Slash through procedurally generated dungeons to the beat of real-time dubstep. Time your attacks with the spatial indicator for devastating combos. Rebirth, grow stronger, prestige — the echo never dies.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“ECHOLASH is being developed by a single person, driven by a passion for blending hack & slash mechanics with rhythm and incremental progression. The core loop—spatial timing combat, procedural dubstep, and rebirth mechanics—is fully playable and deeply addictive. However, a game with this much scaling potential requires extensive testing and balancing. I want to build the final layers of content, prestige systems, and weapon balance alongside the community. Early Access is the perfect way to gather real player feedback to shape the game's ultimate form.”

Approximately how long will this game be in Early Access?

“I expect ECHOLASH to remain in Early Access for roughly 4 to 6 months. This timeline gives me enough room to implement planned features, balance the endgame, and address community feedback without rushing the 1.0 release.”

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

“We plan to significantly expand the game's depth and variety. The full version is intended to feature more weapon types, additional active abilities, expanded prestige shop upgrades, and deeper biome variations. I also plan to polish the procedural music engine with more layers and instruments, and refine the geometric enemy animations. My goal is to ensure the late-game prestige loop feels infinitely rewarding and visually spectacular.”

What is the current state of the Early Access version?

“The game is fully playable and stable. All core features listed in the "About This Game" section are implemented:
- 10 enemy types with unique abilities
- Procedurally generated dungeons and biomes
- Real-time procedural dubstep soundtrack
- 4 weapon types with a prefix/suffix loot system
- The full 10-layer Rebirth system and Final Boss
- Infinite Prestige system with a permanent upgrade shop
- 3 active abilities
- Auto-save and local leaderboards
The game is already a complete experience, but it needs balancing and more content variety for the extreme late-game.”

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

“We plan to keep the price very accessible. There may be a slight price increase when ECHOLASH leaves Early Access and transitions to the full 1.0 release, reflecting the added content and polish.”

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

“Community feedback is the primary reason for Early Access. I will be actively reading and responding to feedback on the Steam Discussion boards. I want to hear from players about weapon balance, music reactivity, enemy difficulty, and what kind of prestige upgrades they want to see. As a solo developer, direct communication with players is my most valuable tool for making ECHOLASH the best game it can be.”
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About This Game

FEEL THE BEAT. BREAK THE LOOP.


ECHOLASH is a top-down hack & slash where combat, music, and progression collide into something that shouldn't work — but does.


Every sound you hear is generated in real-time. Every dungeon is built from scratch. Every enemy is drawn with code. The entire game is 5 MB. And it will consume hours of your life.

⚔️ SPATIAL TIMING COMBAT


Forget button mashing. Two circles surround your character:


  • The outer circle is your attack range
  • The inner circle breathes slowly — this is your timing window

When an enemy enters the inner circle and you strike — COMBO. Hit it on the music's beat — PERFECT. Chain them together and watch the damage multiply up to 3.5x.


This isn't a rhythm game that punishes you. The beat is a bonus, never a penalty. But once you feel it... you can't stop chasing it.

🎵 PROCEDURAL DUBSTEP SOUNDTRACK


No audio files. No pre-recorded tracks. ECHOLASH generates its own dubstep music in real-time:


  • Wobble bass that reacts to your power level
  • Drum patterns that intensify with your combo
  • Dark pads that shift with dungeon biomes
  • Tempo that accelerates as you chain kills

The music isn't background — it's a weapon.

🔄 REBIRTH & PRESTIGE


Kill. Grow. Hit the power threshold. Rebirth.


Each rebirth resets your progress but multiplies your power permanently. 10 rebirths unlock the Final Boss. Defeat it, and you unlock Prestige — resetting everything for an even greater global multiplier.


  • 10 Rebirth layers with scaling difficulty
  • Prestige system with exclusive upgrades
  • Echo Shards — permanent currency across rebirths
  • 11 upgrades including Prestige-only abilities

🗡️ 4 WEAPON TYPES


  • Sword — balanced melee with reliable combos
  • Hammer — massive AoE and knockback
  • Bow — ranged precision, fires toward your cursor
  • Staff — magic missiles with splash potential

Each weapon drops with random prefixes, suffixes, and 5 rarity tiers from Common to Legendary.

