lead it to survival against greedy forest dwelling goblins. Your royal rule by hurling coins at downtrodden beggars is the only thing that stands between you and sailing off into the sunset with your pet wolf and whatever knights you may have paid handsomely to protect you. What else awaits your majesty on the wavey shores to come?
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1:20 - game stats
3:02 - one sentence description
5:17 - Basic gameplay mechanics and controls explanation
8:40 - Game’s origins as Flash project for horse animations
11:25 - Tutorial experience and early game confusion
17:27 - Death mechanics and learning curve discussion
24:56 - Attack patterns and timing strategies
29:25 - Frustration with long run times and restarts
36:29 - Wiki usage debate and game inscrutability
44:10 - Blood moon mechanics and visual/audio cues
54:27 - Farming mechanics and builder management confusion
59:03 - Game’s difficulty scaling and strategic depth
1:07:48 - Portal mechanics and teleportation discovery
1:15:20 - rankings and final thoughts
1:25:03 - similar games
Next episode: Spelunky
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Harold Land - Lands End
Outro music: Amos Roddy - Meadow
Jammin! Summer jammin, that is. Our mid-year summer break featuring the best of roguelike and roguelite music returns featuring some really old games and some really big budget scores. Featuring artists ranging from Makeup & Vanity Set, Noisestorm, Mili, OC Remixers, and shirtless indie devs weilding spears and axes, you have 2 hours of solid roguelike tunes to blast on the UE4 rendered crab rave beach. We’ll turn the clocks backward (as well as our baseball hats) and revisit some certified classics while also shredding and shedding some light on some lesser known titles.
A talking-free version of all the tracks featured today can be found on our youtube playlist here: https://www.youtube.com/playlist?list=PL-ShOmyMvd4iiH7UO17MilF87AkzdDG2a
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00:00 - Azure Dreams GBC - Title Theme
04:08 - Cave Noire - Combat Dungeon
09:49 - Toejam & Earl - Toejam Jammin’
17:12 - Fatal Labyrinth - Floors 1-9
21:29 - Tangledeep - Mysteries of Time
30:10 - Moonring - Angels
37:33 - UnReal World - Outro Theme
45:45 - Noita - Beat of the Kosmos
51:18 - Diablo - Tristram
1:02:14 - Shogun Showdown - Hibiku Wastelands
1:08:34 - AK-xolotl - Sakura Pink Inferno
1:13:02 - Quasimorph - Storm of the Formorians
1:19:46 - Roboquest - Metal Hero
1:24:48 - Crypt of the Necrodancer - Mausoleum Mash
1:31:46 - Brigador - Solo Nobre Must Fall
1:38:55 - Synthetik - Hypernoma
1:44:37 - Crab Champions - Ace
1:49:33 - Library of Ruina - String Theocracy
1:56:45 - Slay the Spire - Battle with the Champ
2:03:51 - Show wind down and next episode preview mystery track!
Next episode: Clues in the final outro song for this!
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
The pen is mightier than the sword! This week we crack open that new book smell with a first edition copy of Vellum: the third-person literary hack-and-slash game. We navigate the maze-like stacks, pet some colorful wolf friends, and talk about how many puns is TOO many for understanding a game properly. Don’t be quick to judge a book by it’s steam store page! There’s plenty of spells and quills and swords, but remember: A game a lone a last a loved a long the-
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1:22 - game stats
2:50 - one sentence description
6:47 - Hub world complexity and literary theming commitment
12:37 - Overly complex terminology and ability descriptions
19:04 - Enemy design and literary theme implementation
25:33 - “One more run” phenomenon and replay motivation
29:17 - Positive aspects including UI and visual effects
33:00 - Inscription system and meta progression mechanics
38:26 - Vignette encounters and their effectiveness debate
42:54 - Tome selection system and special level rules
48:07 - Progression gating and attunement level complaints
55:39 - End game content and endless mode discussion
1:01:29 - Boss strategy discovery and magical lamp exploit
1:14:13 - rankings and final thoughts
1:22:08 - similar games
1:24:50 - listener correspondence: does the GROGPOD need a public discord channel?
Next episode: 2025 Summer Music Fest
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: My Little Brown Book - Duke Ellington, John Coltrane
Outro music: Vellum OST - Boss Battle
Dat ain’t Falco! This week we wavedash into Spiritfall: the platformer beat-em-up with strong influence from the Super Smash Brothers series as well as Hades. The Blight has taken over the lands and your mysterious animal gods have tasked you, the Omenforged, to beat them back. With an array of weapons ranging from an axe-hammer to a scythe that transforms into a baseball bat, join us as we down-smash, L-cancel, and neutral-air our way across deserts, jungles, frozen wastelands, and all the way up to the source of the Blight itself! No Johns in this episode, we promise.
