Demon Rising is a dark fantasy roguelike auto-battler where you rule as the Demon Lord. Recruit LLM-driven demons who talk back, build class synergies, equip relics, and survive three chapters of heroes, bosses, and brutal events.

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Bezpłatne demo

Graj w Demon Rising Demo

Sprawdź pełną grę

 

Demo v1.3 — Bug Fixes & Polish

✦ Bug Fixes
- Fixed a race condition that left an overlay stuck on screen during the final boss fight.
- Awakening picker no longer lets background UI steal clicks.
- Removed a contradictory dialogue line during the final cutscene.

✦ UI Polish
- Awakening picker reworked with proper portraits and category descriptions.
- Wheel of Fate rewards now show as a centered modal with full description.
- Synergy banner restyled to match the rest of the game.
- Cutscene dialogues now use speech bubbles attached to portraits.
- Window title no longer shows "(DEBUG)".

✦ New
- Display Settings — pick fullscreen / borderless / windowed and your resolution. Settings persist across launches.

✦ Balance
- Reduced the frequency of certain in-castle events.

Thank you for playing! Bug reports welcome in the Community Hub.

Version 1.3 — Voice Update

✦ Smarter Companion AI
- All 8 demon personalities and the First Hero now have distinct voices — anchor words, sentence rhythm, punctuation habits guaranteed in every reply.
- Visual + audio emotional layer — vignettes flash, portraits micro-animate, music ducks during heavy moments. [ANGRY] flashes red, [SHY] blushes pink, [IMPATIENT] slams a door.
- Authored beginnings and farewells. The middle of the conversation stays free-form LLM; the emotional landings are written.
- Fixed: she no longer says "Tell me more", no longer hallucinates memories that never happened, no longer leaks meta-commentary into her replies.

✦ Leaderboard
- Small polish pass on the leaderboard display and feel.

✦ Coming Next (LLM Roadmap)
- Scene-based memory — she'll reference actual past moments, not just tags.
- Emotion-gated register — warmer when she trusts you, colder when she doesn't.
- Stage-aware response temperature.
- Silence as a valid reply.
- Per-character "weird habit" — one thing only that one demon ever does.

Thank you for playing! Bug reports welcome in the Community Hub.

v1.4

Content
✦ Steam Leaderboard — actually live now

Upload chain was silently broken since v1.0 (missing per-frame Steam.run_callbacks). Sorry. Fixed.
Every run uploads now — clears, deaths, and abandons get a row each, badged ✓ CLEAR / ☠ DIED / ✗ GAVE UP.
Click another player's row to see their full build: every demon (class / rarity / level), every relic, kills / captures / converts, FH bonus, time per chapter.
New "Re-upload local best" button. If your high score predates the upload fix, one click pushes it to Steam in KeepBest mode.
Subtitle now shows local best + your global rank in the Top 50.
Avatars load on first frame instead of waiting on Steam callbacks.

✦ Interrogation AI — the voice rework

Every captured hero now carries a voice card the LLM reads before answering: core trait, tell, dominant emotion, what they fear, 2-3 hand-written exchanges in their actual voice.
Three verbal tics per character — recurring micro-patterns (a phrase, a stutter, a punctuation habit, a refusal). Tics intensify under stress and collapse when the character breaks.
Audio/visual emotion layer is tracked outside the model. Avatar tint and prompt prefix both shift with [CALM] [DEFIANT] [SCARED] [BROKEN] [COLD]. The model can't go sobbing one line and chipper the next anymore.
Authored anchor + LLM drift — every character has one hand-written sentence in their voice. The model can drift from it, never overwrite it.
Fixed: characters no longer all default to the same "tell me more" assistant tone; no more meta commentary leaking into replies.

✦ Awakening flow — fully restyled

Picker cards converted from purple rounded to dark-gold flat — matches every other panel in the game now.
"Click to continue" hint after the cinematic no longer hides behind the stats panel.
Result panel viewport-clamped — never falls off the bottom on smaller resolutions.
Outer overlay finally opaque enough to actually block underlying clicks.

✦ World map — STS-style adjacency

Old rule: attack from any owned territory's neighbor. Made mid-game feel sprawling.
New rule: only territories adjacent to your current node. Branches and choices, not breadth-first.

