You are not being rewarded. You are being cultivated.

ROTBLOOM is a top-down melee roguelite about greed. You descend into the Hollow — a buried vault where a fungus called the Bloom has taken everything — and the Bloom keeps offering you power.

Every upgrade you take costs Bloom, and Bloom only goes up.

At first it's free money. Sharper edge, faster boots, a little lifesteal. Then the meter crosses halfway, your blade turns violet, the light in the room sours, and the things in the dark start showing up blighted — bigger, faster, ringed in purple. You are stronger than you were. You are also taking 40% more damage than you were, and you did that to yourself, one perfectly reasonable card at a time.

There is exactly one way back down, and the game won't sell it to you until you're already in trouble.

--- What you do ---

Fight properly. Quick slash, committed heavy, and a dash with real i-frames. Enemies telegraph with a zone that fills up as a countdown, so every death is one you can point at.

Build a weapon, not a stat sheet. On-hit effects stack and compound — rot, chill, chain lightning, execute. Unique transforms change how the weapon works: throw ranged slash waves, turn your heavy into a whirlwind, make every hit land twice.

Find the fusions. Own the right pair and they fuse on their own. Rot + chain arcs ignite. Echo + chill freezes at range. Echo + whirlwind throws waves in every direction. The game tells you when it happens; it never tells you the recipe.

Take the deal, or don't. The Bloom Altar sells power for max HP instead of Bloom. Shops sell it for Amber. Neither of them is on your side.

Lose, bank, come back. Spores you carry out are spent in the Hollow on permanent unlocks — a third weapon, more HP, a sharper opening.

--- Controls ---

WASD move · mouse aim · LMB slash · RMB heavy · Space dash

Q swap weapon · E active · F interact · Tab build · Esc pause

Plays in your browser. Mouse and keyboard required.

--- Credits ---

Art: 0x72's 16x16 DungeonTileset II (CC0). UI, cursor and ambient audio: Kenney (CC0). Music and combat SFX: procedurally generated. Font: Silkscreen (OFL). Built in Godot 4.7.

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