Roguelite · systems prototype
Grimlix
Descend. Die. Adapt. The dungeon remembers nothing — but you do.

A real-time top-down roguelite set in a crumbling medieval kingdom that remakes itself every run. Procedurally stitched dungeons across four biomes — torch-lit Castle halls, bone-choked Catacombs, flooded Cellars, and the fire-scarred Keep — each with their own enemies, hazards and atmosphere.
The combat is built around readable tells: every boss telegraphs before it strikes, so the loop is learn the pattern, dodge, punish the opening. Heroes use data-driven ability loadouts that reward specialisation over button-mashing, adaptive music shifts with the tension, and no two runs share a map.
Built as a systems study in procedural generation, encounter pacing and data-driven ability design. It is not in distribution.