✦ Polish & fixes

Opening boon relic now shows in the RELIC strip (empty-state path was returning before the boon-chip code).
Battle BUFFS row uses the same icons as the buff picker, with level coloring (Lv1 silver → Lv5 gold) on both panels.
Equipment slot text on the character panel now colored by item rarity.
Castle defense battle now actually plays battle music. Was silently inheriting city BGM.
Combo tooltip on the battle right panel — hover a combo to see its effect text.
Synergy chip tooltip restyled to match Novice Talent pixel-font style.
Version label moved to the top-right in pixel font.

✦ Coming Next (LLM Roadmap)

Scene-based memory — she'll recall actual past moments, not flat fact tags.
Emotion-gated register — a noble breaks into common speech under torture; tone shifts with trust.
Stage-aware response temperature — calm = low temp, broken = high.
Silence as a valid reply — characters get the right to not answer.
Per-character "weird habit" — one specific thing only one hero in the whole game ever does.

v1.5

✦ The big push of v1.5

Two stubborn problems killed v1.4: popups stacked on top of each other and a dozen "almost canonical" panels still looked off. v1.5 fixes both at the system level.
✦ Popup queue — no more modal pile-ups

Quest / fate offers now wait for a clean city before appearing. If you're inside Mercenary Camp / battle results / talent picker, the quest sits in a _pending_quest_picks queue and only fires when you're back in the castle with nothing on screen.
_is_blocking_modal_open was rewritten — it now genuinely checks "is the player free", not just "is a modal overlay attached". If current_phase != CITY, all _try_drain_* queues silently hold.
Council / Wheel of Fate finish → drain queues in order: talent pickers first, then level-up pickers. No more level-up panel rendering on top of a talent picker invisibly.
_show_city() calls call_deferred("_try_drain_quest_offer") on entry — the moment you return from battle to a clean city, fate quest fires immediately. No more "wait until I open Mercenary Camp to see the fate prompt."
✦ Fate quest BGM

The Moment of Fate fate quest popup now ducks the city BGM and plays its own Moment of Fate.mp3. Closes back to the regular city BGM after you pick or decline.
✦ Settings menu reworked

FxOverlays corner brackets on the settings card (replacing the solid gold border).
Title "Settings" converted from the gothic display font to PressStart2P.
New Save & Quit button — quits straight to desktop with one click, no need to step back through Main Menu.
New Display Settings sub-page: window mode (Fullscreen / Borderless / Windowed) + resolution picker, with a ← Back button that returns to the main settings menu (matches Audio & Language flow).
Replay Tutorial button removed — it was dead.
Settings card resized + padding rebuilt to accommodate the Abandon Run confirm sub-row; no more bottom buttons getting clipped behind the card edge.
✦ Confirm dialogs / Intro slides

The "Confirm New Game" overwrite dialog: rounded corners + drop shadow + purple/red buttons → flat dark-gold with FxOverlays frame and the canonical gold inline action skin.
The opening "A Thousand Years Ago" intro slides: rounded shadowed cards with per-slide purple/blue tint → unified dark-gold card, gold title, square progress dots instead of circles.
✦ Cinematic outcome popups

Alchemic Summoning ("A New Lieutenant Is Born"): the whole cyan-blue panel was off-canon. Converted to dark-gold canonical chrome — the blue lives in the fire VFX only, the panel announcing the new demon is gold like everything else.
Sacrifice Complete: orange border / rounded corners / shadow → gold corner brackets, no shadow, PressStart2P title.
Sacrifice Complete Continue button click fix: a z-index conflict with the AwakeningPanel (vampire / wisdom / heart kill awakenings) was blocking the Continue button. Sacrifice cinematic bumped above the awakening layer — clickable again.
✦ Chat panels unified

The fusion consent dialog (the "ask the demon if they consent to fusion" chat) was using purple borders, cold-blue typing indicator, light-purple personality label, drop shadow. Converted to match demon_chat_panel.gd: FxOverlays brackets, dark-gold underline on the input, warm beige sub-info, gold divider.
✦ Awakening picker polish

The brackets were getting drawn inside the content area instead of at the card's outer edge — the panel looked "stuck around the text" with empty purple gutters outside. Fixed by moving padding from the StyleBox into a dedicated MarginContainer.
All body labels (name / class / stats / traits / AWAKEN target) now actually use PressStart2P. Previously the popup at the scene root wasn't inheriting the global pixel theme, so body text rendered sans-serif while only the title was pixel.
Title bar font dropped from the gothic decorative font to PressStart2P + ✦ wrap, matching every other modal title.
✦ Leaderboard polish

