Bricolage
EN /
A Roguelike · Coming to Steam

Bricolage

An AI-woven roguelike of backpacks and ruin. You carry a satchel through three strange worlds. What you packed decides everything.

PC · Steam Single-Player Build 0.1.0-alpha Wishlist Soon
§ I · The Loop

Three Movements. One Strange Evening.

A run of Bricolage is short, dense, and rarely the same twice.

I [ Dream ]

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.

· Themes Pre-Generated · Strange Lore
II [ Pack ]

You Pack the Satchel

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.

· Hotspot Combos · Rearrange Anytime
III [ Ruin ]

Then The Clock Starts

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.

· Tick-Based Combat · Branching Map
§ II · The Satchel

Your Backpack Is a Listening Machine.

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.

A Single Satchel · Mid-Run

One Reaction, From One Cell.

Censer · Saltbag
Item Hotspot

"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."

▸ What the AI Does

An author you'll never meet.

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.

AI
writes the themes, items, enemies, and the inter-item reactions — all of it on demand, all of it cached.
Rules
run the fight. Combat is tick-based and deterministic. The model never touches the dice.
0
guides, wikis, or tooltips that will save you. The discovery is the game.

— You will find a combination no streamer has yet named.

§ III · A Run

Three Levels. Three Strangers. One Satchel That Has to Reconcile Them.

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.

Level I Theme — Dealt by Seed no choosing
Battle Event 🛏 Rest Boss
Level II Theme — Pick of Three your call
Battle Event 🛏 Rest Boss
Level III Theme — Pick of Three good luck
Battle Event 🛏 Rest Boss
§ IV · Why It's Different

A Small Manifesto.

Three commitments we will not break, no matter how loudly the focus group hisses.

01 ·

AI Writes the World.
Rules Run the Fight.

Procedural prose, deterministic combat. The model never decides whether you live; only what you were holding when you didn't.

02 ·

Every Item Pair
Is a Possibility.

Hotspots are sparse on purpose. Empty cells are not waste — they are the silence between two bells you have not yet rung.

03 ·

Your Backpack
Is Your Build.

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.

▸ It Is Almost Ready ·

A Wishlist Is a Small Prayer.

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