Let’s be honest: the indie roguelite scene is crowded. If I see one more pixel art dungeon crawler with “unique synergies,” I might just fall asleep mid-dash. But Aksun is doing something different, and as a longtime fan of weird folklore and tough-as-nails gameplay, this one immediately caught my eye for its Korean shamanistic roots and commitment to mechanical depth. With the first public playtest launching August 15, now is the first real chance to see if this passion project can earn a spot among roguelite heavyweights-or if it’s another pretender with a slick trailer and not much else.
Most roguelites grab generic fantasy monsters or cookie-cutter Greek legends and call it a day. What stands out about Aksun is that the whole spiritual foundation comes from Korean shamanic folklore, something I can’t remember seeing at this level outside a handful of art games. You play as a character trapped within the “Casket”—not a treasure chest, but a cursed vessel forged through cult rituals to bind a monstrous prophet. It’s all about ritual, memory, suffering, and rebirth; in other words, exactly the kind of existential weirdness this genre needs a shot of.
The setting is more than just art direction. Every run through the “Seal of Aksun” actually pushes the lore forward, with references to the Six Realms of Rebirth, a staple from Korean Buddhist cosmology. Between the twisted realms and recurring motifs of death, you can feel the developer’s obsession with their source material instead of generic “dark fantasy” vibes. That’s a breath of fresh air if, like me, you’re burned out on roguelites that don’t know what they’re about beyond “hit things until you die”.
Aksun’s buildcraft might be its biggest gamble. Three main systems layer on each other: weapons (bound to Hell Gods), ritual artifacts (with elemental chain reactions like Firestorm or Electrified Blast), and “Echoes” that warp your stats and create new synergies as you progress. So far, this sounds like a love letter to anyone who spent hours trying to break Hades or figured out the silliest builds in Dead Cells.
What interests me is that your choices seem to matter. Between branching node maps, which force real decisions about upgrades and new revelations, plus elemental affinities that interact chaotically in combat, it’s clear the devs want to foster experimentation without punishing you for not copying a meta-build from Reddit. With five elemental systems and only two weapon types in the playtest, it’s still early—but the focus signals depth over bloat, at least for now.
Let’s talk about the playtest content itself. We’re getting two chapters with boss fights, five full elemental systems, eight artifacts, and those two weapon types. That’s enough to stress-test the game’s core loop and see if the replayability actually works. Crucially, the team is adamant about using player feedback from this playtest—this isn’t some closed beta collecting dust till 1.0, but a practical opportunity for us to roast or praise what works (and what doesn’t).
I’m personally keeping an eye on how well the memory-and-rebirth narrative meshes with the grindy reality of roguelites. Will the meta-progression tell a coherent story, or is lore just pasted on top? Also, with only two weapons for now, will there be enough mechanical variety, or will runs start blending together quickly? Veteran roguelite fans know it’s alarmingly easy for “deep systems” to turn shallow if the content pool is just too dry.
Wayway Inc is a tiny, six-person team out of Korea—something I respect, especially given how often smaller Asian studios create the freshest genre mashups when they double down on local myth and wild design. Their devs have worked together over seven years and spun this project out after a pretty cool-sounding internal competition. Paired with Human Qube Games, who’ve previously championed legit indies like Heretic’s Fork and Bus: Bro U Survived, this is not some fly-by-night publisher chasing the latest TikTok trend.
Aksun isn’t just another roguelite churned out for Steam’s endless scroll. Its roots in Korean shamanic folklore, focus on experimental builds, and willingness to put its systems to the test with real player feedback make this August 15 playtest worth your time. The depth is still unproven, but the potential for a memorable, culturally rich roguelite is actually here. If you’re bored of the same old dungeon-crawling beats, this could finally shake things up.
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