
Sheelix Games alpha
Grimlix
Descend. Die. Adapt. The dungeon remembers nothing — but you do.
Alpha v0.1 — Now in Closed Alpha
Free Windows build for approved testers. Request access below — we'll send you a code.
About the game
Grimlix is a real-time top-down roguelite set in a crumbling medieval kingdom that remakes itself every run. Delve through procedurally stitched dungeons across four distinct biomes — the torch-lit Castle halls, bone-choked Catacombs, flooded Cellars, and the fire-scarred Keep — each with its own enemies, hazards, and atmosphere.
Every boss telegraphs before they strike: learn the tells, dodge the patterns, and punish the openings. Each hero plays differently, with data-driven ability loadouts that reward specialisation over button-mashing. Adaptive music shifts with the tension, controller is fully supported, and no two runs share the same map. Alpha v0.1 is playable now — your feedback directly shapes what comes next.
Features
Procedural dungeons
Every run generates a fresh layout via Delaunay triangulation — no two descents share the same map.
4 distinct biomes
Castle halls, bone-choked Catacombs, flooded Cellars, and the fire-scarred Keep — each with unique enemies and hazards.
Telegraphed boss fights
Every boss flashes its intent before striking. Learn the tells, punish the openings, and never die to the same trick twice.
Data-driven heroes & abilities
Multiple heroes with distinct ability loadouts, all tuned via data — so balance patches never require a recompile.
Adaptive music
The soundtrack shifts dynamically with combat intensity — quiet exploration gives way to urgent battle themes.
Full controller support
Designed for mouse + keyboard and gamepad alike. Plug in and play — every ability is mapped.
Patch notes
- v0.6.0-alphaLatest
- Grimlix now has a full dark-medieval UI kit across menus, HUD, buttons, sliders, toggles, and tooltips.
- Rogue and Mage now use branded Grimlix icons, refreshed character presentation, and hero-specific dash visuals.
- Mage combat feel is smoother with more forgiving basic attacks and a distinct blink effect.
- Loot pickups now use cleaner mid-sized icons that stay readable without overwhelming the arena.
- New Grimlix fonts, cover/icon branding, VFX, and pixel-crawler presentation assets sharpen the alpha identity.
- v0.5.0-alpha
- Overhauled dungeon environments with new Pixel Crawler Castle, Sewer, Forge, and Desert art.
- Added richer biome-specific props, treasure chest visuals, breakables, lighting, and atmospheric room decoration.
- Improved dungeon readability with cleaner wall/floor tiling and better floor-under-wall rendering.
- Added smarter torch, lava-light, and boss-room lighting placement that avoids overlapping props.
- Fixed Fireball splash so the direct-hit target is not hit twice by its own splash.
- v0.4.6-alpha
- Boss-room fights now pull remaining enemies toward the arena instead of making you hunt stragglers after the boss.
- Bosses are better contained inside their arenas, including dash attacks near the doorway.
- Mage quality-of-life is smoother: hold basic attack to keep firing, and in MOBA controls you can keep moving while casting.
- Player projectiles are clearer and more class-appropriate, with Rogue impacts separated from Mage visuals.
- Several progression and control edge cases were fixed, including character-select Escape behavior, mid-run R reset prevention, and smoother enemy navigation.
- v0.4.5-alpha
- Rushing to the exit no longer skips the fight — stepping into the stairs room wakes every remaining enemy on the floor, and the stairs stay locked until you've cleared them all.
- Bosses can no longer dash or charge outside their arena.
- The first boss's expanding shockwave now always leaves a safe zone you can actually reach (it used to push the safe area into the walls, making it unavoidable).
- v0.4.4-alpha
- The mouse cursor is redesigned for high visibility — a bright cyan aim reticle that stays clear on every background, including the fiery orange/red areas where it used to vanish.
- The Mage's Fireball is now easy to track (bright core + cyan trail) even over fire and lava.
- The Mage no longer looks like a pirate — she's now a proper violet-robed wizard.
- Anubis no longer flickers invisible during the fight.
- Pressing Escape on the character-select screen now returns to the main menu instead of quitting the game.
- UI scale no longer pushes the interface off-screen, and the ability hotbar now shows your actual control scheme (MOBA shows Q/W/Space/E).
- MOBA movement: a single tap-click now moves you, and holding right-click still moves continuously — both work.
- v0.4.3-alpha
- Bosses are now much tougher to stagger — no more stun-locking them. Each boss has a poise bar under its health, and when you pressure it hard it unleashes an uninterruptible attack you have to dodge.
- Fixed Anubis flickering invisible during the fight.
- Harder, deeper runs: enemies and bosses scale up more with depth and floors get larger, so the later floors are a real threat now.
- Post-boss healing is meaningful again — it restores 40% of your MISSING health instead of nearly topping you off.
- MOBA right-click movement is smoother when you hold it down.
- Fixed enemies and loot getting knocked into walls, the mushroom's aim line no longer draws through walls, and a bug where a run could freeze after a ranged kill.
