

In Celebration of Violence
Julian Edison · 2018 · Action Roguelike, Roguelite, Pixel Graphics, Souls-like, Procedural Generation
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About In Celebration of Violence
In Celebration of Violence is a brutal fantasy action roguelike where you plan methodical attacks, dodge, block, and parry your way through procedurally generated lands filled with environmental hazards and multiple boss paths. Permanent death fuels progression as you unlock new characters and items, while mysterious systems—from elemental interactions to god shrines to game-changing mementos—reward experimentation and discovery, all wrapped in deceptively cheerful pixel art.

Before I do all the marketing stuff below I want to get the basics out of the way. This is like if The Binding of Isaac and Dark Souls got smushed together. And Rogue Legacy is is there too. And Hammerwatch. The combat is weighty and deliberate, the story is vague and largely nonexistent. A successful run through one of the branching paths could take three hours.
In Celebration of Violence is meticulously unclear. The most you get are the basic controls. All other items, secrets, and mechanics are up to you to decipher. It is difficult, and much of the challenge comes from figuring out the systems at play. Thanks for the interest, I hope you get a chance to play :)

Large, procedurally generated and interconnected lands range from plains, to swamps, to cities, to dungeons. These lands offer multiple paths to reach the variety of final bosses. Dungeons are a dangerous but rewarding risk. In dungeons you will have to move slowly and be on the lookout for traps and secrets while searching for the exit.
Elements interact with each other and the environment. Fire reacts to the temperature, weather, and any flammable objects, especially people. Electricity will arc towards entities and is especially dangerous around water. The chances of rain or snow adjust organically to the area’s climate and can become both a hindrance and an advantage.
The shrines of multiple gods litter the land. Players can choose to pray to shrines they come across to receive a variety of favors, bonuses, and items. One must choose carefully though; every god has a different price and some become displeased when their rival is the subject of worship. Some gods may also become angered by actions the player takes while adventuring, such as destroying foliage or killing civilians.

Scores of weapons, items, spells, and mementos are scattered throughout the world to find. One may acquire a powerful enchanted ballista early into one life, only for the next to yield nothing more than a couple of wooden clubs.
Mementos represent objects remembered from past lives and change the rules of gameplay. You may discover a memento that summons spiders from enemy corpses, improves your stats while on fire, or reverses the effects of death.
There are multiple paths to victory. One could be nimble and stealthy, charge in waving a hammer, raise an army of undead, harness a variety of spells, manipulate enemies into traps or flames, amass resources to acquire the most powerful items, or simply play it safe with a sword and a shield. The various characters simply offer different starting points, every decision is your own.

No life is predetermined for success. The cheery graphics disguise a brutal and unyielding experience. Unforeseen obstacles will need to be dealt with in real time and even a regular enemy will be deadly if you’re not careful. To reach the end, players will need to demonstrate that they are able to consistently overcome these obstacles. Failure can halt or even reverse progress.
As you accumulate experience, discover schematics, and defeat bosses you can become permanently better prepared to tackle future challenges. The choices and advantages a player has at the beginning of a playthrough will dramatically increase as they play. New characters, items, and bonuses are unlocked in ways that are only hinted at during gameplay.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
i like murder, rage when die, come back for more, derpy game, scary monsters, fun 8$1 found this helpful
I just love the game. For years.
player have do deal with stamina, the enemies dont. the bow shots have to be charged, enemies shoot instantly. the hole content is hiding behind boring replays where you have to get overpowerded in order to proseed. it could be fun, but its pretty dull cos of unfair mechanics. loot chest surrounded by traps supose to be a grat idea or maybe a riddle and you can spend hundrets of hours to solve this crap. thank you
What a name. The game was hard but once I started to understand the mechanics and getting a good rng I started to steamroll HARD. I managed new game +3 and pretty much became a demigod only to get humbled by Song. The game has a ton of items, weapons, characters, spells, gods, and secrets, specially secrets. The vibe is really good and sets you up for the struggle ahead, the lore is interesting but its really vague and obscure and its not easily obtained. The combat seems simple at first but it takes time to master and it satisfying once you do. All in all the game was fun and I enjoyed the challenge. Also I liked what you did there with the god of violence. Had me really looking forward to that "encounter"
I thought it was pretty bad, not gonna lie. I spent an hour and only made 7 gems, you need 10 to even level up your character. And then I died 3 times back to back to stuff the game tells you nothing about, like walking into a random hallway and getting killed by a laser beam at the beginning section. or mass murdered by 12 different people in the beginning section. Now my 7 gems are gone. What's the point if you can't make progress, or you can, but it feels like pulling teeth. the controls are not great either. if you wanna play a roguelite, there are way better options available to you.
This game ♥♥♥♥♥♥ slaps ♥♥♥♥♥♥♥♥♥ why has nobody heard of it Iron Pineapple please please put this in one of your "Soulslikes you've never heard of" videos it's what that format was made for
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