A roguelite where every death ages your daughter 10 years? Erosion might actually pull it off

A roguelite where every death ages your daughter 10 years? Erosion might actually pull it off

Game intel

Erosion

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A shoot'em up about crystals and lasers by ENJMIN students

Genre: Music, Simulator, Arcade
Theme: Action

Erosion grabbed me the second I heard its hook: every time you die, a decade passes, the world shifts, and your daughter grows older. That’s a gutsy twist on the roguelite loop-not just a power reset, but a time skip with consequences. Layer that on top of a fully destructible voxel Wild West, twin-stick bullet-hell combat, and a sentient mega-dungeon called The Pillar, and you’ve got a pitch that’s either inspired or chaos waiting to happen. Early Access is planned for spring 2026, with a full launch later that year on PC and Xbox Series.

Key Takeaways

  • Every death jumps the timeline 10 years, reshaping towns, factions, and your daughter’s life.
  • Voxel tech means the open world and dungeons are fully destructible-think Teardown meets twin-stick roguelite.
  • Build variety looks wild: 100+ skills, orbital turrets, clone builds, and an “Ebony Rooster” that fires bouncy eggs.
  • Developed by Plot Twist (The Last Case of Benedict Fox), so I’m cautiously optimistic about style-and wary about polish.

The Real Hook: Death as a Decade

Plenty of games toy with loops, but Erosion’s 10-year jump is the kind of rule that forces hard choices. If a botched run turns a quiet farm into a cult compound, that’s not just flavor—it’s a new problem you created. The premise ties your failures to your daughter’s life too, which is a rare emotional angle for roguelites. The big question: will this be skin-deep reskins, or meaningful systemic shifts? If a friendly NPC becomes a tyrant, I want new questlines, altered shops, enemy rosters, and different traversal routes—not just a new hat and a grumpier voice line.

The Pillar—this sentient, civilization-eating rock—sounds like a clever framing device. It gives devs permission to remix the world as you feed it time. If Plot Twist nails the cause-and-effect clarity (you can tell how you changed the future and why), the decade jumps could feel less like punishment and more like narrative propulsion, closer to Wildermyth’s generational arcs than a standard “lose and try again.”

Voxel Mayhem Meets Twin-Stick Chaos

Fully destructible voxels in a fast twin-stick shooter is spicy. Cover that crumbles, walls you can blast through, and physics-driven debris can turn every room into a sandbox. The upside is emergent moments you’ll actually remember—punching a hole in a saloon to kite a boss into your orbital turret kill-box. The downside? Readability. Noita’s magic is emergent chaos, but it’s also unreadable at times. If Erosion piles explosions, particles, and destructible geometry on top of bullet-hell patterns, players will need crystal-clear telegraphs and contrast.

The arsenal leans into madness: blood-fueled ritual bows, homing smart guns, cat armies, self-cloning, and the Ebony Rooster—yes, a gun that shoots bouncy eggs. That energy matters. Roguelites thrive on surprise, and Erosion’s 100+ skills suggest Risk of Rain 2-style synergy hunts. The trick is making silly tools viable, not just meme-tier. If my cat swarm build can actually carry a run because the timeline evolved into a feral-wilds biome? That’s the kind of story people share.

Open World Roguelite? That’s Hard to Land

Erosion isn’t just dungeons—there’s a post-apocalyptic Wild West overworld with neon signs, hovercars, deserts, swamps, ruins, and ancient cities. Open worlds in roguelites are rare because they can dilute the tight loop. The pitch here is that exploration feeds the timeline, which then feeds the runs. Done right, the overworld becomes the meta-run: you meet weirdos, tweak the future, then drop back into The Pillar to see those ripples hit different. Done wrong, you get bloat: fetch quests that barely matter and biomes that feel like randomized wallpaper.

The hovercar angle could help pace things—quick traversal, races, and vehicle customization to break up dungeon intensity. But the content needs bite. If a decade jump turns your racing rival into a warlord who now runs the checkpoint you need? That’s the connective tissue this kind of design lives or dies on.

Why Plot Twist, and Why Now

Plot Twist’s last big splash, The Last Case of Benedict Fox, oozed art direction but shipped with performance and UX problems. They stuck with it and improved a lot post-launch, which tells me they care, but it also means I’m watching Erosion’s technical ambitions carefully. Voxel destruction can be CPU heavy; Teardown is a great proof of fun and a cautionary tale for performance—especially on consoles. If Erosion targets Xbox Series as well as PC, clarity on frame rate modes and stability will matter.

Early Access in spring 2026 is a smart move for a systems-driven game like this. If it lands via Xbox’s Game Preview on console and traditional Early Access on PC, community feedback can hammer out pacing, build balance, and timeline clarity. The timeline is tight for a full release later in 2026, so expect a focused scope at first—likely a subset of biomes and skills that grows with updates.

What Gamers Should Watch

  • Timeline depth: Do decade jumps actually change quests, vendors, enemy sets, and routes—or just vibes?
  • Readability and difficulty: Can you parse bullets, debris, and voxel destruction at a glance during peak chaos?
  • Build viability: Are the goofy tools (cats, clones, egg gun) real build paths or novelty traps?
  • Performance targets: Clear 60 vs 30 fps options on PC and Xbox Series, with stable destruction physics.
  • Run structure: How long is a “loop,” and what permanent upgrades persist between decades?
  • Content cadence in Early Access: Regular drops of biomes, bosses, and timeline events show the vision is sustainable.

TL;DR

Erosion’s decade-per-death twist could finally make the “world that remembers” pitch feel real. If Plot Twist can keep the voxel chaos readable and make timeline shifts truly systemic, this Wild West roguelite could be special. Early Access in spring 2026 on PC and Xbox Series will tell us if the ambition holds up under fire.

G
GAIA
Published 11/24/2025Updated 1/2/2026
5 min read
Gaming
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