Getting out of the manor in Devil Peach Soda means fighting demons with coloured attacks, building a deck of weapons and abilities, and occasionally firing directly into an empty space because missing can actually be useful.
Those missed attacks leave orbs behind. Get enough of them in the right places and you can cut through several at once, build mana, reach enemies hiding further back on the board, or set up something much better for your next move.
L.T. Whiting’s action puzzle roguelike enters Early Access today, putting you inside a manor run by a devil named Peaches and asking you to fight your way out. It takes the colour-matching puzzles of games like Magical Drop and Puzzle Bobble, then adds character classes, weapons, perks, parries, and plenty of ways to turn a board full of coloured objects into something useful. You’ll need them too, because Peaches isn’t letting you leave that easily.
Matching Colours Is Only the Start

Every fight takes place on a board filled with enemies, coloured objects, attacks, and whatever else is currently blocking the way. Your attacks have colours of their own, and matching them with the right objects lets you cut through the board while generating mana for your weapon skills. Splitting an object can let an attack continue into whatever is behind it, while Cleaving gives you a way to take out several things at once.
We should also mention deliberately missing. Fire into an empty space and you’ll add an orb to the board instead. That gives you another object to work with, and several well-placed misses can set up a much larger attack once you start cutting through them. You can also use those misses to cycle the colour of your weapon, which is handy when everything you actually want to hit is currently the wrong colour.
Pick a Class, Then Find Something to Hit

Early Access begins with two playable character classes, but your class is only part of whatever build you end up putting together. Weapons change how you interact with the board, while items and perks give you more ways to build around the tools you find during a run. You’re free to mix those systems too, so the class you pick doesn’t lock you into one particular type of weapon.
An Assassin can take a shortsword and start cutting directly towards an important target. The Librarian can fill the board with spellbook sentries. There are also options built around elemental magic and much heavier weapons if carefully arranging everything stops being appealing and you’d rather bring a greataxe.
Enemy attacks give you something else to deal with while all of this is happening. Time your own attack properly and you can parry them, so watching what the other side is doing matters just as much as setting up your next combination.
Peaches has filled the manor with plenty of things that are going to try and stop you getting any further.
You Don’t Have to Fight Everyone Immediately
Not every encounter with the manor’s residents has to begin with an attack. Both human and devil characters have dialogue scenes that can be unlocked over time, giving you more of the story behind Peaches, the manor, and the people trapped inside it. If you’re only interested in the fights, those conversations can be skipped and the dialogue button can even be hidden entirely.
There’s a Story-Time difficulty for anyone heading in for the opposite reason, along with an option that unlocks dialogue faster. More of the manor will be added throughout Early Access, with L.T. Whiting planning additional classes, enemies, modes, and story content before the full release. Early Access is expected to last at least six months and could continue for a year or longer depending on development and player feedback.
For now, the job is getting through Peaches’ manor with whatever weapons, perks, and coloured attacks you can put together.

