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Sisyphean Games

A member registered Oct 23, 2018 · View creator page →

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We made some big changes/additions so if you have any thoughts we'd love to hear them!

Glad you like it!

I'll look into making the rotation more clear in the next update

Glad to hear you like the concept and core mechanics!

We're still improving the pathfinding. It's a complicated problem but we're working on it. You can expect fixes and improvements to it in each update!


We're planning on a early access release on steam in July.

We're so glad to hear how much you have enjoyed the game!

I've been getting the discord set up and it's still a bit of a work-in-progress but we'd love to have you join. Here's the link:

And we'd love to see your art! I'll make a fan art channel in the discord.

I'm working on the music now, it's a struggle sometimes tho lol. But yes, expect some new music in the next update.

Thanks for playing!

We're working on a huge update that will be out in the beginning of June. I hope you get a chance it play it because we would love to hear what you think. We actually made an upgrade that let's you see where the enemies will come from; we agree that is a good idea!

Thanks for your support!

Thanks so much for playing, we're glad you like it!

I'm working on making a discord server and there will be a link to it in the next update.  We're making some pretty big improvements/changes so I'll be really interested to hear what you think about them as someone who has played these earlier version of the game. 

Thanks again, see you in the discord!

Thanks for playing, we're glad you found it!

Thanks for the info on the bugs, we've been working on the ram pathfinding for the next update.

What kind of campaign would you like to see in the game? We're still working on conceptualizing it.

Oh no, sorry about that.

Do you remember which level it happened on? We'll make sure it's fixed in the next update at the end of the month.

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We actually just got our steam page up:

It'll be released in early access in June!  An Endless Mode is one of our plans for while it's in early access.

Thanks for playing and thanks for this info; it's really helpful!

Performance is something we are aware needs some works and we're improving it slowly with every update. For the April update we will be focused on graphics and performance. I hope you'll give the game another after that comes out.

Thanks so much!

It's hard getting the game out there and seen by people, so we really appreciate you playing the game on your channel. I can't wait to watch it!

Thanks for the comment! I'm not sure if I'm just missing something but that sounds like the creative mode we have in the game currently.

Thanks for playing! I'm glad you liked it!

We are definitely continuing to work on the game, next update will be out at the end of the month.

Thanks for the feedback! We will keep that in mind for future jams.

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Sorry about that. I didn't notice the issue until it was too late to resubmit. Luckily it doesn't seem to happen every time. Thanks for giving it a try!

Thanks for playing!

We are working on making an update that'll make the game longer. The game's difficulty is going to feel different depending on how the dice role but I think that's part of the charm; dice are all about luck and randomness!

Rouge Bones is a rouge-lite, turn-based, dice builder.  The player collects equipment (dice) and hones (upgrades) them as they fight through waves of skeletons!  


What I think makes our game unique and cool is how we took output randomness, which is the usual in dice based games, and turned it into input randomness. Output randomness is when the player decides what to do then the result/effectiveness of their choice has a random element; such as rolling dice in d&d. In Rouge Bones the dice (equipment and enemies) are rolled at the start of each turn and the player decides how to use them.  Both types of randomness are great but in this case using input randomness leads to much more strategic gameplay.

The game is currently just a prototype, so were looking for feedback to help us decided if this is a worthwhile concept to continue working on.

Thanks for checking it out!

Really cool! The art style is nice and really fits the theme and tone of the game.  The color palate too I think is really effective!

Thanks so much! We are going for simple but refined gameplay so I am very happy to hear you liked it. The music is something I'm still working on so I really appreciate the feedback.

Thanks so much! The music is very much still a work in progress; it's just a few sketches I made real quick but I agree, more bass! I'll be sure to try your game!

Thanks! We definitely want to make a MACOS version eventually!

Oh great idea! This won't be a problem much longer though. I was playtesting today and I believe we have fixed all the pathfinding issues for the next build at the end of the month.

Hey thanks for letting us know and sharing the picture! Fixing the pathfinding problems is our main focus for this months update and we have just about cracked it.

Nice castle btw! 

Thanks so much!


Nice! I love the use of the dictionary definitions for the Title and levels names, gives it a literary feel.

Neat! A fun inversion of a classic.

Exciting and fun! Nice!

Thanks! Yeah the game has kinda outgrown the capabilities of the web version, but we like to put it up for people who don't want to have to download.


Thanks for playing! We added some more explanation of the activatable elements in the last update, thanks for letting us know that part wasn't clear.

Really cool and approachable non-euclidian game!

Thanks for letting us know. Once we get the next version out I'll make sure to take a look at improving the loading times.

Thanks for playing and for the comment! I have been working on the music myself so I'm happy to hear you like it. Right now the music is just a few sketches and the full soundtrack is still a work in progress.

Really neat and novel idea well executed!

Really cool! It's like a castle Bad North. A little upgrade system and I could have played this for hours.

Really cool, i don't think i have ever played a puzzle game quite like this and it works really well!

Really fits the theme and looks pretty good but the gameplay could use a bit more work. I like the idea but it could have been a bit faster paced and I would have loved to see the powerups stack.