[Gluttony Demo] v2.0 is Live!
[p]
Update Overview[/p][h3]Redesigning the Reason to Replay[/h3][p]This demo update started with a single question:
Why should players keep coming back to this game?[/p][p]Until now, Gluttony has focused on building the foundation of its conceptual combat system and action.
However, we came to recognize that the core roguelike motivation—experiencing something different every run and gradually completing your own build—was not strong enough.[/p][p]This update is part of a large-scale rework aimed at delivering a different experience each run, making player choices and builds feel more distinct, and strengthening the overall motivation to replay.
This rework is still in progress, and our efforts to reinforce the core fun of roguelikes will continue moving forward.[/p][hr][/hr][h2]Important Notice[/h2][p]This update includes major system-wide changes and is not compatible with existing save files.
To play the updated demo, existing save data must be deleted.[/p][hr][/hr][h2]Level Design & Progression Rework[/h2][p]The previous linear stage structure has been removed and replaced with a system where stages are randomly arranged each run.
A new path selection system has been added, allowing players to preview the rewards of each exit before choosing where to go.
You can hover over the reward indicator at an exit to view detailed information.[/p][p]Upon clearing a stage, rewards will drop and can be obtained through Devour.
Hovering over these rewards will also display detailed information.[/p][p]Portal stages are currently disabled and will be reintroduced later after further rework.[/p][hr][/hr][h2]Stage Rewards & Upgrade System Rework[/h2][h3]Recipes[/h3][p]Recipes are core upgrades that define the fundamental nature of the eight Food Powers and Devour.
Only one recipe can be equipped per ability, making them a key factor in determining your build direction.
Many existing upgrades have been restructured into the Recipe, Spice, or Relic systems.[/p][h3]Spices[/h3][p]Spices are new stackable upgrades that grant additional abilities to Food Powers or enhance status effects.
They allow for more detailed tuning of your build.
Spices can be obtained as main rewards by clearing hard stages marked with a skull icon, or purchased from Goose’s shop, which appears randomly.[/p][h3]Relics[/h3][p]Relics are special items with powerful effects, obtained as boss rewards or through future random events.
In the current demo build, relics can be obtained under the same conditions as spices.[/p][h3]Meat[/h3][p]Meat items increase various player stats.
They can be purchased from Carni’s shop or obtained as secondary rewards from clearing stages.[/p][hr][/hr][h2]Economy System Rework[/h2][p]The currency system has been clearly divided.[/p]
Bones are gained in fixed amounts when clearing stages, with additional amounts obtainable through stage rewards and successful random missions.[/p][p]Previously, we intended players to choose between saving resources for meta progression or spending them for immediate power.
In practice, this structure did not function as intended.
As a result, additional reworks to meta progression systems are planned alongside these economy changes.[/p][hr][/hr][h2]Action & Combat Adjustments[/h2][h3]Devour System Changes[/h3][p]Previously, Devour allowed frequent invincibility through rapid spacebar input, helping lower the entry barrier for players unfamiliar with action roguelikes.[/p][p]With this rework, we are aiming for a more challenging roguelike experience.
A delay of approximately 0.2 to 0.3 seconds has been added depending on the character, requiring better judgment and a balanced use of rapid input and aimed activation.
These changes may be adjusted in the future based on player feedback.[/p][h3]Sudden Death Mitigation System[/h3][p]Gluttony is built around chaotic, fast-paced combat.
As a result, players often died without clearly understanding what caused their death.[/p][p]To reduce this frustration, a new system has been introduced:
if the player is above a certain health threshold, lethal damage will instead leave them at 1 HP.
In addition, a 0.2-second delay has been added between consecutive damage instances to reduce near-instant deaths.[/p][hr][/hr][h2]UI & UX Improvements[/h2][p]If the player survives for more than two minutes in the tutorial, a tutorial clear screen will now appear.
Various tooltips and UI elements have been added to support newly introduced systems.[/p][hr][/hr][h2]Visual Improvements[/h2][p]Enemies now leave corpses upon death, creating a more chaotic and dense battlefield.
