A chess roguelite where every battle is a small board hidden inside a map that is a chessboard too. This free demo is the complete first world, Tide, from the first leap to its boss.

★ Wishlist Rooklite on Steam ★
The full game has four worlds and four kings. A wishlist is the best way to help it.

The camera dives from the map into a battle board

The map is a chessboard too

Your knight leaps forward square by square, and the road crumbles behind it. Every rival camp is a whole half-board sitting inside one square of the map: reach it and the camera dives in until that little board is the one you fight on. Battles, elites, shops, forges, challenges and the pages of a gamebook: choose your path, because there is no way back.

Chess without openings

Your army is a deck. Each battle draws three pieces plus your king and drops them wherever they land. No theory, no formations: read the board and play what you got.

Thirty seconds

A battle against the clock

Every battle starts at 30 seconds and adds two with each move. Premoves let you play as fast as you think. Only checkmate wins; if your clock runs out, so does your run.

Kings that break the rules

Kings that move like bishops, knights and queens

Four worlds, four kings. The first is a plain one; the others sweep the diagonals, leap like knights or stride like queens. Beat a world's king and your king learns its move.

An army of the fallen

Recruiting defeated pieces

The pieces you defeat offer themselves as recruits. Upgrade them, fuse two into one or burn the ones that weigh you down. Relics bend the rules and terrains change the board.

Every run uncovers something

Nothing is explained ahead of time. Lights that help you, Shadows that raise the stakes, and trophies for the things only a few players try: you discover every rule by playing.

Features

  • A complete roguelite run: four worlds, with elites and a boss in each
  • A map that is a chessboard, with battles that are boards inside it
  • Six piece types, four special kings, relics, upgrades and terrains
  • One life; you can quit a run and continue it later
  • Hand-made candlelit pixel art, and original music that keeps time with the clock

What Rooklite is not

  • Not tournament chess: no openings or rating required.
  • Not a card game: your deck is pieces on a real chessboard.
  • No purchases, no connection: the whole game, offline.

Wishlist it on Steam

The demo is the first world. The full game, coming in early 2027, adds three more worlds, three special kings and everything they unlock. Add Rooklite to your Steam wishlist to hear the moment it launches.

Languages: English, Español, Português (Brasil), Français, Deutsch, Italiano, Polski, Русский, 日本語, 简体中文, 한국어. Play with mouse, keyboard or gamepad. In the browser your run is saved on this device.

Developed by Elias Guyd — https://eliasguyd.com

Download

Download
Rooklite Demo (Windows) 53 MB
Version 0.3.224 15 hours ago
Download
Rooklite Demo (Linux) 45 MB
Version 0.3.224 15 hours ago

Install instructions

Windows: unzip and run "Rooklite Demo.exe".

Linux: unzip, then run RookliteDemo.x86_64 (chmod +x if needed).

Browser: press "Run game". Your progress stays in this browser.

Development log

Comments

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Игра мне очень понравилась, я не гроссмейстер в шахматах, и из-за этого игра ещё прикольнее, жду полного релиза

Glad you like the game,  thanks for playing!

(2 edits)

I went into a match with only my king and got soft locked since i couldn't start it

Thanks for playing! Sorry about that. I'm iterating on the demo, and this should be fixed.

i dont understand the pages, like what does "turn to 88 (50%)" mean?

Thanks for playing! The 50% is the chance to get the page 88 when you enter the next "?".

i assume the timer ticking sound on the x moves left challenges is a bug, right?

Yes, thats a bug. Fixed for the next version.

(-4)

Hey Elias! Rooklite made our Oct 17 Vibe1Up drop. A knight crossing a chessboard map where every rival camp is a half-board the camera dives into is such a neat idea. If it helps the Steam push, there's a free "Featured on Vibe1Up" badge for the page: just search Rooklite on vibe1up.com and click "Get a Featured on Vibe1Up badge" on its page.

(+3)

Hi! I appreciate the interest, but I didn't submit Rooklite to Vibe1Up, and I don't want my game listed in an AI-generated games directory. I've already requested its removal through your website. Please respect that request and don't list Rooklite again. Thanks!

(-1)

Of course, have a great day!

(+1)

Are pieces with a shield meant to die when they take a piece with gunpowder? If so, it should be clearly stated

(+1)

Thanks for playing! It is not clear right now. I’m thinking of making shield survive gunpowder and adding a separate counter to shields, noted!

(+1)

my pawn isn't pawning

(bug where (i think) using a pawn's Hop to promote doesn't trigger promotion

Thanks for playing the demo! Yes, it's a bug, and it's already fixed in the next version. The pawn should promote!

Herald + Hop pawns also don't promote if they hop to the second last rank then move normally to the last one

(+2)

The turn the board action in the copy the board challenge should say clockwise or anticlockwise, left or right is unclear. 

