A World Is Dreamt for You
Before you press start, the engine has written a theme: a bestiary, a tool set, the rules of who reacts with whom. Last night's run was a different world.
You will not have played this place before.
An AI-woven roguelike of backpacks and ruin. You carry a satchel through three strange worlds. What you packed decides everything.
A run of Bricolage is short, dense, and rarely the same twice.
Before you press start, the engine has written a theme: a bestiary, a tool set, the rules of who reacts with whom. Last night's run was a different world.
You will not have played this place before.
You pick things up. You decide where they go. Each item has a hotspot — one cell that listens. Drop another item on that cell and a reaction fires that neither would do alone.
Half the game is figuring out what you're carrying.
Combat runs on ticks, not turns. Each item has its own cadence. The model never touches the dice — your build either holds, or it doesn't.
It is the kind of loss you want to tell a friend about.
Each item carries a hotspot — one cell that listens. Drop another item onto that cell and the pair reacts. Slide it one cell over and the spell is silent. The grid isn't decoration; it's the language the engine speaks.
"The censer's hotspot is the cell to its left. Place a saltbag there and the smoke turns corrosive. Anywhere else, the censer just smokes."
Before you press NEW RUN, the engine has written your bestiary, named your tools, drawn up the rumours, and decided which items reach for which.
— You will find a combination no streamer has yet named.
Each level hands you a fresh theme — a bestiary, a tool set, its own internal logic. Levels two and three let you pick from three candidates. The items you brought from the last floor come with you, and meet things they were never written to meet. The builds that fall out of those collisions are why we made the game.
Three commitments we will not break, no matter how loudly the focus group hisses.
Procedural prose, deterministic combat. The model never decides whether you live; only what you were holding when you didn't.
Hotspots are sparse on purpose. Empty cells are not waste — they are the silence between two bells you have not yet rung.
No skill trees. No subclasses. No prestige. The satchel you assemble in the first ten minutes is the character sheet you fight on for an hour.
The Steam page is still in the workshop. Bookmark this site and we'll point the wishlist button at it the moment it's live. The candle stays lit a little longer.
▸Wishlist on Steam — Soon