Additional visual effects have been added to improve the visibility of food items dropped on the ground.
The visibility of Hotdog enemy projectiles has also been improved.[/p][hr][/hr][h2]Sound[/h2][p]New background music has been added for combat stages, the title screen, boss battles, and shop stages.[/p][hr][/hr][h2]Upcoming Content[/h2][h3]Set Recipes[/h3][p]Set Recipes are powerful upgrades that activate when two specific Food Powers are owned simultaneously.
They maximize synergy between Food Powers and introduce new build directions.[/p][p]Examples include generating an Ice Power field at the explosion point of a Donut grenade, or triggering Pizza Power alongside Burger Power at a certain probability.[/p][p]By combining Food Power recipes, spices, and set recipes, we aim to deliver a much stronger power fantasy.[/p][h3]Hidden Meal Combos[/h3][p]The current meal combo system has become much lighter than originally planned.
While reducing the penalty for failure made the system less stressful, it also reduced the sense of achievement.[/p][p]Going forward, we plan to evolve this system so that failure carries little risk, but success grants powerful effects capable of turning the tide of battle.[/p][p]By acquiring Food Powers in a hidden specific order and activating a spender, players can trigger powerful hidden effects.
Once triggered at least once, these hidden combos will be registered as recipes and viewable through the UI.[/p][hr][/hr][h2]Developer’s Note[/h2][p]This rework is not about simply adding more systems.
It is about rebuilding the reasons why players want to keep playing Gluttony.[/p][p]Through this demo, we aim to create a roguelike where players think, choose, and see those choices clearly reflected in their builds and combat experience each run.[/p][p]This is not yet the final form of the game, and this update is just one step in that process.
Your play experience and feedback will be the most important guide for our future development.[/p][p]We will continue to build a chaotic, bold, and unapologetically messy roguelike.[/p][p]Thank you.[/p][p]
Team FG[/p]
Why should players keep coming back to this game?[/p][p]Until now, Gluttony has focused on building the foundation of its conceptual combat system and action.
However, we came to recognize that the core roguelike motivation—experiencing something different every run and gradually completing your own build—was not strong enough.[/p][p]This update is part of a large-scale rework aimed at delivering a different experience each run, making player choices and builds feel more distinct, and strengthening the overall motivation to replay.
This rework is still in progress, and our efforts to reinforce the core fun of roguelikes will continue moving forward.[/p][hr][/hr][h2]Important Notice[/h2][p]This update includes major system-wide changes and is not compatible with existing save files.
To play the updated demo, existing save data must be deleted.[/p][hr][/hr][h2]Level Design & Progression Rework[/h2][p]The previous linear stage structure has been removed and replaced with a system where stages are randomly arranged each run.
A new path selection system has been added, allowing players to preview the rewards of each exit before choosing where to go.
You can hover over the reward indicator at an exit to view detailed information.[/p][p]Upon clearing a stage, rewards will drop and can be obtained through Devour.
Hovering over these rewards will also display detailed information.[/p][p]Portal stages are currently disabled and will be reintroduced later after further rework.[/p][hr][/hr][h2]Stage Rewards & Upgrade System Rework[/h2][h3]Recipes[/h3][p]Recipes are core upgrades that define the fundamental nature of the eight Food Powers and Devour.
Only one recipe can be equipped per ability, making them a key factor in determining your build direction.
Many existing upgrades have been restructured into the Recipe, Spice, or Relic systems.[/p][h3]Spices[/h3][p]Spices are new stackable upgrades that grant additional abilities to Food Powers or enhance status effects.
They allow for more detailed tuning of your build.
Spices can be obtained as main rewards by clearing hard stages marked with a skull icon, or purchased from Goose’s shop, which appears randomly.[/p][h3]Relics[/h3][p]Relics are special items with powerful effects, obtained as boss rewards or through future random events.
