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Gamescom was a hectic week, filled with back-to-back meetings, trying new games, and having fun. But one title that stood out to us was Blightstone. We interviewed co-founder of Unfinished Pixel Marcos Torrecillas at Gamescom to learn about their upcoming dark fantasy roguelike. We discussed its unique mechanics, what players can expect from the Early Access launch on Steam, and the studio’s journey.
Blightstone breaks from traditional turn-based RPGs with a grid-free movement system. This allows for precise character placement, which you can use for tactical cover or environmental advantages. For example, you can hide in tall grass, burn it to deny enemies cover, or lure them into water. This dynamic battlefield, along with weather effects like fog obscuring enemy UI or rain boosting electric skills, creates unpredictable and strategic encounters.
The game tasks you with protecting the Earthglass Crystal to defeat the Demon Overlord Korghul, as its destruction means the end of your run. However, failure isn’t in vain; Earthglass shards collected from a failed run fuel meta-progression, improving future run and unlocking new skills and heroes. You can choose from five distinct classes: Brawler, Hunter, Arcanist, Druid, and Priest each with unique abilities and companions.
Blightstone is a dark fantasy tactical roguelike. The core story is that you have to protect a crystal and carry it to a rift to save the world from demons that have invaded. The gameplay is turn-based tactical combat, and we’re really focused on pushing the emergent gameplay with synergies and combos. The game doesn’t have a grid, so you can move your heroes freely.
It’s a roguelike, so everything is procedurally generated. We have a lot of different nodes, and the map is also procedurally generated as you go to different locations. Sometimes, the nodes can have different outcomes depending on the characters you are carrying at the moment. It’s hard to say, but I think to complete the game for the first time, it would take more than five hours. You’d have to repeat runs to progress.
To be honest, we have different roadmaps. We want to go into Early Access to hear the feedback from the players. We want to adapt to what the players like. We plan to add more story in the form of new arcs with different difficulties, more heroes, and new types of progression. We also want to add more content. It will depend a lot on what the players want and what they feel about the game.




I think PC is the best option right now because we want to improve the game with player feedback, as I said. But we do plan to release it on consoles. We designed the game to be very playable with a controller. For example, all of the combat happens within what the camera shows you, so you don’t have to scroll or move the camera. It feels good to control.
I think players are liking it. The demo on Steam has 94% positive reviews. The few negative ones were because of some bugs, which we’ve now fixed in this new version. I think players are liking it because we’ve taken elements from different games that we love and mixed them into something new.
It’s a very specific thing, but we have a mechanic in combat where you can hit a lot of characters by choosing a trajectory and then bouncing to others. By slightly moving the trajectory, you can hit even more. It’s a little like playing pool, but you have to hit with the same ball. I think people are really enjoying that. We have a lot of other new mechanics in the tactical combat, too.
It’s a dark fantasy game where a rift has been opened by a demon overlord who was found underground at nightfall. This overlord’s power opened the rift, and now demons are invading the overworld. In the demo, we have only one map, but the full game has three maps. A complete run will take you through three maps with five different biomes. The first map is a moor and forest, the second is a mountain and a desert, and the third is the Blighted Lands where you’ll face the final boss.
There is one boss for each map. We also have mini-bosses. Currently, we have one, but we plan to add more. The mini-bosses are found in the middle of each map, and you can choose whether or not to fight them. However, you have to fight the main bosses at the end of each map.
From a lot of games that we love. For example, we took the combat from games like XCOM and Into the Breach. The roguelike elements came from games like Slay the Spire, and the visuals and theme were inspired by Darkest Dungeon. We have a lot of things from games we love.




So far, it has been great. We’re mostly just focused on development. For example, here at Gamescom, we’re with the players, and we’re doing some marketing, but it’s mostly their part. We help when we can with art and illustrations. We love working with the publisher because they take care of the marketing and that kind of stuff. They’re better at it than we are.
Before Blightstone, our studio Unfinished Pixel made five other games. We did a stealth game about a chameleon, and we also made some sports games. Before starting the company, I worked at Ubisoft. I really wanted to create the games that I love to play. I know that’s what a lot of developers do, and it just makes sense. We put all our passion into making these kinds of games.
I’m not sure. It’s a very big and complex industry, and every year we see something that contradicts what happened the previous year. For example, people were saying that big studios shouldn’t do certain types of games anymore, but then a game like Expedition 33 comes out and everyone says: “Oh, we should do more games like this!”
I think if you make a great game, it doesn’t matter if it’s a AAA or an indie title. Every year, more and more people are making games, so the successful ones have to be even better. It’s too complex to say for sure.
We hope so. I think the game looks and feels great to play. I believe that tactical gamers will really like the roguelike elements too.