Thanks a lot for the feedback! I'm aware of this — right now I'm focusing more on tuning the core game mechanics than on the controls UX, but it's definitely on my plan. Later I want to add a simple tutorial in the first room, plus an in-game encyclopedia describing all the game objects, so players won't have to figure everything out by trial and error.
rms27
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Hey everyone! I just released the demo of **RMS-27** — a turn-based sci-fi dungeon crawler where energy is your health, fuel and ammo in one number. First 6 floors + the first boss, runs right in the browser (mobile works too), a run takes ~15–20 minutes.
What I'd love to know:
- How does it play overall — did it hold your attention?
- Were there any parts or mechanics in the demo that felt boring or like a chore? Which ones?
Hi everyone!
I've just released the free demo of RMS-27, a turn-based sci-fi dungeon crawler where energy is everything — your health, fuel and ammo in one number. You play as USD-91, a small service drone descending through a mining station that stopped responding.
What's in the demo:
- the first 6 floors of the station, including the first boss
- code fragments — loot with random affixes you slot into limited drone memory
- a skill tree with 40+ upgrades
- 5 difficulty modifiers for experienced players
- playable in 20 languages
Runs directly in the browser — no download, and it works on mobile as well.
Play here: https://rms27.itch.io/rms-27
Any thoughts or feedback are very welcome — this is my first public release and I'd love to hear how it plays for you.

