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:
Very Positive (62) - 96% of the 62 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 (14)

December 21, 2017

Update 0.4 - Secrets of the City - Now Available!

Hi all, we've been cranking away, and while we will be taking a break over Xmas, we wanted to get the next major update out for you to play with. So here it is: Secrets of the City!

So What's New?
Player Progression: Ranks!
Killing enemies and collecting loot awards XP. Gather enough XP to rank up and you will be rewarded with gear for your next run.

Secret Rooms
Each level now has hidden entrances to secret areas, with different entrances depending on the district. Can you find them all?

New Weapon
Sword of Antar - Shock your enemies into submission.

New Throwable
Puzzling Fowl - distract your enemies with this screeching undead bird.

New Boss Areas
  • We continue to expand the mini- boss Arenas, giving each their own Arena with custom art.
  • Gatekeeper boss behaviours refined and new ones added

Player Polish
  • Weapon Feedback, Hit Decals, Trails, animation revision.
  • New Melee Weapon hit detection to improve hit consistency.

New Features
  • Step-turn animations for AI characters
  • Directional locomotion animations added to reduce sliding in movement on AI Characters
  • New custom animation set for shield carrying AI
  • New ‘Shield Whip Pulling’ behaviour for shield carrying AI
  • Shield bearing enemies can be whip pulled again after whip pulling their Shield away
  • New custom animation set for Shield Gatekeeper
  • New attack animations for Spear AI
  • Directional whip pull animations for AI
  • Hit decals for player whip and sword
  • ‘Swish’ trail effect on player sword and whip
  • Scorch decals for explosions (thrown and explosive barrels)
  • Improved visuals of box loot item found on platforms
  • ‘Tall Shield’ Gear item now has visual feedback when equipped and active.
  • New Loot Variants! Gather ancient treasures, more than just a box and a teapot!
  • Journal now has an equipped category to describe what you already have on you
  • Portals now cost wishes on use
  • Sprint state is remembered between levels on a single run
  • Space bar now also accepts menus
  • Player now takes momentum from being damaged in certain situations
  • New Mage Boss Arena ‘The Pergola’
  • New Melee Boss Arena ‘The Pit’
  • New Archer Boss Arena ‘The Ring’
  • Started to create unique start rooms for each level
  • Background towers and cityscape generated outside the playable level
  • More variations on the breakable doorway

Community Feedback and Tuning
  • Whip Grab recovery reduced
  • Journal button on gamepad changed to the Special Left key (Back / Select / View / Share)
  • Player Sword animation tuning and polish; fixed broken arm (elbow) pose, all sword swipes travel at a more consistent rate and have more consistent path through reticle. (center of the screen), changed sword combo idle poses to take up less screen real estate.
  • Reduced physics forces applied to ragdolls from explosions and projectiles, also tuned some broken ragdoll constraints.
  • Suppressed enemy spawning in the first room / corridor

  • Fixed broken cloth on Spearman weapon
  • Genie Icons tint green when wished
  • Improved whip hit area for projectiles
  • Fix text not wrapping correctly in the journal
  • Fix destructible objects not breaking from shove if very close
  • Fix radius damage and effects not applying correctly when they were near the edge of the radius or the object was larger than the radius
  • Fixed the Cudgel of Refutation from being able to stun enemies when it hits their shield
  • Fixed cases where the death animation would put the players camera through the ground
  • Fixed Charm of Fortune not appearing in chests or stores
10 comments Read more

November 28, 2017

City of Brass - Beware the Palace Grounds - Available Now!

Ok folks, it's been just over a month, so that means it's time for our next major update: v0.3 The Palace Grounds!


So What's New?
New Environment!
This time around we are replacing the levels it seems most people rarely see: levels 9-12 have been completely overhauled with the new Palace Grounds environment.

New Enemies!
The Gatekeepers are some of the toughest foes, and the newest addition is the Fallen Champion. Once honored for her unique skills, this accursed Archer stands between you and the exit, and she has a few new tricks up her sleeve.

