Tombslayers strips away downtime in favor of relentless combat against undead swarms. Between waves, you spend currency at a shop to upgrade weapons and abilities, creating exponentially stronger builds that handle increasingly dense enemy encounters. Built for players seeking quick, intense roguelike runs with tangible progression tied to strategic loadout composition.
About this game
Carve through undead hordes in dark tombs. Clear waves, rebuild in the shop, and snowball into broken loadouts. A fast, dark roguelike survivor.
Players, last 52 days
Peak 0 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
Thank you to everyone who has been playing the demo and sharing feedback!A special thank-you to the player who suggested more direct movement controls, then came back with detailed notes after trying them. Your feedback helped shape this update. What’s ChangedAuto-movement: Reworked enemy avoidance and route selection to help reduce reckless dives into crowds and unnecessary back-and-forth movement. Enemy behavior: Fixed an issue where nearby enemies could gather in a ring around a stationary character or retreat instead of closing in to attack. Hunter’s Arquebus: Now fires only while your character is moving. Shots already in flight continue normally after you stop. Redeployment: Manually redeploying now keeps your Auto On/Off preference. If the automatic redeploy timer expires, the next run starts with Auto On so unattended play can continue. Character roster: The bar beneath each unlocked character now shows XP progress toward the next level. Its color changes at level milestones, making it easier to track your growing roster. Movement Controls Added in 0.6.8With Auto On, left-click a location to guide your character toward it. Turn Auto Off using the bottom-right button to take direct control with WASD. Thanks again for taking the time to test the changes and explain what felt right and what didn’t.Please let me know how this update feels with your builds!
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