
EREME
Working buildCreator, Writer, Game Designer, Developer
A narrative roguelite, GDScript / Godot 4.6, playable in the browser or on Windows. You run a cargo ship along a freight line, contract to contract: at every stop you choose who boards, at every mishap who deals with it. That is the whole game, and it is the easy part. What the journey does to your people does not wash off: someone who steps out the airlock uninsured and comes back whole keeps something from it, and so does someone left aside at the wrong moment. These marks weigh on what the crew will accept next: by the eighth journey, your people are no longer who they were on the first. The full loop is playable: the port, the contract board, recruitment, the hold to load, the journey and its Binding, the Guild ranks, the Chronicle.

What this project proves
Working build on itch.io · browser + Windows
Current state
Working build on itch.io · browser + Windows · free
Design stance
Context
EREME is a working title, and an acknowledged working build: published early, free, to learn where players drop off. The project carries over several building blocks from Galactic Rogue, the roguelite halted mid-2026 whose itch page it took over.
Constraints
Turning crew memory into a system: the marks of past journeys persist and change what each person will accept, with no fixed script. Keeping saves safe in a decision-driven game: the run is only saved at the entrance of each node, never mid-decision, and the engine forbids it. Publishing early without lying: placeholder visuals acknowledged as such, limits written on the page.
Results and lessons
Working build published on itch.io, free, browser and Windows. A prologue that teaches the game by playing it, the full loop from port to Binding, crew memory, relationships, Guild ranks, the Chronicle. French only. Situations repeat after several journeys, for lack of content: that is the version's acknowledged limit.
Tech stack
Features
- ▸Crew memory: the marks do not wash off
- ▸Recruitment at every stop, mishaps to assign
- ▸A prologue that teaches the game by playing it
- ▸Saves at each node entrance, browser included
- ▸Guild ranks and a Chronicle of journeys
- ▸Browser + Windows, free
Links
Production note
Publishing a working build is a choice: the game is playable end to end, its limits are written on the page, and the feedback sought fits in one sentence: where did you drop off. The other rule is technical: the run only saves at a node entrance, never mid-decision, and the engine refuses rather than allows it.