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Michael Micasso releases ROGUEMEK demo with five-day runs and hand-drawn tiles

Michael Micasso released a playable ROGUEMEK demo built around his original hand-drawn DOS-style pixel tiles. Runs are capped at five in-game days; the game includes competitive scoring, top-player replays and login-free saves, with player feedback informing balance changes.

3 min read
Michael Micasso releases ROGUEMEK demo with five-day runs and hand-drawn tiles
Michael Micasso releases ROGUEMEK demo with five-day runs and hand-drawn tiles

TL;DR

Micasso built ROGUEMEK as a diversion for bored website visitors; he says it became the site's main attraction. The interface uses his own MEKMODE.otf font, and he is considering SNES-style save passwords.

Five-day runs

ROGUEMEK is free to play on Micasso's new website, which launched alongside the turn-based roguelike.

The five-day cap sits over four features he listed at launch:

  • Gear grinding
  • Random events
  • Secrets to discover
  • An infinite map

Top-30 replays

Pressing G opens the leaderboard, where players can replay the top 30 runs and see the character class used at each rank.

The replayable leaderboard is the demo's best trick.

Paper sketches and playtesting

Micasso, the Indonesian visual artist behind MEK.txt, dates ROGUEMEK's development to 2025 on his Ko-fi profile. He says he makes the game alone in his free time.

His son contributed repeated QA runs, in-game ideas and designs, with the pair also brainstorming on paper.

The trailer uses Sen6ble's “The Fairy.” In his music credit, Micasso repeated the musician's note that “no generative AI was used,” specifically referring to the track.

First six hours

Roughly three hours after launch, Micasso reported 262 players. His dashboard's 500 journeys-ended counter covered 90 days; the count for that day was 219.

He subsequently published “First 6 Hours of Demo Version Launch” in the game's dedicated devlog, listing three known bugs:

  • Firebolt visual glitch
  • Can't see cursor
  • Missing dropped items

Login-free save ideas

Login-free persistence was still being discussed in the replies about a bestiary. Micasso floated three possibilities:

  • Bind the bestiary log to an IP address or leaderboard name.
  • Use browser cache as a fallback.
  • Encode a save state in a 16-to-32-digit password, inspired by old SNES save systems.

Endless exploration

Micasso plans an endless exploration mode focused on uncovering secrets rather than chasing high scores. These runs would generate no score and stay off the leaderboard.

He also explained that existing monster rewards vary with difficulty, rarity and progression through the day/night cycle.

v0.12 equipment variants

Micasso previewed the next build, v0.12, with five equipment variants:

  • Standard
  • Broken
  • Superior
  • Cursed
  • Enchanted

Further reading

Discussion across the web

Where this story is being discussed, in original context.

On X· 6 threads
TL;DR3 posts
Five-day runs3 posts
Paper sketches and playtesting3 posts
First six hours1 post
Login-free save ideas1 post
v0.12 equipment variants1 post
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