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Jul 6, 2026·Edwin JEHLY·
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Vicelock is a tactical roguelite RPG where you fight your own vices. Build a squad, position carefully on the grid, and gamble your gear at the forge. The descent never ends — only escalating bosses, and a wipe that takes your equipment with it.

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About Vicelock - Tactical Roguelite RPG

Vicelock is a tactical roguelite RPG about risk. Your enemies are your own vices given form, the descent has no bottom, and when your squad falls, your equipment falls with it.

Vicelock - Tactical Roguelite RPG screenshot 1

Tactical, turn-based combat

Fight on a grid where positioning decides everything. Manage action and movement points, exploit line of sight, and place your units before each fight. Every spell carries an element — Fire, Water, Earth, Air — and striking a status of another element detonates it into a reaction: steam bursts, landslides, spreading burns, drained action points. Six reactions, and they cut both ways: enemies can detonate your statuses too.

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Build your squad — from one to four

Choose your starting character. That choice is permanent for your save. Earn tickets across runs to unlock team slots and recruit new members, up to a squad of four:

Smokejail — Fire. Stacks burns on everything he touches, then detonates them all at once.
DonCorleone — Air. Hunts weakened targets. Every kill refunds him — and he keeps going.
Marron — Earth. Summons muscle, holds the line, shields the squad.
Amwet — Water. Control, sustain, and the only one who can bring the fallen back.

Each character has a passive and 8 spells — you equip 4. New spells unlock as they level, capped by a class ultimate. Characters gain experience that persists forever: allocate stat points, level your spells, shape each one into your build.

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Loot. Craft. Break. Forge.

Monsters drop resources, gold and gear. Random chests hold more. Craft items with randomly rolled stats — then decide: equip it, or break it into runes. Runes feed the forge. Ten identical items fuse into one of higher rarity. Everything you find is either power now or fuel for something better.

Between fights, pick one of three run upgrades, from common to build-defining — some appear only when a specific character is in your squad, and the rarest can bring a fallen one back.

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The Forge: gamble your stats

Spend runes to push an item's stats beyond their limits. Every attempt has four outcomes — clean success, success with collateral damage, nothing, or pure loss — and all four probabilities are displayed before you commit. No hidden math. Sacrifice heavy stats to bank a reserve, push lines past their crafted maximum, and know exactly what you're risking on every roll.

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The descent doesn't end. You do.

Runs are procedurally generated and endless: waves of fights, then a boss, then harder waves, then a harder boss. A fallen character is gone for the rest of the run — unless you're holding a rare resurrection. When the whole squad falls, your equipment is lost. Your characters' levels, your roster and your unlocks endure. Go back down stronger.

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Key features

Turn-based tactical combat on a grid, with a placement phase before every fight
4 elements, 6 elemental reactions — symmetric, exploitable by both sides
4 playable characters with distinct kits: passive + 8 spells, 4 equipped
Persistent character progression: levels, free stat allocation, spell leveling
Squad building through a meta skill tree — start alone, end as a team of four
Full loot economy: craft, equip, break into runes, fuse rarities
Between every fight: pick 1 of 3 upgrades across 5 rarities, plus random chests with rarities to crack open
The Forge: high-risk stat gambling with every probability displayed
Endless procedural runs with cycling, escalating bosses
Permadeath per character, rare resurrections, gear lost on a wipe
Run upgrades can be character-exclusive — your squad shapes what you're offered

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