Thanks for playing! Yes, clockwise and anticlockwise would be much better, noted!
What do you think of this red arrow?

(+1)

Yes, I think that is clearer. Thanks for responding!

(+1)
I tried the opening tutorial battle and lost after sending my rook too far forward. Showing legal destinations right beside each piece made the rotated board much easier to read. The clock tutorial appearing just after my first move was a helpful cue, though I still ran it down while thinking!

Thanks for playing! The clock can be brutal at first. I'll add a bit more time for chess beginners so everyone can enjoy the game!

(+1)

A bit of balance commentary:

  • Shields are broken. This goes both ways:
    • Kings should be able to kill shielded units. I lost to a boss without a chance because it had a shielded queen in a position I couldn't defend all checks.
    • Likewise you can checkmate easily with shielded units, most notoriously a knight that also moves like a king can usually checkmate on its own.
    • Verve is also insanely strong. Even if it only trigged once it'd be broken. Triggering multiple times usually means you can just clean up the enemy army with a single rook or royal knight
    • The one shielding everything at the start of battle is also insane. It would be great even if it only shielded the king. The downside is also just an upside. Bonus power because it actually applies in the mate in X puzzles
  • Knights getting to move like kings is by far the strongest upgrade in the game. King moves are awesome. And no piece profits as much from this as knights. This would be a much more suitable upgrade for bishops so they're no longer colour locked.
  • In comparison, most bishop & pawn upgrades are just bad. Mainly because of numbers. They need a lot of pawns on the board to do anything a knight or rook can't do from the start.
    • Turning bishops into mini knights would be strong but not too strong because the board is so small (or at least not nearly as strong as royal knights). Doing it only with pawns is basically a nothing burger because there just aren't enough pawns for it to matter.
    • Bishops are also just bad from the get-go for that reason. Worse than vanilla chess because they have much less space.
    • Pawns are weak. Giving them the worst movement upgrades in the game would make sense if there was a lot of them but the summoning options just don't keep up.
    • The same thing goes for the defence upgrades. They sound cool on paper but getting 3 pawns in the first place is a task. Having them line up is a matter of luck so the upgrade randomly does nothing in most battles unless you have 3 farms.

Most of the pawn issues could probably be fixed by giving more starting pawns. E.g. let them come as a 2-pack. Put 1 pawn pack into your deck, receive 2 pawns on the board. Or have an upgrade summon an extra pawn to the left or right of all pawns. Plus being able to place pawns would go a long way because nothing is worse than having a pawn stuck behind a petrified unit.

Thanks A LOT for playing the demo! Yes, Verve, Shield (and Gunpowder) can make checkmate way too easy (a queen with those is like a final boss haha). I'll work on balancing that!

Bishops are weak early on, but the idea is to make them stronger later. And I really like your idea of pawns coming in pairs, I want them to be a core part of the game!

I tried letting players place each piece manually, but the game lost a lot of its rhythm. Still, I haven't completely ruled it out!

When I said placing pawns, I was thinking more of something like the king placement tile. That would honestly be quite cool to have for other pieces, too. And if the tile means it'll always force at least one of that piece, if possible, that should actually make it pretty decent.

But for pawn placement, it would probably be more than enough to at least guarantee that they all spawn in the same rank and connected, if possible. That's the power of pawns. Having a chance to already START the game with doubled up pawns was absolutely the biggest reason to never take a second pawn into your party.

I like this, maybe a terrain that makes pawns start connected in the same row, noted! Thanks

(+1)

The challenge to copy the position turned the board in the opposite direction I expected. Please do rotational arrows on this one. Apparently your left rotation is different from mine.

Thanks for playing! you're right, another player pointed this out too, what do you think of using the red arrow? /post/17639000

That one seems pretty self-explanatory, yeah. Looks good.

(+1)

pretty fun!

Thanks for playing!

(+1)

Way too easy, you have to nerf knights for the full release, becasue when they can move like kings, and have a shield, you can just hop next to the king, and mate it with only one piece, plus, you can get gardens that just give you horses every other turn.

even worse if you have gunpowder and shield on the knight you are basically almost invincible and can just checkmate king easily.

Thanks for playing! I'll definitely rebalance this combination, noted!

(+1)

Making the whole map a chessboard that hides a smaller board inside it is a clever twist, and the tutorial explaining the knight's L-shaped leap right on the tiles made it easy to pick up. The Event tile with its challenge, chapel or page choice has a nice mysterious feel.

Thanks for playing! Glad you enjoyed the demo!

(+1)

The enemy is so bad. Consider adding Fairy Stockfish or smth

(1 edit)

Thanks for playing! I already worked on better chess engine, coming soon

(+1)

It feels pretty unreasonable that a draw in a boss battle—especially when you have an overwhelming material advantage—counts as a loss. This is even more so when you only have one minute left, and the game doesn't even show how many moves you have remaining.

