Cascade
About the Game
START SOMETHING, SEE WHERE IT ENDS
Cascade is a real-time roguelike where movement, collisions, objects, tiles, and effects all interact, and keep interacting after you stop. Push an enemy into a pinball bumper they tumble away carry that momentum into the next collision. Step on a button, electricity spawns, jumps to "metal" objects if reaches a gate toggles it. But you can use a lightning bolt skill to strike the gate, since it spawns electricity on the tile it jumps to the gate and toggles it. If you are more straight forward, you can just knight jump over the gate.

EVERY COLLISION IS A CHAIN
When you move a piece over another, you don't capture it unless you can eliminate it. So, it takes damage tumbles, carries momentum, and becomes the next problem for whatever is in its path. Enemies, objects all follow the same rules even your pieces, when you loose a capture you can get flung back so make sure you know what you're doing.
BUILD A PIECE THAT CHANGES HOW THE WORLD REACTS
Items, buffs, and skills all feed into the same system. More knockback means longer chains. A charged debuff on a thrown object means it lands with something attached. Skills fire from movement, kills, damage taken, and collisions, not just button presses. Your build doesn't just make numbers bigger. It changes what happens when things meet.
NO RUN IS THE SAME FIGHT TWICE
Dungeons generate fresh each run with dynamic room content, active gadgets, and armed traps. Different structures, and enemies all change how a run goes. Almost every item has parameters it enhances and worsens. In a certain build maybe radius multiplier diminish is what you are looking for, or in the right build move speed decrease it just what you need.
Available Tables (0)
View available tables...Events Timeline
View full events timeline...Initial Release