Cinderhaul
Cinderhaul is a bullet-heaven extraction roguelite. Your weapons fire themselves; a single dash is the only button that matters. Everything else is positioning — and knowing when to leave.
Every expedition into the Ashvale runs the same escalating gamble:
- Explore and loot while the danger curve climbs and surges roll in every two minutes.
- At ten minutes the Gatekeeper spawns on you. Kill it and extraction unlocks permanently for that run.
- Then it’s your call. Every three minutes brings a stronger wave and richer loot, pinged on your map. Extract with what you’re holding, or push one more cycle.
Die and you lose everything you carried — except what your satchel protects. The village keeps what you bank: the smith unlocks new weapons and star-5 awakenings that rewrite how a weapon behaves, and the scout sells the loadout passives you pick before you set out.
In the demo
- 5 weapons, each with a designed star-5 awakening — bolts that burst, a frost crown that chills, a lance that splits the ground, a burn field that becomes a permanent aura, a chain that stops falling off
- 10 puffs, three of which modify the dash
- 5 enemy archetypes, elites, and a two-phase boss
- A procedurally assembled map built from hand-authored chunks, with rare sealed rooms
- A two-building village meta layer, a run receipt, and a persisted personal best
Notes
This is a demo build. One biome, one boss. Audio is placeholder — generated tones, not composed music — and most art outside the player and the four common enemies is still the project’s own placeholder set. Feedback in the comments is very welcome, especially on how the run paces.
Credits
Player and enemy sprites from Kenney — Tiny Dungeon (CC0). Everything else is project-owned. Built in Godot 4.7.
| Published | 20 hours ago |
| Status | In development |
| Platforms | HTML5, Windows, macOS |
| Author | mohammad-qb |
| Genre | Action |
| Tags | extraction, Godot, Pixel Art, Procedural Generation, Roguelite, Singleplayer, survivors-like, Top-Down |
| AI Disclosure | AI Assisted, Code, Text |
Download
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Comments
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Hey, I played your game for 5 min, you definitely need a better visualization!
And in the first 5 min, the game feels routine; it needs more enemies or something to do! Maybe you can think about that.
But it is a playable game, so I hope you will improve it more and more! Good luck with your future. I am following you.
Btw, I am also publishing some games if you are interested please take a look!