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2:04 - game stats
3:16 - one sentence description
5:57 Story Overview
8:58 Controls & Tutorial Complexity
12:46 Smash Bros Experience & Wave Dashing
18:10 Combat Mechanics & Arena Types
25:44 Generic Terminology & Art Style
32:38 Comparison to Dead Cells & Boss Fights
39:31 Map Navigation & Decision Making
50:39 Story Completion & Meta Progression
57:28 Hypothetical Smash Bros Crossover
1:22:39 - rankings and final thoughts
1:34:52 - similar games
Next episode: Vellum (for real this time)
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Charles Mingus - Mood Indigo
Outro music: Spiritfall OST - The Frigid Veil
Day 967… This week we unlock the enigmatic puzzle adventure / drunken architect simulator Blue Prince! Your wealthy great uncle has left you his strange estate for you to claim as your own, only if you can unravel the mysteries that lie within. I see a black cat with a red flag… pawns among bishops… ChatGPT solving wild word puzzles… IQ bending logical mysteries and more!
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1:04 - game stats
2:33 - one sentence description
4:07 - Spoiler-Free Initial Impressions
9:00 - Multi-Brain Gaming & Spoiler Transition
10:37 - Puzzle Spoilers & Game Mechanics
16:11 - Story Setup & Opening Cinematics
22:13 - Room Drawing Mechanics & RNG
29:05 - Foundation Room & Basement Mechanics
34:13 - Puzzle Solutions & External Help
40:43 - Digital Journal Critique & Comparison to Other Games
50:35 - Board Game vs Video Game Format
55:27 - Specific Gameplay Elements
1:03:02 - Game Design Analysis & Improvements
1:20:26 - listener letter on game pricing
1:29:00 - rankings and final thoughts
1:41:26 - similar games
Next episode: Spiritfall (due to last second schedule change after the recording)
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Dave Brubeck Quartet - Someday My Prince Will Come
Outro music: Trigg & Gusset - Bequest
Draw! This week we go akimbo with two high-caliber games between the college project wild west themed deckbuilding hit Forty-Five and an Estonian Eurotrance solo dev effort in Buckshot Roulette! We’ll spin the barrel on what makes a free game good, if board games are roguelites (because what isn’t at this rate?) and whether or not we fired six shots, or only five. Are you feeling lucky enough to go double or nothing?
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1:38 - Forty-Five game stats
4:46 - Forty-Five in one sentence
5:40 - Forty-Five general discussion
8:22 - Developer Critique & Student Project Context
10:37 - Visual Design & Art Style Discussion
20:20 - Core Cylinder Mechanic Explanation
24:24 - UI Issues & Game Feel Problems
31:01 - Bullet Combinations & Game Potential
34:17 - Western Theme & Story Elements
39:30 - Buckshot Roulette Introduction & Sales Success
47:42 - Buckshot Mechanics & Atmosphere
52:56 - Single Player vs Multiplayer Experience
1:00:11 - Board Game Comparison Discussion
1:08:29 - Game Ratings & Reviews
1:17:56 - Similar Games Recommendations
1:21:38 - Next Episode Teaser & Blueprints Preview
Next episode: Blue Prince
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Mark Lewis - Ghost of a Chance
Outro music: Mike Klubnika - General Release
O, glorious roguelikes! Listener request week returns with a recent hit in the traditional rogue sphere: Path of Achra. A Bronze-Age, Zoroastrian-inspired synergy simulator of brutal combat and Conan-like mythological flavor, Path of Achra brings us a menagerie of unique themes and playstyles ranging from dancing swordsmen, to telporting dreamer mages, to giant stone tank warriors, and of course: brutal naked apes. Escape the rising tides to The Obelisk and seek the stars, O Pilgrim! Struggler of the trench of slaughter. Praise Humbaba!