Outer ring: solid gold rectangle → FxOverlays corner brackets, consistent with every other major modal.
✦ Style consistency — a self-correcting system

Built an internal style guide (the demon-rising-style skill) that captures every "this panel looks wrong" complaint as a rule with concrete color values. The skill now auto-flags purple borders, rounded corners, missing pixel font, wrong z-index, sibling-node padding bugs, button-size mismatches, and "magical blue/red cinematic chrome" before they reach a build.
v1.4 had at least 6 panels still off-canon. v1.5 has none of the ones we could find. If you see one, please report it — it'll become a permanent rule.
Thank you for playing! Bug reports welcome in the Community Hub.

O tym demie

You Are the Demon Lord.


The heroes are coming. Build your army, command your council, and defend your castle before the kingdom tears it down.

Demon Rising is a dark fantasy roguelike auto-battler where your demons are more than units. They argue, remember, react, and speak through a local LLM-driven dialogue system. Recruit followers, survive branching events, and watch every run spiral into a different story.

✦ FEATURES


LLM-Driven Demon Personalities
Your followers can speak, react, and remember through local language models. Interrogate captured heroes, argue with your council, and uncover the personalities inside your demon army.

Auto-Battle Tactics
You do not control every swing. You build the army, choose classes, equip relics, unlock talents, and watch the chaos unfold as your demons clash with invading heroes.

Roguelike Runs
Choose your path through battles, elite enemies, markets, treasures, events, and boss encounters. Every run forces different sacrifices, upgrades, and hard decisions.

Class & Synergy System
Warriors, Mages, Monks, Chaos Lords, hidden classes, relics, buffs, and team synergies let you stack brutal combos and create broken builds.

Dark Fantasy Atmosphere
Pixel-art combat, grim demon portraits, gothic music, and a world that treats evil like a burden, not a joke.

✦ WHO IT'S FOR


If you enjoy Slay the Spire, Darkest Dungeon, The Bazaar, or auto-battlers with strange builds and darker stories — and you ever wished your army would actually talk back — this is for you.

✦ DEMO CONTENT


This demo includes the early playable version of Demon Rising. In the current demo, there is one playable Demon Lord character, with access to the core roguelike auto-battler loop: recruiting demons, choosing paths, fighting heroes, collecting rewards, equipping relics, unlocking upgrades, and experiencing the local LLM-driven dialogue system.

The full version is planned to expand the game with more playable Demon Lords, additional classes, enemies, events, relics, talents, story content, and deeper progression systems.

Oświadczenie w sprawie treści generowanych przez SI

Producenci opisują, jak ich gra korzysta z treści generowanych przez SI, w następujący sposób:

Demon Rising uses generative AI for part of its content:
Live-generated narrative — The game includes a local AI language model that runs fully offline on your PC; no internet connection is required and no data is sent anywhere. During play it generates dynamic dialogue for your demon officers, war-council debates, prisoner interrogations and boss encounters, keeping conversations varied across runs. All generated text is constrained by the game's prompts to in-game characters and situations and is bounded by built-in safeguards. If the AI model is unavailable, the game automatically falls back to hand-written dialogue, so the full game is playable either way.
Pre-generated artwork — Some character portraits and illustrations were created with the help of AI image-generation tools, then selected and edited by the developer.
All AI-assisted content is curated and reviewed by the developer.

Wymagania systemowe

    Konfiguracja minimalna:
    • Wymaga 64-bitowego procesora i systemu operacyjnego
    • System operacyjny: Windows 10 64-bit
    • Procesor: Intel Core i3-4xxx / AMD FX-6300 or equivalent (Dual-core 2.4 GHz)
    • Pamięć: 8192 MB RAM
    • Karta graficzna: Intel HD Graphics 4000 / NVIDIA GT 730 / AMD Radeon R7 240 (Vulkan 1.0 support required)
    • Miejsce na dysku: 5120 MB dostępnej przestrzeni
    • Karta dźwiękowa: Any DirectSound-compatible card
    • Obsługa VR: NO
    • Dodatkowe uwagi: LLM-driven dialogue features (interrogation, council) are optional and disabled by default in demo build.
    Konfiguracja zalecana:
    • Wymaga 64-bitowego procesora i systemu operacyjnego
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