Geritmia is an incremental roguelite where you explore procedurally generated worlds, gather resources, and grow stronger while being hunted by Paradoximus, Eater of the Worlds.

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Fecha de lanzamiento prevista: 2.º trimestre del 2026

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Game Loop

You explore procedurally generated worlds. You unlock a new world when you have progressed enough in the previous one. In each world, you have two main activities: Mining and Combat. These provide you with various goods and increase your progression in the world.

You have only a limited amount of time to exploit the resources of a world until you need to move into the next one, as you are being hunted by the main villain of the game, Paradoximus. It destroys worlds that you have unlocked with ever-increasing speed. Your journey ends if Paradoximus reaches you.

Certain items, perks, and progression carry over into the next journey. Your main goal in each journey is to reach Paradoximus World and defeat Paradoximus Army in combat. 

Perk System

Your main progression comes from collecting perks. Perks enhance various aspects of the game, such as mining speed, XP gain, and loot amount.

Each perk has a specific context in which it is active. There are three contexts: Mining Node, World and Universal. Permanent perks carry over into the next journey. 

You can obtain perks in several ways: by leveling up a world or mining node, winning battles, reaching milestones, or purchasing them from the shop. When leveling up, you’ll be able to choose between two or more perk options.

Mining

Mining is a typical idle action. You activate it once, and each time the mining duration has elapsed, you obtain resources and XP. Each mining node has its own levels and milestones. 

Combat

Combat in the game is an automatic army battle simulation. During a battle, a random soldier from each side is repeatedly selected to fight until one team has no soldiers left alive. The team with the last soldier standing is the winner.

Each soldier has a weakness (one of α, β, γ) and offence values against each possible weakness. When two soldiers fight, the outcome is determined by comparing their offence values against the opponent’s weakness - the soldier with the higher offence value has a greater chance of winning.

Soldiers can also have modifiers that alter the normal flow of combat. Here are some examples:

  • Rebirth - Has two lives in a battle.

  • Suicide - When killed, also kills the killer.

  • Trickster - When fighting, reverses the outcome probability.

  • Initiate - Will always fight if possible.

Combat is required to beat the game, since banishing Paradoximus requires defeating the Paradoximus Army.

Requisitos del sistema

    Mínimo:
    • Memoria: 512 MB de RAM
    • Almacenamiento: 400 MB de espacio disponible
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