Also, if the opponent’s queen—who has a shield (?)—keeps sticking to my king, I wonder if there’s any way to win this.

Thanks for playing! Losing for a draw in boss fights can feel bad, I'll rethink that, and shielded queens are like a final boss.

The concept was really good, and it looks like a game worth looking forward to. As someone mentioned above, allowing the King to capture pieces with shields would be a reasonable nerf.

Thanks! Making shields breakable by kings is a nice idea, I’ll try it out!

(+1)

I have played a few of these "chess roguelikes" and was even thinking about making a simple one myself, but for now yours is the one that oozes the most atmosphere. I have some suggestions maybe for changes but I do think that you know perfectly what you are doing, so maybe just ignore them if you have valid reasons to do so [Some perk that changes some of the gameplay changes that I propose or something].

1º) Do not add the collection tab at first. Do it once the player has played one run at least. I started by going there and was somewhat overwhelmed at first. You have types of pieces, upgrades, relics, terrain types, light and shadows, trophies. Those are WAY to many things to analyze for someone that hasn't even started playing the game. After just one run, it is immediately clear to me what everything does, but I would seriously hide that from the player until they have completed one run or, even better, completed the first world. You do not gain any information until you know what each category is during gameplay.

2º) If the player reduces the enemy to just the king, it is their turn and they have a rook/queen and any other pieces, award the player the victory directly. It feels like the player is going to win either way and this is just busy work. Maybe allow for this after the first world or after they have shown that they know how to mate in this position or even just to the basic king, but it got somewhat annoying having to play out the same endgame over and over again.

3º) Maybe I would need to play many more games to actually consider this and this suggestion would require some bigger gameplay/visual changes, but consider letting me put the pieces however I want once I know which ones they are. Giving me just some random pieces from my deck feels fine, but having them appear randomly feels really really cheap/annoying in certain configurations. Do we really need to play out me moving the king out of harms way and behind my pawns? This would probably necessitate changing how battles appear on the map as allowing the player to prepare their pieces while knowing the enemy configuration would probably be too strong. I can also see how certain piece decks would be too powerful in this case [Having 3 rooks? Seems OP if you can just stack them in a column]. But at that point they just deserve the win?. 

[Maybe giving me the pieces in a random order without me knowing which ones I get but forcing me to place them before I know all the pieces could be a compromise? Worth considering if people complain that it is too hard. Perhaps I'm just bad though IDK]

4º) OST is really good, and I get what you are trying to do, but it does get repetitive. Having 4/5 songs that work in a similar way to this one could help out the monotony of it. I know I'm asking for a lot, but if you ever feel up for it, it would help out a lot.

For now I can fully recommend the game and I'm looking forward to future updates/releases.

Thanks A LOT for playing! Yes, the collection now shows everything from the start, and it should show just the things discovered in the game.

The fun with 2º) is trying to make mate in fewer moves, but an auto mode after winning this position could be useful. Need to show this motivation more clear for sure.

Also for 3º), sometimes just play aggro. I already evaluated manual positioning of the pieces, but it makes the game lose some rhythm. It's something I haven't totally discarded (there is also a terrain that lets you position the king at the start). I think maybe moving one piece with legal moves on your board while planning, with a relic or something like that.

Glad you liked the OST, yes, the full game is going to have more themes (already working on a boss one).

I will update the demo soon!

(+1)

Regarding the collection, I would just hide the option until the player has done at least one run.

(+1)

Pretty fun demo! :)
I feel like there is very little speaking for having more than 3 pieces, and the relic that gives you shield with this makes this even stronger.
Some of the art feels a little rough. I think the nodes on the map (especially for normal camps) could look better. Maybe if they were just a simple pawn. 

Since you disclosed AI, I would assume that maybe it's also due to this. I can't really point my finger on it, but some things feel like they could improve artistically.

The worlds looked visually different and I love the style of world 4, but they play the same in my opinion 

(+1)

Thanks for playing! The idea is that you can also fuse pieces in the forge, which helps mix upgrades, while temporarily making your deck more random as a cost.

I tried using just a pawn for the normal camps, and yes, maybe there is too much visual info right now.

The AI use is for translations, trying to make the game accessible in more languages with beta translations. A lot of the relic art and some other art is still temporary, but I think the pieces themselves are pretty close to final.

And yes, I also want the worlds to feel more different in gameplay, not only visually, like having themed kingdoms. What do you think?

I was only having more than 3 pieces to fuse them in the forge as you said. But apart from that I always tried to stay at 3 pieces. For example there is in my opinion almost no reason to have for example 6 pieces or something.

Also I got the queen quite early and that made the game much much easier. Aswell as the farm, since it effectively gives you unlimited pieces.

If I started running short on time, I started going back and forth and the AI too started repeating the same moves, which was an easy way to get a draw and continue the game.

I think themed worlds with different gameplay would be a cool addition to the visuals, which look very cool