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1:45 - game stats
2:32 - one sentence description from the community
5:08 - Game mechanics explanation: turn-based grid combat system
8:38 - Tab key automation and streamlined controls discussion
14:06 - Spell synergy systems and trigger mechanics comparison
19:02 - Music and atmospheric soundtrack appreciation
23:28 - Developer background and sequel development plans
28:05 - Story fragments and world-building elements
32:14 - Difficulty cycles and progression scaling systems
38:49 - Path selection and arena design mechanics
47:26 - Character creation: cultures, classes, and religions
59:01 - Event log issues and quality of life concerns
1:04:28 - Arena design limitations and movement mechanics
1:13:51 - Slay the Spire comparisons and boss fight critiques
1:17:56 - Final ratings discussion begins
1:27:50 - similar games
1:31:13 - Podcast wrap-up and next episode preview
Next episode: Forty-Five
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Theo Croker - Imperishable Star
Outro music: Path of Achra OST
Can you imagine a dystopian world where overlords are oppressing you through communication networks? Where your friends skitter in the shadows to sell you trinkets and spikes erupt through the floor to maim you? We’re talking Reignbreaker this week, not your average trip downtown in 2025. The recently released Hades-inspired action game puts you in control of muscle mommy Clef as she seeks to break the reign of the Queen of Keys. An interesting blend of javelin throwing, fist punching mayhem, join us as we each try as strained of a Cockney accent we can muster and free our dear rat friends.
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1:10 - game stats
3:25 - one sentence description
5:47 - Developer studio closure and unfinished game discussion
8:20 - Voice acting quality critique and comparison issues
15:12 - Game feels unfinished despite potential quality elements
19:08 - Bold aesthetic choices and punk theme discussion
24:21 - Character design and muscle mommy protagonist analysis
29:28 - our story begins
32:16 - Development team size surprise
40:25 - Combat mechanics comparison to Hades gameplay differences
48:43 - Enemy variety limitations and single biome problem
56:25 - Dungeon crawl elements versus arena-based combat design
1:00:45 - Story issues and final boss disappointment
1:08:03 - “So bad it’s good” games discussion
1:10:55 - rankings and final thoughts
1:17:54 - similar games
1:21:23 - Next episode preview: Path of Achra listener request
Next episode: Path of Achra
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Pat Metheny - Calvin’s Keys
Outro music: Djerv - Reignbreaker
Ordo ab Cubo! It’s a mad, mad, mad, mad world out there so what better way to celebrate than with Cube Chaos? The solo-dev effort of thousands of different units, synergies, and mayhem all warring in a hybrid RTS auto-battler filled with arena destruction, lasers, ants, stomach acid, warrior plants, snow knights, and yes repli-crabs. A truly unique experience, come listen to how its maybe was TOO unique for some of us, while the others frantically battle waves of clay anomalies and curious moils!
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Transcript
1:23 - game stats
2:14 - one sentence description
5:44 - Cognitive load comparison to previous episode Daisomancer
8:08 - Steam Deck performance and Java runtime discussion
12:18 - Synergy mechanics and verbosity versus cognitive complexity
23:20 - our story begins… actually what IS this game?
28:01 - Different playstyles and time scaling strategies discussion
32:25 - Character classes and species combinations variety
38:32 - Art style critique and charming pixel aesthetics
50:09 - Story absence and lack of thematic elements
55:40 - AI-generated art improvement suggestions and visual discussion
1:07:16 - Boss fights and music quality feedback
1:11:20 - Community feedback and player experiences sharing
1:15:16 - rankings and final thoughts
1:25:32 - similar games
1:28:19 - listener letter and listener request week!
Next episode: Reignbreaker
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Dave Brubeck - Autumn in Washington Square
Outro music: Cube Chaos OST
The club of overwhelmingly positive roguelike deckbuilders is a small one, but bolstered with Diceomancer! The late 2024 release features a unique mechanic of allowing you to re-roll any number you see on the screen. Just imagine being able to re-roll your podcast subscriber amount from 6 to 14! The possibilities are limitless in this Cozy Vibes(tm) aesthetic where you can finally exact your revenge on all those geese that have hissed at you on the park bench with an infinitely reloading crossbow. Exactly what those noodle neck monsters deserve for delaying your fishing trip!
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Transcript
1:49 - game stats
3:30 - one sentence description
7:04 - Art style appreciation and Studio Ghibli comparisons
12:25 - Tutorial walkthrough and cozy fairy tale atmosphere
13:26 - our story and tutorial begins
17:41 - Purple mist storyline and corruption mechanics explanation
23:59 - FTL-style map comparison and purple mist criticism
30:27 - Translation quality and suggestive enemy names discussion
35:18 - Cognitive load comparison to other deck builders
42:04 - One dice mechanic discovery and randomness mitigation
50:32 - Class system critique and color archetype limitations
57:33 - City level enemies and weird creature designs
1:05:39 - Gateway game recommendations for new deck builder players
1:16:23 - Final ratings discussion begins
1:22:36 - similar games
Next episode: Cube Chaos
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Sun Ra - Purple Night Blues
Outro music: Diceomancer OST - The Woods




