A roguelite auto-battler about knowing when to leave. Place up to five heroes on the board, watch them fight, and push room by room into a world that wakes and hunts you. Every room deeper pays more. Reach an Exit to bank the haul and raise your city, or stay one room too long and lose it all.

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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?

“The whole game loop is in and playable today: expeditions through six worlds, sixteen heroes to earn and build, and a city that grows from what you bring home. What One More Room needs now is players. The heart of the game is one decision, bank the haul or push one more room, and that only gets tuned well when many people play it in many different ways. Early Access lets me tune it with you while the game can still change around what you find. It also means the art still being made lands in front of players instead of behind a closed door.”

Approximately how long will this game be in Early Access?

“I expect One More Room to stay in Early Access for about 6 to 12 months, depending on what players find and ask for. The rough order of work is: final art for the Wardens first, then the remaining art, content and polish, then the full release.”

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

“The plan for the full version:
- Final models for every Warden, every awakening and the remaining enemy groups. Today 2 of the 45 Wardens and 10 of the 49 awakenings have models of their own. The other Wardens fight as stand-in figures, six enemy groups borrow another group's model, and the other awakenings wear their hero's model in new colours.
- Steam Cloud saves and Steam achievements.
- Balance and tuning from player feedback, and more rooms, events and content as the game grows.
These are plans, not promises. Player feedback will decide the order, and may change the list.”

What is the current state of the Early Access version?

“The whole loop is in and playable: expeditions through six worlds on three difficulties, sixteen heroes (two at the start, fourteen to earn), each with a full skill tree and awakenings, gear and the Forge, the Sill's fourteen kinds of building and eight Projects, and the Frontier around the city. The worlds you raid speak, too: a narrator answers when the Hunt rises, a Warden wakes or a party falls, with captions.

What is not finished yet:
- Art. 43 of the 45 Wardens fight as plain stand-in figures until their models are made, and six enemy groups borrow another group's model. 39 of the 49 awakenings wear their hero's model in new colours.
- English only. Mouse and keyboard only; there is no controller support.
- No Steam Cloud saves and no Steam achievements yet. The game keeps its own achievements in its Codex.
- Settings cover volume (master, music, effects and ambience sliders), graphics quality (Low, Medium or High), a frame-rate cap, and windowed, fullscreen or borderless display.
- Balance is still moving, most of all at the deepest depths and on the hardest difficulties.

Saves: progress is saved on your computer. The game is built to carry older saves forward through updates, and I intend to keep it that way. If an update ever has to reset progress, I will say so before it ships.”

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

“Yes. The plan is to raise the price when One More Room leaves Early Access, once the remaining art and content have arrived.”

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

“Through the One More Room Discord, linked on this page. Every update gets a dev log there that says what changed and why. Bug reports and feedback have their own forum, playtesters get to try builds early, and screenshots of your runs are welcome. I read the Steam discussions too. Playtests have already reshaped the map, the menus and the city, and Early Access is where that keeps happening: tell me which push felt unfair, which hero feels weak, and which Warden needs another look.”
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About This Game



Every room deeper pays more. Every room deeper, the world hunts you harder. Every run of One More Room comes down to one question: one more room, or home?

Your city, the Sill, stands on a world that has been mined hollow. The Rifts open onto other worlds that still have everything yours ran out of. Send up to five heroes through, place them on the board and watch them fight for every room.

Bank it, or lose it all

Everything you find is cargo until you reach an Exit. At every Exit the choice is the same: bank the haul and go home, or push one more room for a bigger one. If your party falls, the cargo and the gold you were carrying are lost. Your buildings, your heroes' levels and everything you already brought home stay yours.
  • A branching map of rooms, with a Warden waiting at the end of every fifth row
  • Caches, Treasure rooms, Sanctuaries, Elites and a marked Prize worth the trip home
  • Emergency return: walk away with your gold and nothing else

Place them. Watch them fight.


Drag your heroes onto the board and the fight plays itself. Where they stand is the battle: who takes the front, who hides behind, who stays in reach of the healer. Give each hero a tactic (strike the nearest, the weakest, the healer, the hardest hitter) and let their skills fire on their own, or take the skills over and time them yourself. Watch at 1x, 2x or 4x speed.

The world fights back


Every fight after the third raises the Hunt. From Stirring to Converged, the world sends hunters into your fights, curses the ground you fight on and wakes the Warden ahead of you in Wrath.
  • Wardens show their move before it lands. Stun the wind-up, spread out of the slam, break the shield before it holds. At half health every Warden turns and fights a new way.
  • Rematch: a Warden that wipes your party remembers, and comes back stronger for every win. Kill it and that is Vengeance.
  • Elites are named for what they do: Warded, Thorned, Swift, Vampiric, Undying and more.
  • Rival corps from other dying cities sometimes work the same Rift, and strip what you have not reached yet.
  • A voice for the worlds you raid speaks when the Hunt rises, when a Warden wakes and when a party falls. Captions show her every line.

