SUBRUNNER is a 2D top-down roguelite action game developed for PC. Players control Bob, a small ninja hacker navigating the underground layers of an apocalyptic cyberpunk city called SUBCITY while searching for ingredients to prepare pasta.
Gameplay
The core loop combines fast movement, combat against cyberzombies and other creatures, and integrated hacking mechanics. Bob runs through procedurally arranged sectors made of handcrafted rooms. Position of sectors and connections between rooms generate differently each run. Items found in the environment unlock new abilities that expand exploration options and combat options.
Hacking forms the central metroidvania and puzzle element. Players download exploits from servers and equip them on a laptop to activate abilities during movement and fights. This system functions similarly to a mana and skill setup, allowing direct use of hacks without pausing for command lines. Combat stays fluid because abilities activate on the fly while sprinting and engaging enemies.
Emergent behavior arises from a GOAP system that governs how different species interact within the fragile ecosystem of SUBCITY. Each run produces unique encounters because creature actions adapt based on goals and environmental factors. The level design avoids excessive backtracking through an elevator network that connects deeper underground areas, with enemies also able to use the same vertical transit.
Skill trees provide upgrades for both the character and the hacking system. Experience comes from defeating enemies and opening chests. Consumables and legendary items add further layers to inventory management and ability customization.
Game Modes
SUBRUNNER focuses on single-player roguelite runs. Each attempt generates a fresh layout within the current single level structure, encouraging repeated plays to reach the elevator and confront the final boss. The included level editor allows creation and sharing of custom content, extending play beyond the base procedural generation.
No separate multiplayer modes exist. Progression centers on unlocking abilities across runs to access new areas and overcome challenges in the underground environment.
World and Progression
SUBCITY expands vertically as an underground city with multiple sectors. Players gather ingredients while fighting threats and solving hacking puzzles to advance. The non-linear layout rewards exploration through ability-gated paths rather than linear corridors. Procedural placement of rooms within sectors keeps layouts varied, while handcrafted elements maintain consistent visual and mechanical quality.
Development continues as a solo project that incorporates player feedback over time. System requirements remain modest, supporting a wide range of Windows hardware.
Is It Worth Playing?
The game remains in active development with a planned release date still to be announced. No user reviews are available yet on major platforms. It appeals to players who enjoy roguelite structure combined with metroidvania exploration and real-time hacking integrated into action. Those interested in emergent AI behaviors and vertical level design with built-in fast travel may find the approach distinctive. Wishlisting supports further updates from the independent developer.