One of the reasons roguelites remain so popular is that nobody knows exactly how a run will unfold. You start with a basic character, adapt to whatever upgrades appear, and slowly piece together a build from the options the game gives you.
Nion Forge seems more interested in what happens before any of that.
The upcoming cyberpunk roguelite puts a heavy emphasis on ship construction, letting players assemble and modify their vessel between runs using modules collected from defeated enemies. Rather than relying entirely on random upgrades, players gradually build a collection of components that shape future attempts long before the first enemy appears. It’s a small shift in philosophy, but an interesting one.
Every defeated opponent has the potential to contribute something useful. More than 100 modules can be collected and equipped, affecting everything from weapons and mobility to cockpit abilities and overall playstyle. The choices players make outside of combat directly influence the opportunities available once the next run begins.
That creates a different relationship with progression. Instead of hoping the perfect build eventually appears, players are actively steering toward it.
A heavily armed ship may prioritize raw firepower. A lighter setup could focus on movement and survivability. Each decision changes not only how the ship performs, but which upgrades become available later, creating a feedback loop between progression and combat.
Once a run begins, the goal is familiar enough. Players battle through a neon-soaked cyberpunk city, carving a path across nine districts while surviving increasingly dangerous enemy waves and bosses. The auto-firing combat should feel immediately familiar to fans of survivor-likes and arena roguelites.
Nion Forge’s modular approach certainly gives players plenty of tools to experiment with, and the idea of gradually constructing the exact kind of ship you want to fly feels like a natural fit for the genre. The free demo is live on Steam, allowing players to test whether the ship-building premise genuinely deepens roguelite design or simply adds busywork to the meta-loop.

