Geritmia
Demonstração disponível
About the game
Um jogo incremental em que extrais recursos, combates e te tornas mais forte, enquanto o Devorador de Mundos engole tudo o que fica para trás cada vez mais depressa.
Descrição original no Steam

Geritmia is an incremental roguelite where in each run (journey) you progress through procedurally generated worlds while being hunted by the World Eater, which devours worlds behind you at ever-increasing speed. You mine resources, fight enemy armies, and grow stronger through multiple interconnected progression systems. When the World Eater reaches you, your journey ends, but most progression outside individual worlds persists between journeys.
Developer Insight
In Geritmia, I have tried to build a unique and fresh incremental gaming experience. The game loop is inspired by roguelites, but is fitted to work as an incremental game. The procedural generation is used to make each world and run feel different. The game also features a unique time pressure mechanic in the form of World Eater.
I have also experimented with the progression systems. Instead of using large multipliers and many multiplicative systems, growth comes from small additive bonuses cumulating slowly into exponential growth. This builds a greater anticipation towards the eventual growth explosion than more traditional growth systems. The selected progression systems, together with procedural generation, create natural fluctuations between anticipation phases and growth explosion phases, reducing the need for handcrafted pacing.
- DevHaskell

World Perks
World perks are obtained through leveling and winning battles. They provide progression within a single world.

Permanent Perks
Permanent perks persist between journeys and apply universally. They provide minor bonuses and serve as the game’s primary form of meta-progression.
Bonus Board
The bonus board is built using tiles and allows players to customise their active universal bonuses. Bonus board progression persists between journeys.

Crystals
Crystals function as the game’s equipment system. They are randomly generated across multiple tiers, providing bonuses and sometimes altering core mechanics. Crystals persist between journeys.


A battle between teams is a sequence of duels. In each round, a random soldier from each side is selected to fight. The team with the last soldier standing is the winner.
The winning probability between soldiers is determined by their weakness and offence values.
Soldiers can also have modifiers that alter the normal flow of combat. Here are some examples:
Suicide - When killed, also kills the killer.
Trickster - When fighting, reverses the outcome probability.
Initiate - Will always fight if possible.

The game offers approximately 20+ hours of gameplay in Standard mode and features high replayability due to procedural generation.
The gameplay is active and involves planning and strategic thinking.
Multiple game modes are available, including a Relaxed mode for players who prefer a more idle-style experience without time pressure.






Informações sobre a demo e o lançamento
Foi encontrada uma demo no Steam na última verificação. Antes de a descarregares, confirma no Steam se ainda está disponível na tua região.
Demo do Steam, teste de jogo e acesso antecipado: qual é a diferença?
Informações e imagens: Steam · Última verificação UTC