Read the wind, bank impossible trick shots and blow cursed forts apart one crater at a time. Deciblow is a turn-based pixel artillery roguelite: draft wild ammo and rule-bending relics, survive lightning, meteors and blood moons, and smash through eight procedural forts to the end of the front line.

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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?

“Deciblow is made by a solo developer, and its whole design rests on one question: does the perfect shot feel as good to you as it does to us?

The core game is here and playable today: full runs, real forts, real weather, a deep arsenal. What one person cannot do alone is find out how thousands of players actually play it. Which relic combos break the game in a fun way? Which forts feel unfair? Where does a run drag, and where does it spike?

Early Access lets us answer those questions with you instead of guessing:

• Balance from real runs. Every shot in Deciblow is deterministic, so a strange result you report can be replayed and fixed exactly.
• Content that players ask for. The relics, ammo, weather and fort ideas that get the loudest reactions shape what we build next.
• Polish where it matters. Your feedback decides which rough edges get sanded first.

We would rather build the final game with the people who play it than ship it in silence and hope.”

Approximately how long will this game be in Early Access?

“We expect Deciblow to stay in Early Access for roughly 9 to 12 months.

That estimate covers the planned work below: new combat depth, presentation polish, balance passes informed by your runs, and finishing multiplayer. If player feedback points us toward something bigger or different, we will stay in Early Access longer rather than rush a 1.0 that isn't ready, and we will tell you on the store page and in our update posts whenever the estimate changes.”

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

“The full version is planned to build on the same core: your gunner, destructible forts and rule-bending relics, with multiplayer optional. It goes deeper in every direction. Current plans (all subject to change based on your feedback):

MAPS
• Bigger & better maps, designed for more diverse encounters, huge fortresses for co-op with challenging mechanics, runs, & far more content to go with a bigger world.
• More weather & events.
• More traps & trickshot designs with forts.

COMBAT DEPTH
• Active defense during enemy turns: shields, shoves and intercept fire, so the enemy's turn is a chance to play too.
• Risk-and-reward scoring that pays extra for daring shots.
• Wind as a resource: relics and class tools that bend, steer or shift the wind instead of just fighting it.
• Terraforming relics that change what the terrain is made of.
• Forts that fight back by repairing themselves when you leave them standing.

CELEBRATING THE BIG SHOT
• Hit-stop and slow-motion on the shots that deserve it, kill streaks and big glorious medal payouts that itch the right spot of your brain.
• Synergy hints for relic combinations, a game-speed option, music that reacts to the fight, and same-seed restarts for replaying a run.

MULTIPLAYER
• Finished and balanced online play built on the same rules as single-player, with host-run lobbies and Steam invites: versus duels, larger team and free-for-all matches, and co-op sieges for up to 4 players all fully finished in 1.0, delivering a smooth bug free experience for party game night & casual friend on friend online violence!

CONTENT AND FINISH
• Possibly a full map editor (depending on sales & funding)
• Possibly full game modding support through steam workshop & dedicated SDK for the game
• More relics, ammo, weather events and fort variations, driven by what you enjoy most.
• More cosmetics (including enemy cosmetics) and profile frames.
• Updated sprites, pixel art, refined style, and way more art for weapons, characters, vfx, etc.
• A full balance pass across the whole game, based on player feedback & data, from the first fort to the final boss.”

What is the current state of the Early Access version?

“Deciblow is fully playable from the first shot to the final boss right now. Here is what you get today:

THE CORE GAME
• Complete roguelite runs: 8 forts per run on a branching route map, ending in boss fights against the Uber Bosses & run Bosses.
• Multiplayer with co-op fort sieges & player versus player lobbies of up to 16 players.
• Turn-based artillery with deterministic physics, fully destructible tile terrain, persistent craters, collapses, spreading fire and gas.
• Relic drafts after every fort cleared, shops, and risk-for-reward contracts.

CONTENT
• 40+ weapon/ammo types, 60+ relics (including legendary relics that carry between runs), 20 belt items and 4 classes.
• Enemy defenders with different roles and elite variants that block, parry and counter-fire.
• A full day/night cycle plus weather events, each forecast one round ahead: lightning, meteor showers, tornadoes, hail, sandstorms, geomagnetic storms, eclipses, low gravity, black holes, blood moons and UFO abductions.

PROGRESSION AND EXTRAS
• Account levels with 280+ unlocks, 118 cosmetic items across 13 wardrobe slots, and 33 skill medals tied to Steam achievements.
• A 28-track soundtrack.
• Interface text in English, Simplified Chinese, German, Russian, Brazilian Portuguese and Spanish.
• Plays fully offline with no account.

WHAT TO EXPECT
• Online multiplayer (host-run lobbies with Steam invites) is included in an early state. Expect rough edges while it is finished, bugs, and potentially game breaking bugs (hopefully not).
• Balance is still being tuned, so numbers will change between updates, and thing's will feel better & better with player feedback/data.
• Saves are versioned and migrated automatically between updates. If an update ever has to reset in-progress runs, we will say so clearly in the patch notes first. Account progress and unlocks are kept.”