👹 10 UNIQUE ENEMIES


Every enemy is hand-designed with geometric art and unique abilities:


  • Wraith — teleports behind you
  • Spider — shoots webs that slow you
  • Knight — energy shield blocks your attacks
  • Golem — ground slam AoE
  • Cultist — dark orb projectiles from range
  • Shadow Demon — turns invisible
  • Boss Demon — 3-phase projectile patterns
  • Boss Dragon — triple fire breath cone

🔥 ACTIVE ABILITIES


  • Z — Fireball: Launch a massive projectile toward your cursor
  • X — Heal: Restore 35% HP (unlocks at Rebirth 2)
  • C — Shield: Block 80% damage for 3 seconds (unlocks at Rebirth 5)

🌍 4 BIOMES


Each rebirth cycle shifts the dungeon's biome:


  • Forest — tanky enemies, slower pace
  • Ice — fragile but fast enemies
  • Lava — heavy-hitting foes, high rewards
  • Void — everything is dangerous

💾 SMALL SIZE. BIG DEPTH.


  • Zero audio files — music is math
  • Zero image files — characters are geometry
  • Zero pre-built levels — dungeons are algorithms
  • Written entirely in C with OpenGL
  • Runs on almost anything

🎮 FEATURES


  • Procedurally generated dungeons (BSP algorithm)
  • Real-time procedural dubstep music
  • Spatial timing combat with combo system
  • 10 enemy types with unique abilities
  • 4 weapon types with prefix/suffix loot system
  • 5 rarity tiers (Common → Legendary)
  • Rebirth system (10 layers)
  • Prestige system (infinite scaling)
  • Echo Shards permanent upgrade shop
  • 3 active abilities with cooldowns
  • 4 distinct biomes
  • Local leaderboard
  • Settings menu with volume control
  • Pause menu
  • Auto-save every 30 seconds
  • English & Turkish localization
  • Runs at 60 FPS on integrated GPUs

🌍 DAILY CHALLENGE & GLOBAL LEADERBOARDS


Every day brings a new dungeon. Same seed for all players for 24 hours.


  • Seed changes daily at midnight
  • Compete for the highest score on Steam leaderboards
  • Victory gives +50% score bonus
  • Score = kills + power + combo + rebirths

Steam leaderboards track:


  • Total Score (all-time best)
  • Max Rebirths
  • Max Prestige
  • Fastest Victory Time

Steam achievements are also included — first kill, 100 kills, 1000 kills, first rebirth, rebirth 5, rebirth 10, 50 combo, first prestige, legendary item, and final boss.

💧 FOUNTAINS & CHESTS


Each cleared room may contain:


  • Fountain — fully restores your HP (one-time use per room)
  • Normal Chest — drops 1 piece of loot
  • Gold Chest — drops 2-3 pieces of loot
  • Echo Chest — grants Echo Shards for permanent upgrades

⚡ PARRY SYSTEM


Time your attack perfectly as an enemy strikes — PARRY!


  • Negates all incoming damage
  • Stuns the enemy briefly
  • Chains into bonus combo damage
  • Screen flash and "PARRY x2/x3" feedback on successful chains

🎮 FULL GAMEPAD SUPPORT


  • Left Stick / D-Pad — Movement & Menu Navigation
  • A (South) — Attack / Confirm / Respawn
  • B (East) — Heavy Attack / Cancel
  • X (West) — Fireball
  • Y (North) — Heal
  • LB / RB — Pickup / Open Shop
  • Back / Select — Rebirth
  • Start — Pause Menu
  • Dynamic button prompts — switches automatically when gamepad is detected

📝 NOTE


This game is actively in development. We're open to feedback and community suggestions. As the game evolves, new weapons, enemies, abilities, and mechanics will be added — some features may change, diversify, and expand over time.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

The idea was brought to reality with AI! The use of AI is functional.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS *: Windows 7 64-bit
    • Processor: Any dual-core CPU
    • Memory: 256 MB RAM
    • Graphics: Any GPU with OpenGL 2.1 support
    • Storage: 10 MB available space
    • Sound Card: Any
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Any quad-core CPU
    • Memory: 512 MB RAM
    • Graphics: Any dedicated GPU
    • Storage: 10 MB available space
    • Sound Card: Any
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
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