New Traps!
The City of Brass is brimming with deadly traps to keep you on your toes (and might even remove your toes if you're not careful). Watch your step when looking out for:
  • Jaws of Impediment
  • Steps of Frustration

New Relics!
Scattered throughout the City, new Relics can be found in chests and bought from helpful Genies. Keep some gold in your purse to purchase:
  • Bloom of Frost
  • Gauntlet of Hurling
  • Bracelet of the Phoenix
  • Vessel of Vigor
  • Talisman of Confusion

New Genie!
Be on the lookout for Zaibof the Guarantor. While he won't let you keep ALL of your money if you perish, he will supply you with a small nest egg to begin your next run with. The amount you start with grows with every purchase you make, and of course using a wish will only increase your reward.

New Features!
  • Dodging! Added quick side and back jumps. Double tap movement keys on keyboard and double tap crouch on gamepad.
  • Reflecting projectiles of Etol the Hurler now temporarily stuns the Genie
  • Air Control when Whip Swinging!
  • New Layout Features! Double height walls/stairs to outdoor areas; new stair placement system; indoor height variation can now go downwards into the floor.
  • Dedicated Gatekeeper Arenas! Gatekeeper Mini Bosses now have an area dedicated just to them.
  • Achievements!

Community Feedback and Tuning
  • Massive overhaul of difficulty tuning - added a difficulty curve for the first three levels. This has touched on the spawning of enemies, traps and pickups, required the creation of new weaker AIs, and a general tweaking of the campaign.
  • Player will now automatically stand after a slide
  • Movement mode HUD icons are now always visible
  • Melee weapon improvements, making them feel more reliable in terms of hitting targets
  • Increased speed of initial sword attack and resulting combo attacks.
  • Added HUD animations on health gain and wish using
  • Improved the whip hit detection and smoothed out their animations
  • Increased the proportion of open walls in rooms
  • Reversed Order of the Portals outside the city
  • Fixed a bunch of reported crashes (Mostly rare-ish)
  • Light of Following now has massively increased light radius
  • Enemies can now be stunned and tripped during their disarm animation.
  • Increased Genie summoned enemy attack range so they can attack large enemies when wished.
  • Reduced large enemy collision radius.
  • Fix Gatekeeper enemies being charmed by Vest of Alliance, meaning you could not kill them
  • Silent Effigies are no longer targeted by wished Thrower Genies (since they can't be damaged by them)
  • More enemy sounds when passive to give player preview of nearby enemies.
  • Grand Sorcerer Gatekeeper - more animations for better state feedback
  • Wished Genie fireballs will no longer hurt the player.
  • Genies now have signage to help identify them from a distance

  • Revamped most Relic icons.
  • Revamped Whip HUD icons for better clarity.
  • Journal now has Close and Back buttons displayed.
  • Fix cases where loot system would run out of gear to award
  • Fixed loot system incorrectly blocking off gear to genies causing them to break and show a broken interface
  • Fixed HUD background element appearing incorrectly
  • Fixed Mage Gatekeeper teleporting after damage
  • Fixed some cases where AI would not see their targets correctly
  • Fixed destructible objects sometimes not breaking if you hit them on the edge
  • Fix controllers / gamepads not being able to be used if more than one plugged in
  • Fixed some incorrect localisation
  • Fixed some freeze effects not correctly freezing the animations of enemies
  • Fixed double damage divine burden not working
  • Fixed completion leaderboard not updating when you did a better time
  • Fixed braziers showing killed by unknown when you died from them
  • Fixed cases of being able to grab items through walls and other geometry
  • Befriend Armour now shows icon above the charmed enemy
  • Fixed colour of Mage knockback effects
  • Fixed Leaper Ragdoll not working properly
  • Fixed collision size on spearman head stun capsule
  • Fixed collision for stun and trip being offset incorrectly
  • Fixed issue where the Mage boss could get stuck after throwing
  • Fixed issue where wished genies wouldn’t target enemies in it’s line of sight
  • Fixed issue where the mercenary AI could spawn on the player’s head
  • Can now trip/stun AI’s while playing the disarmed animation
  • Fixed Archer projectiles not aiming at the player correctly (always shot to the left)
  • Further fix for the Hazardous Gladiator not attacking the player correctly
  • Added genie-specific use prompts for better clarity on their function.

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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

    • Requires a 64-bit processor and operating system
    • 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
    • Requires a 64-bit processor and operating system
    • 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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