In the current demo build, relics can be obtained under the same conditions as spices.[/p][h3]Meat[/h3][p]Meat items increase various player stats.
They can be purchased from Carni’s shop or obtained as secondary rewards from clearing stages.[/p][hr][/hr][h2]Economy System Rework[/h2][p]The currency system has been clearly divided.[/p]
- [p]Demon Bones are used for meta progression and permanent upgrades.[/p]
- [p]Demon Flesh is used to purchase items during a run and resets at the end of each run.[/p]
Bones are gained in fixed amounts when clearing stages, with additional amounts obtainable through stage rewards and successful random missions.[/p][p]Previously, we intended players to choose between saving resources for meta progression or spending them for immediate power.
In practice, this structure did not function as intended.
As a result, additional reworks to meta progression systems are planned alongside these economy changes.[/p][hr][/hr][h2]Action & Combat Adjustments[/h2][h3]Devour System Changes[/h3][p]Previously, Devour allowed frequent invincibility through rapid spacebar input, helping lower the entry barrier for players unfamiliar with action roguelikes.[/p][p]With this rework, we are aiming for a more challenging roguelike experience.
A delay of approximately 0.2 to 0.3 seconds has been added depending on the character, requiring better judgment and a balanced use of rapid input and aimed activation.
These changes may be adjusted in the future based on player feedback.[/p][h3]Sudden Death Mitigation System[/h3][p]Gluttony is built around chaotic, fast-paced combat.
As a result, players often died without clearly understanding what caused their death.[/p][p]To reduce this frustration, a new system has been introduced:
if the player is above a certain health threshold, lethal damage will instead leave them at 1 HP.
In addition, a 0.2-second delay has been added between consecutive damage instances to reduce near-instant deaths.[/p][hr][/hr][h2]UI & UX Improvements[/h2][p]If the player survives for more than two minutes in the tutorial, a tutorial clear screen will now appear.
Various tooltips and UI elements have been added to support newly introduced systems.[/p][hr][/hr][h2]Visual Improvements[/h2][p]Enemies now leave corpses upon death, creating a more chaotic and dense battlefield.
Additional visual effects have been added to improve the visibility of food items dropped on the ground.
The visibility of Hotdog enemy projectiles has also been improved.[/p][hr][/hr][h2]Sound[/h2][p]New background music has been added for combat stages, the title screen, boss battles, and shop stages.[/p][hr][/hr][h2]Upcoming Content[/h2][h3]Set Recipes[/h3][p]Set Recipes are powerful upgrades that activate when two specific Food Powers are owned simultaneously.
They maximize synergy between Food Powers and introduce new build directions.[/p][p]Examples include generating an Ice Power field at the explosion point of a Donut grenade, or triggering Pizza Power alongside Burger Power at a certain probability.[/p][p]By combining Food Power recipes, spices, and set recipes, we aim to deliver a much stronger power fantasy.[/p][h3]Hidden Meal Combos[/h3][p]The current meal combo system has become much lighter than originally planned.
While reducing the penalty for failure made the system less stressful, it also reduced the sense of achievement.[/p][p]Going forward, we plan to evolve this system so that failure carries little risk, but success grants powerful effects capable of turning the tide of battle.[/p][p]By acquiring Food Powers in a hidden specific order and activating a spender, players can trigger powerful hidden effects.
Once triggered at least once, these hidden combos will be registered as recipes and viewable through the UI.[/p][hr][/hr][h2]Developer’s Note[/h2][p]This rework is not about simply adding more systems.
It is about rebuilding the reasons why players want to keep playing Gluttony.[/p][p]Through this demo, we aim to create a roguelike where players think, choose, and see those choices clearly reflected in their builds and combat experience each run.[/p][p]This is not yet the final form of the game, and this update is just one step in that process.
Your play experience and feedback will be the most important guide for our future development.[/p][p]We will continue to build a chaotic, bold, and unapologetically messy roguelike.[/p][p]Thank you.[/p][p]
Team FG[/p]