Steal their moves


Beat a Warden and cut loose a piece of it: a Sigil, the Warden's own move in one of your heroes' hands. A fallen Warden also leaves Pacts, boons with a price that hold for the rest of the run. Strange rooms ask questions of their own: a drowned shrine, a ring of swords, a whispering skull. Every choice pays something and costs something, and the button tells you both.

Sixteen heroes to earn and build


You start with two heroes. The other fourteen are earned by feats that suit them: beat a certain Warden, bring a haul home from a certain world, survive three different curses.
  • A skill tree for every hero, whose paths end in awakenings: new forms with new Signature skills
  • Five gear slots, rolled affixes, sets and Legendaries
  • A Forge that can make a piece better, or shatter it. The odds are shown before you press.
  • Modules, potions, trinkets and familiars to fit around each party

Build the Sill from the haul


What comes home is not a score. It is stone, ore and essence, and it becomes the city. Raise and upgrade fourteen kinds of building, each with one clear job in every Rift: the Wall softens every blow, the Barracks hardens every fighter, the Watchtower shows more of the map before you walk it. Fund Projects to raise the Rift Gate, open new worlds and start your runs deeper.
  • The Frontier: found up to eight colonies in the land around the Sill. Feed them, pave their roads, run a quarry, a fishery, a granary or a lookout, and depart from them into deeper Rifts.
  • Search drowned ruins and rock-cut vaults, each holding one find

Six worlds, three ways in


Frostmere froze mid-breath and kept everything. The Rotwood never stopped growing. The Ashen Wastes are still burning. The Gilded Marches are full of raiders who see you as one more outfit muscling in. The dead of the Hollow gather where the essence pools. Ironhold's garrison never stood down. Each world has its own resources, its own monsters and its own battlefield. Go in on Delve, Hell or Nightmare: harder Rifts, bigger hauls, a faster Hunt.

In Early Access

The whole loop is in and playable today. Some of the art is still being made. 2 of the 45 Wardens have their final models; the other 43 fight as plain stand-in figures. Six enemy groups borrow another group's model for now. 10 of the 49 awakenings have models of their own, and the others wear their hero's model in new colours. That art is planned to land during Early Access.

Planned for Early Access (not in the game yet):
  • Final models for the remaining Wardens, awakenings and enemy groups
  • Steam Cloud saves and Steam achievements
These are plans, not promises. What players say will decide the order.

AI Generated Content Disclosure

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

One More Room uses AI-generated content made during development. Nothing is generated while you play.

3D models: the heroes and their awakened forms, the enemies, the Wardens, the battlefields and the city's buildings and props were generated with Meshy, and rigged and animated with Meshy's tools. Many were cleaned up afterwards in Blender (lighter meshes, open hands closed around their weapons) and colour-graded in the engine. The weapons the fighters hold were modelled by script in Blender, not generated by AI.

Images: the concept paintings, the world and city backdrops, the skill-tree paintings, item and interface art, icons, medallions and the logos were generated with AI image models (GPT Image, Nano Banana and Seedream) through OpenArt, Meshy and Google Gemini, and a few interface icons with Grok Imagine. They were then cut out, resized and fitted into the game.

Music: the soundtrack was generated with ElevenLabs Eleven Music.

Sound: most sound effects (Warden abilities, Signature skills, enemy attacks and deaths, rewards, the city and the world ambience) were generated with ElevenLabs. The basic hit and interface sounds come from a licensed royalty-free sound library, not AI.

Voice: the narrator's voice, in the game and its trailers, was generated with ElevenLabs.

Trailers: the painted story stills were generated with AI image models through OpenArt and ElevenLabs.

Text: the game's writing and this store page were drafted with Claude, an AI assistant, and reviewed by the developer.

Store art: the store and library artwork is captured from the game, so it shows the AI-generated models above, and carries the AI-generated logo.

The game's design, rules and balance were directed by its developer, and the AI tools made assets to that direction.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-6500 / AMD Ryzen 3 1200 (4 cores)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1050 / AMD Radeon RX 560 (2 GB, DirectX 12)
    • DirectX: Version 12
    • Storage: 2 GB available space
    • Sound Card: Any
    • Additional Notes: Mouse and keyboard. 64-bit Windows only. Designed for 1920x1080. No internet connection required.
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 (6 cores)
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 6 GB / AMD Radeon RX 580 (4 GB+)
    • DirectX: Version 12
    • Storage: 2 GB available space
    • Sound Card: Any
    • Additional Notes: Mouse and keyboard. 64-bit Windows only. Designed for 1920x1080. No internet connection required.