
Game intel
Death By Scrolling
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…
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.
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.
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.

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.
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.

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’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.

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.
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.
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