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

“Yes. We plan to raise the price as Deciblow grows and approaches its 1.0 release, so Early Access is the lowest price the game is planned to have.

Everyone who buys during Early Access gets every update, including the full 1.0 release, at no extra cost. We will announce any price change ahead of time in our update posts.
”

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

“You are the reason Deciblow is in Early Access, so here is how you can shape it:

• The Official Discord for everything Flayl (Visit Flayl's website for the discord link, or grab it here from the DECIBLOW social media links section here on the steam page. We have bug report channels with a bot that handles formatting & various other useful features that helps speed up visibility to the studio on what needs fixing & it's priority.
• Steam Community Hub. The discussion forums are our one of main homes for bug reports, balance feedback and ideas, and we read them.
• Regular update posts. Every update ships with patch notes on Steam that explain what changed and why, including which changes came from player reports.
• Bug reports that lead to exact fixes. Deciblow's physics are deterministic, so a weird shot you describe can be reproduced and fixed exactly.
• Playtests and the roadmap. Big features (active defense, wind tools, multiplayer modes) will be tested with players before they are final, and our plans are kept up to date on this store page.
• Balance from your runs. When the community finds a combo that is broken, we decide together whether it is broken-bad or broken-fun.

Deciblow is made by one person. That means slower days sometimes, but it also means your feedback reaches the developer directly, with no layers in between.”
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Planned Release Date: Oct 30, 2026

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About This Game

One gunner. Hundreds of launchers. Eight cursed procedural forts.


Deciblow is a turn-based artillery roguelite about the perfect shot. Set in the universe of Flayl & it's world Kovaak: Read the wind, set your angle and power, and send a shell bouncing off a cliff, through a tower, and straight into a garrison's lap. Every crater stays put, every fort crumbles differently, and every run hands you a stranger arsenal than the last.



  • One shot, one decision. Angle, power, wind. Every turn resolves in seconds, with one readable result: damage, terrain change or a chain reaction.

  • Trick shots that stay tricks. The physics are deterministic: the same shot always lands the same way. A bank shot you pulled off once is a bank shot you can learn.

  • The wind is part of your aim. It bends every shell in flight, and storms make it worse. Watch the wind each turn & calculate your shots.





  • Fully destructible procedurally generated forts. Every blast leaves a lasting crater, so walls collapse, floors give way and defenders tumble into the gaps.

  • Terrain is a weapon. Dig under a tower, bury a garrison, or open a path for the shot you couldn't take last turn.

  • Chain reactions. Powder barrels, spreading fire and toxic clouds turn one good hit into a domino run.





  • 40+ ammo types: bouncers, drills, napalm, cluster bombs, MIRVs, black-hole singularities and many more.

  • 60+ relics that rewrite the rules. Draft one after every fort cleared. Duplicates stack, and the strange combinations are the point.

  • 20 belt items for the moment you need a heal, a smoke screen or a grappling hook.

  • 4 classes, each with its own starting weapon and a passive that changes how you play.





  • The sky fights too. Day turns to dusk, night and dawn while lightning, tornadoes, meteor showers, geomagnetic storms, eclipses and low gravity reshape the battlefield.

  • Forecast, then exploit. Every weather event is announced a round ahead. Time a meteor shower into the enemy fort, or curve a shell around a magnetic field.

  • And sometimes a UFO steals a cow.







  • Eight procedural forts per run, each deeper, meaner and stranger than the last, ending in boss fights against the Corrupted Cultist and the Blood King Fane.

  • Choose your push. A route map of branching fronts, plus contracts that trade a risk for a reward.

  • Survive the blood moon. Deep runs bring blood moons, elite garrisons and defenders that block, parry and counter-fire.

  • Legendary relics earned from boss victories carry into your next run, until a defeat takes them away.





  • 118 cosmetic items across 13 wardrobe slots: tricorns, winged helms, jetpacks, war paint, capes and more.

  • 280+ unlocks earned through account levels, so every run moves you forward, win or lose.

  • 33 skill medals that unlock Steam achievements, for the shots worth bragging about.



  • Turn-based 2D artillery with a deterministic physics simulation

  • Destructible tile terrain with persistent craters, collapses, fire and gas

  • Roguelite runs: 8 forts, a branching route map, relic drafts, shops and contracts

  • 40+ ammo types, 60+ relics, 20 belt items, 4 classes, 2 bosses

  • A full day/night cycle and dynamic weather events, each forecast one round ahead

  • Crisp pixel art and a 28+ track demoscene/chiptune inspired soundtrack, designed around the sounds of the 90's

  • Plays fully offline, with no account needed, with optional multiplayer

Line up the shot. Trust the bounce. Bring the whole fort down.

AI Generated Content Disclosure

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

DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level).

System Requirements

    Minimum:
    • OS: Windows 11
    • Processor: Quad Core
    • Memory: 4000 MB RAM
    • Graphics: nvidia 1070
    • Storage: 1000 MB available space
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