Become a daring thief in City of Brass, a punishing first-person rogue-lite filled with treasure, traps and ghoulish foes. Armed with scimitar and a versatile whip, you’ll lash and slash, bait and trap your way to the heart of an opulent, Arabian Nights-themed metropolis – or face certain death as time runs out.
All Reviews:
Positive (41) - 95% of the 41 user reviews for this game are positive.
Release Date:
Sep 17, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“With City of Brass, we’ve planned for Early Access right from day one. It’s a vitally important part of the development process for our game. Early Access allows us to balance the game play via feedback from a group of players who are excited by the thought of a rogue-lite game set in a fantastical world full of undead foes and cunning traps. Armed with a scimitar and a multi-purpose whip that can grab, trip, disarm, stun, shatter or swing you to safety, we need players to test all of these features!

The game is already a lot of fun, but we want to make changes and fix anything we might have gotten wrong, and we’re relying on feedback from our players to help find the rough edges. City of Brass is a game that will benefit from lots of testing, tuning and feedback, to make it the best game it can be.”

Approximately how long will this game be in Early Access?

“We’re aiming to be in Early Access for around 6-12 months. Development on City of Brass has already been underway for about 12 months to get to this stage, and we’ve made heaps of progress. Most of the core systems have been created and fleshed out with a decent chunk of content.

The things we currently have planned to add in Early Access will take another 4-6 months, but as this is Early Access, we expect new ideas to be introduced, thus we can’t predict exactly when we will be finished.”

How is the full version planned to differ from the Early Access version?

“Essentially, there will be more of everything in the full version of the game, and the play overall will be tightly balanced. We plan to add more districts, secret areas, enemy types, bosses, equipment (gear and relics), genies, traps – we have plans for all of these things and how they will fit into the overall campaign.

The final battle, and the mysterious prize awaiting you in the center of the city, are not in the Early Access version and will be held back until the Final Release. Each player’s final battle will be different based on decisions and strategies they make during their playthrough.”

What is the current state of the Early Access version?

“At launch of the Early Access version of City of Brass, we will have:

* The core experience in place: you can play through 12 level campaign, encountering new enemies in each level, unlocking new gear and relics, encountering new traps, develop evolving tactics and meet new genies, with solid, fun gameplay with combinative Whip, Trick & Trap combat mechanics.

* Main Campaign with hours of replayability, AND the Daily Challenge: compete with your friends on the Steam Leaderboard before it resets daily.

* You want some numbers? How about 2 Districts (City and Gardens), 18 Enemy Classes, 1 Mini Boss Fight, 6 swords, 6 whips, 6 pieces of armour, 11 Relics, 8 Divine Burdens, 17 traps, 10 Genies … and a partridge in a pear treeeeee.”

Will the game be priced differently during and after Early Access?

“We’re currently planning to launch the game at a discounted price and then remove the discount before or once we leave Early Access, based on the amount of additional content we’ll be adding.”

How are you planning on involving the Community in your development process?

“We should set expectations right from the start: Uppercut Games is only a small team of 6 full-time people. That’s why we’re relying on feedback from the community to help us strike the right balance for City of Brass: challenging but fun, deadly but addictive, punishing but fair. Please do let us know what you think, but we can’t promise to incorporate ideas into the game, no matter how great they are!

We’ll be communicating via our Steam Forums, Facebook and Twitter. And while we may at times have our heads down cranking on making the game, we’ll do our very best to keep the communication flowing.”
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Recent updates View all (6)

October 11

Coming Soon: v0.2 Update - The Catacombs

Long before the City was built, the caverns beneath silently waited. Transformed now into a dreadful place, part tomb, part dungeon, no one that visits the Catacombs desires to stay longer than necessary.

Will you survive the underworld of the City of Brass?
5 comments Read more

September 21

Community Feedback and Tuning Update

We've had a busy launch week with lots of great feedback from the community and many interesting discussions ongoing in the forums.

Check out the list of changes for our first major patch below.

New Features:
  • Adding ability for stunned Flying AI’s to be picked up by the whip.
  • Adding boss music.
  • Temporary: Level Name and Number now display on the HUD.
Community Feedback and Tuning:
  • Cudgel now does damage as well as stun/knockback.
  • Companions and other friendly AI no longer target statues.
  • Improvements to gathering of supported full screen resolutions to hopefully fix issues with certain ones not appearing.
  • Changing Graphics Quality options is now available when not in custom mode.
  • Separated aim sensitivity to X (horizontal) and Y (vertical) values for mouse and gamepad.
  • Fixed collision missing on the side walls of the starting area in the Gardens.
  • Softlock now only on the gold crate destructibles, all other destructibles it’s off.
  • Sand Blast damage cone shrunk in Y so you can swing over it.
  • Localisation: Tortured Dwellings typo.
  • Additional fix to stop the AI’s from being un-aggroable.
  • Turned off the ability for charger’s cage to come off their heads when grabbed.
  • Mantling robustness: can now travel perpendicularly and still mantle.
  • Fixed Invisibility Shader on all weapons and throwables for the Invisibility Cloak.
  • Fixed Sands of Time not equipping your current weapons correctly on respawn.
  • Improved handling of mouse focus in windowed borderless mode.
  • Fixed queued attacks not working during mantles.
  • Fixed gameplay UI elements showing in the tutorial which are not applicable.
  • Poison clouds can no longer hurt you through solid surfaces.
  • Enemies now fall into the giant holes if pushed/grabbed to the edge of them.
  • Fixed the incorrect boss icon animation occurring if you respawned and had killed it already.
  • Fixed not being able to sneak up on enemies, which stopped you being able to use the backstab relic. Now if you crouch or walk up behind them without making noise, you can get the jump on them.
  • Audio system changes to reduce cases of audio getting softer and breaking.
  • Making the FPS limiter respect VSync.
5 comments Read more
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About This Game

First-Person Arabian Nights Rogue-Lite!

Become a daring thief in City of Brass, a punishing first-person, Arabian Nights-themed rogue-lite. Armed with scimitar and a whip that can grab, trip, disarm, stun or shatter as well as swing, players will lash and slash, bait and trap their way through hordes of undead, making it to each level’s exit before the Sands of Time run out, collecting treasures and looting chests for weapon and armour upgrades or powerful relics on the way.

This City Has Teeth!

Players will have to leap across pits, slide under blades, avoid spears or arrows, evade or employ sprung paving slabs, and skirt round poison gas traps – all the while manipulating these dangers to their advantage against enemies.

Deadly Magic, Mischievous Genies!

Incarcerated within the city are genies, most of them friendly, who will barter benefits in return for loot or grant wishes for a powerful advantage.

Endless Death, Eternal Replayability!

The rhythmic interplay between sword and whip is carefully tuned along with sprinting, crouching, sliding, leaping and vaulting to give a fluid, balanced and natural feel to the movement and melee. Eternal replayability is granted by a design that encourages combinative gameplay within an ever-changing but logical procedurally generated world. Players will die in the City of Brass – often, and quite horribly – but they will always want to come back for just one more try…

System Requirements

    • OS: Windows 7 64Bit
    • Processor: Dual Core 2.4+ GHz
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 550 or Equivalent card
    • DirectX: Version 11
    • Storage: 4 GB available space
    • OS: Windows 10 64bit
    • Processor: Intel i7 2.5 GHz
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 770 or Equivalent card
    • DirectX: Version 12
    • Storage: 4 GB available space
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