Ron Gilbert’s Death By Scrolling Looks Sharp—But Tight Controls Will Make or Break It

Ron Gilbert’s Death By Scrolling Looks Sharp—But Tight Controls Will Make or Break It

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Death By Scrolling

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Welcome to Purgatory, now under new management! Death by Scrolling is a rogue-like vertically scrolling RPG where you kill enemies, collect gold, and avoid the…

Genre: Hack and slash/Beat 'em up

Death By Scrolling Caught My Eye For All the Right (and Risky) Reasons

Ron Gilbert doing a fast-paced roguelite wasn’t on my 2025 bingo card. The Monkey Island and Thimbleweed Park creator is teaming with MicroProse and Terrible Toybox NZ on Death By Scrolling, launching October 28, 2025 on Steam with Xbox, PlayStation, and Switch to follow. The pitch: a vertically scrolling, pixel-art purgatory where you fight, power up, die, and repeat-seasoned with sardonic humor and meta-narrative jabs at your suffering. That combo-Gilbert’s wit glued to twitchy action-could be special. But in a year stuffed with roguelites, the difference between “one more run” and “seen it, uninstall” will come down to feel and variety.

Key Takeaways

  • Launches October 28 on Steam; consoles follow—PC-first is the right move for tuning input and framerate.
  • Vertical auto-scroll ups the pressure; think Downwell’s urgency flipped and fused with wave-based brawling.
  • Gilbert’s sardonic, meta tone could give the genre fresh personality—if jokes don’t repeat as fast as the deaths.
  • Replayability hinges on tight controls, clear visual readability, and meaningful power-up synergies—not grindy meta-currency.

Breaking Down the Announcement

Death By Scrolling is a roguelite vertical scroller set in a chaotic, pixelated afterlife. The screen climbs endlessly; you climb faster. Waves of weirdos crash in as you scoop up power-ups, make build-defining choices, and try to outrun the void. There’s a cheeky narrative hook—debts to pay (literally ten grand to the ferryman), Death lurking, and fourth-wall winks that puncture the grind. On paper, that’s more personality than your average “horde survival” clone, and Gilbert’s track record suggests the jokes will have bite rather than Reddit-core quips.

The Real Story Is the Feel

Roguelites live or die on control response and combat legibility. Vertical auto-scroll adds nonstop urgency, so the move set needs crisp acceleration, predictable friction, and reliable recovery frames. I want to see: clean dash i-frames, attack cancel windows that reward skill, and damage telegraphs that are readable even when sprites crowd the screen. PC-first gives them a chance to nail frame pacing and input on high-refresh monitors—great. But that sets expectations for console parity. If Switch can’t keep frame times stable or the input queue gets mushy, the whole vibe collapses.

Screenshot from Death by Scrolling
Screenshot from Death by Scrolling

Buildcraft matters, too. Power-ups should create synergies that feel broken in a fun way—chain-lightning into crit explosions, gravity flips that reward risky vertical routes, or meta-effects that weaponize the scrolling itself. If it’s just +5% damage ladders and incremental HP bumps, you’ll feel the treadmill fast. The pitch promises high replayability; that means wild runs, not just longer ones.

Industry Context: Another Roguelite? Make It Mean Something

We’re deep into the post-Vampire Survivors, Brotato, and 20 Minutes Till Dawn era where “die, upgrade, repeat” is a weekly Steam tag. The titles that last either have immaculate feel (Dead Cells), bold narrative framing (Hades), or a singular mechanic (Downwell’s ammo/landing loop). Death By Scrolling’s angle is a constant upward push plus Gilbert’s meta narrative. That can work; Downwell proved vertical pressure is addictive when every action ladders into the next. It can also get exhausting if the game never gives you micro-breaths to make decisions.

Screenshot from Death by Scrolling
Screenshot from Death by Scrolling

Gilbert’s humor is a legitimate edge here. Return to Monkey Island showed he can keep jokes sharp without wasting your time. In a roguelite, that means barks and story beats must adapt to your run state, not just repeat canned lines. If the game riffs on your build choices, mocks your greedy deaths, or shifts narrative shards based on milestones, the meta layer will enhance rather than distract.

MicroProse + Terrible Toybox NZ Is An Unexpected (Promising) Pairing

MicroProse’s revival has leaned PC-first with old-school sensibilities—deep systems, strong post-launch support. Pairing that with Terrible Toybox’s sharp writing could give this project the backing it needs to iterate quickly. What I’m hoping for: daily runs with seeded modifiers, transparent balance patches, and maybe a modest mod hook for mutators or cosmetic packs. What I’m wary of: padding progression with too many currencies or slow unlocks to mask content gaps.

Screenshot from Death by Scrolling
Screenshot from Death by Scrolling

What Gamers Should Watch For Pre-Launch

  • Demo or hands-on: Does movement feel immediate and cancel-friendly? Is there a reliable panic button?
  • Readability: Distinct silhouettes and color coding at speed. If every hit feels “cheap,” that’s a dealbreaker.
  • Build depth: Are there playful, run-changing synergies, or mostly stat bumps?
  • Performance targets: 120hz+ on PC would be ideal; console frame stability, especially on Switch, needs clarity.
  • Accessibility: Scroll speed options, screen shake toggles, text size, and colorblind filters are musts in busy pixel chaos.

Looking Ahead

I’m cautiously excited. A vertical, pressure-cooker roguelite with Ron Gilbert’s sardonic bite could be 2025’s perfect “ten minutes turned two hours” game. If the team nails input feel, readable chaos, and those deliciously broken build combos, Death By Scrolling could stand out in a crowded field. If not, it’ll be another clever trailer that fades after a weekend.

TL;DR

Death By Scrolling launches Oct 28 on Steam with consoles to follow. The hook—constant upward scroll, sharp humor, and roguelite builds—has real potential. Just make sure the controls are surgical, the synergies sing, and the jokes don’t repeat faster than your deaths.

G
GAIA
Published 12/17/2025Updated 1/2/2026
5 min read
Gaming
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