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DomusRomuli

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A member registered 71 days ago · View creator page →

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Recent community posts

Weekly Patch 4: "Impatient" is live now on the itch build: enemies now grow Impatient if you stall a fight, the first-run opening cut from 14 screens to 6, a rebuilt tutorials hub with a keyword glossary, Sanctum rooms that explain their own unlocks, and more.

Full notes: https://domusromuli.itch.io/ad-reditus/devlog/1620186/devlog-9-patch-4-impatient

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Ad Reditus is my roguelike deckbuilder where every run is a roundtrip: five stages out on the pilgrim's road, one choice at the journey's end that transforms your whole deck, then you walk home through a world changed by the decisions you made.


I've been hand-drawing every enemy, character, and badge in the game myself, and running a free public playtest here on itch since July 9. The game gets a patch every Friday built from player feedback and comments; patch 4 goes live tomorrow. 

There's also a small thank you running until Sunday (Aug 9th): play for 30 minutes and you can enter to be hand-drawn into the game as your own in-game event. Ten players will make it in. The entry form lives under the Feedback button in game.

Play free in browser on itch: https://domusromuli.itch.io/ad-reditus

Appreciate you playing! Winners will be announced in the coming weeks

Thanks so much for spending time with the game, and for your contest submission and feedback! Blunt feedback  is more useful than polite feedback, so no need to apologize for it! :)

I'm currently working through a revamp of the intro to make sure folks can get into the game much quicker, and a lot of your other points (length, lore, mechanics) are things I'm taking onside as I continue to iterate on the playtest, and eventual EA launch.

Weekly Patch 3: "Large Print" is live now on the itch build: bigger text everywhere, a new text size setting, honest card numbers, and a long list of fixes.

Full notes: https://domusromuli.itch.io/ad-reditus/devlog/1610772/devlog-8-patch-3-large-pri...

Thank you for playing and for sending additional feedback in game, it helps more than you know!

"Has potential, but a fair bit to improve" is honestly the right (and happy) read of where this playtest is. The weekly Friday patches fix balance issues and bugs, but the bigger plan is to get this into a game engine and really polish it for an early 2027 Steam EA release.

Also, if anything bugged you more than the rest, let me know and I can dig in. 

Weekly Patch 2: "Fine Print" is live now on the itch build: a full audit so every card does exactly what it says, the three strongest engines redesigned rather than capped, covenant charge rebalanced, bigger text where it matters, and real mobile improvements.

Full notes: https://domusromuli.itch.io/ad-reditus/devlog/1601597/devlog-6-patch-2-fine-print 

Howdy! Weekly Patch 1: "Clarity" is live now on the itch build: intent tooltips that explain themselves, a run-opening cinematic, crossroads signposts with real payoffs, and a pile of fixes.

Full notes: https://domusromuli.itch.io/ad-reditus/devlog/1588382/devlog-5-patch-1-clarity