It doesn't die when it dies.

This is a free public beta. The whole game is here — all 30 floors, all 5 classes, all 38 relics. It runs in your browser. No download, no install, no account, nothing to sign up for.

Coilbound is a dark fantasy roguelike about reading your enemies before you fight them. You descend a single coiling tunnel into the dark, and at every step the dungeon offers you two cards — one to the left, one to the right. Attack, or slip past. That single choice, made turn after turn, is the whole game.

Every enemy is a puzzle of traits

Each foe carries up to five traits — seven for a boss. Poison that ignores your armor. A taunt that locks your other card away. Growth that makes waiting deadly. And immortality, which does exactly what it says.

The traits sit on the card as small icons. Click one and it opens into a full rule. Learning to read them — and deciding which fights to take and which to walk away from — is where Coilbound lives.

It doesn't die when it dies

Some traits refuse to end cleanly. Strike an immortal enemy and it shatters, then reassembles and comes back. A dying foe may lash out in one last desperate charge. Every enemy teaches you how it behaves, and the ones that break the rules are the ones you'll remember.

No card should ever be a free choice

I rebuilt this loop around one idea: if a choice ever feels obvious, I consider that a bug.

Slipping past an enemy avoids the fight, but leaves its traits working against you later. Attacking costs you now. Relics change how you play, not just your numbers. Events don't have a clean walk-away option. There is no dominant strategy sitting there waiting to be solved — only the enemy in front of you and the two cards in your hands.


Why I made this

This started as an homage to Ring of Pain, which I think is one of the most underrated roguelikes ever made. It isn't a clone. The structure is different, and the depth sits somewhere else — in how enemy traits stack, collide, and turn a routine floor into a problem.

What's in it

  • 5 classes that genuinely change how you read the dungeon (the Gambler is exactly as stupid as it sounds, in a good way)
  • 38 relics and 38 enemies to learn, combine, and counter
  • Bosses carrying up to seven traits, with their own drops
  • A branching act map between bosses — the risky lane and the safe lane don't share loot
  • Floor modifiers, cursed treasure, and a thief that runs for the exit with your things
  • A 16-floor first ending, a 30-floor true ending, then endless mode if you're still standing
  • Full English and Korean support
  • Turn-based. No timing, no reflexes, no pressure but the choice itself\About this beta

The game is content-complete, but I'm still tuning balance, and I'd rather do that with real players than with spreadsheets. If you die somewhere that feels unfair, or find a build that breaks the game in half, I want to hear about it. Drop a comment on this page — the run itself is already logged, so what I need from you is how it felt.

A few tracks are still going in, so some floors are quieter than they'll be at release.

Anonymous play stats (floor reached, run results) are collected to help with balancing. No personal data, no accounts.

If you enjoy it, wishlisting on Steam helps me more than you'd think.

https://store.steampowered.com/app/4991080/Coilbound/?utm_source=itch&utm_campai...

Published 12 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Authorgoblingames2025
GenreCard Game, Strategy
TagsDark Fantasy, Deck Building, Dungeon Crawler, Roguelike, Singleplayer, Turn-based
AI DisclosureAI Assisted, Code, Graphics

Development log

Comments

Log in with itch.io to leave a comment.

It's interesting, i do think he visuals need some cleaning up, the cards of both yourself and the closest most relevant enemies are small in comparison to the entire screen. Also, could use a tiny little tutorial for status effects like poison when they start showing up

Thanks for playing, and for the specific feedback!

On card size — you're right, we'll review the layout with readability as the priority.

On the poison tutorial — there's actually supposed to be a short tutorial the first time poison appears, so it sounds like it may not be triggering properly. We'll check what's going on there.

If anything else felt off while playing, feel free to drop it here. Cheers!