- v0.4.2-alpha
- The UI is now fully themed: settings sliders, toggles, and buttons across the menus use the game's gold sprite styling instead of plain default controls — one cohesive look.
- The game version is now shown (small, bottom corner) on the main menu and the pause menu.
- v0.4.1-alpha
- MOBA controls overhauled: hold right-click to move continuously (no more clicking every step), dash now fires toward your mouse cursor, and the layout is remapped to Q/W for abilities, Space to dash, and E to interact.
- New control-scheme screen with a keyboard-layout visual that highlights exactly what each scheme does — and you can now actually select your scheme (the previous screen had a selection bug). Classic controls are unchanged.
- v0.4.0-alpha
- NEW — choose your control scheme! A new screen, reachable from the main menu and the pause menu, lets you pick how you play and saves your choice between sessions.
- Classic (default, unchanged): WASD to move, mouse-aimed attacks, Shift/right-click to dash, Q/F for abilities.
- MOBA: right-click to move with full pathfinding around walls, right-click an enemy to walk in and attack it, Q/W for your abilities, E to dash. For players who prefer a point-and-click style.
- v0.3.3-alpha
- Enemies and bosses can no longer get stuck in walls — they're always placed on open floor, and any that wedge against a corner are nudged free, so a boss can never become unkillable mid-fight.
- Loot no longer drops inside a wall — dropped items now land on the nearest open floor where you can reach them.
- Picking up items is now radius-based: just get close to an item to collect it, instead of having to walk exactly onto it.
- v0.3.2-alpha
- Regular enemies now commit to their telegraphed attacks — they stop and lock in the strike the instant the warning appears, so the hit lands exactly where you were shown. Dodge clearly out of the marked area and you'll reliably avoid it; no more getting clipped because an enemy crept toward you mid-swing.
- v0.3.1-alpha
- Boss charges are now fair — they lock onto where you are and commit to a straight lane. Dash sideways and you'll cleanly dodge them; no more being magnetized into the hit mid-dodge.
- The expanding-ring boss attack now clearly shows its danger band and a contrasting safe zone, so you can read exactly where to stand.
- Stairs fixed: a single clear down-staircase, and you can now press E from a comfortable distance instead of standing right on top of it.
- Defeating a floor boss now restores a healthy chunk of your HP before the next biome.
- Restart (R) now only works on the game-over screen — no more accidental mid-run restarts.
- v0.3.0-alpha
- Rogue can now land CRITICAL HITS — and BACKSTABS: strike an enemy from behind (dash around them) for a guaranteed heavy crit. Crits and backstabs also stagger enemies faster.
- Mage SHATTER combo: freeze or slow enemies with Frost Nova, then hit them with a Fireball or your bolt to detonate them for big bonus damage.
- v0.2.3-alpha
- The exit stairs now use a proper staircase sprite and render correctly — your character and the "Descend" prompt are no longer hidden behind them.
- v0.2.2-alpha
- Dodging is fairer — last-moment dodges now register, and you only get hit if you're actually inside an attack (no more getting clipped on the edge).
- Enemy ranged attacks no longer hit you through walls.
- Stairs now require pressing E to descend, so you won't fall to the next floor by accident.
- The Mage now casts with a proper magic sound and pose instead of a dagger swing.
- Fixed bosses turning invisible during some attacks.
- v0.2.1-alpha
- The exit stairs now use a proper staircase sprite and burst to life when you defeat the boss, so the way down is unmistakable.
- Chests now glow so you can spot them across a room.
- Fixed the game-over music lingering into the main menu.
- The Catacombs now have a heavier, more intense soundtrack.
- v0.2.0-alpha
- Choose your hero! A new character-select screen lets you play as the Rogue or the Mage.
- The Mage is a ranged caster — basic attack hurls magic bolts, a very different feel from the Rogue's daggers.
- Enemies can now be staggered: pile on enough pressure and they're briefly stunned.
- Smarter, tougher bosses — they chase you down, pick attacks based on range, and can no longer be stun-locked.
- Your hero now faces your cursor, with a new themed crosshair so aiming is clear.
- Clearer abilities — distinct icons and hover tooltips explaining what each does.
- Fairer combat — enemy attacks now hit only where they're telegraphed (no more phantom hits from behind), and melee no longer cuts through walls.
- Chests and stairs now show clear prompts so you know what's interactable.
- Enemies and bosses now have hurt sounds and hit effects when you damage them.
- Readable floating damage numbers, color-coded by ability.
- v0.1.0-alpha
- First playable closed-alpha build of Grimlix.
- Descend through four distinct biomes: the Castle, Catacombs, Cellars, and the Keep.
- Telegraphed boss fights — read each boss's tells, dodge the attacks, and punish the openings.
- Multiple heroes, each with their own swappable abilities.
- An adaptive metal soundtrack that ramps up with the action.
- Full keyboard, mouse, and controller support.
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