Every now and again it’s good to just kick back and be bad, right?! I’ve enjoyed some memorable moments when playing on the dark side, whether that be in classics such as Dungeon Keeper, something more gently antagonistic like the excellent Untitled Goose Game, or a roguelike where you get to be pure evil, as is the case in KeeperRL.

Being bad is at the heart of The Deadly Path, a new and upcoming roguish strategy game by Owlskip Enterprises and Fireshine Games, wherein you have to build an underground lair on a series of procedurally arranged square tiles, and then destroy any would-be heroes who turn up on your doorstep.

What makes The Deadly Path so naughty?

The aim of the game is as described above: you need to expand your underground base by digging out caves, building evil facilities to further your nefarious aims, and positioning your evil minions where they can best serve you.

By exploring new caverns you discover more resources to fuel further expansions, and all the time you must survive incursions from heroes and regular “killing moons” where your costs shoot through the roof. Don’t pay your bills once and you get a warning. Don’t pay them twice and it’s death for you – it’s capitalism at the sharp end.

It quickly gets busy and it’s a case of balancing expansion with your otherworldly needs, with objectives that guide your overall approach ticking along in the background. Your base starts with a throne room in the centre, but you must expand outwards, discover new resources to exploit and places to build the various facilities you need.

Different tiles have their own upkeep costs, and eventually resources will be exhausted, forcing you to relocate your minions to new tiles. Your base is constantly evolving as you push your units around the board, and I actually thought that TDP captured the spirit and energy of classic RTS base-building. Another point of comparison is Cultist Simulator as almost everything is on a timer – it’s all about staying alert and working towards the optimum route to victory.

Time pressure also comes into play during combat, which I thought was refreshingly simple (although I daresay some might find it too simple – a difficult balance to strike). You create defenses on the tiles next to any entrances that you uncover during your excavations. A timer then starts and the entrance is given a value. You then have to send the required number of units to match the assigned value before the timer runs out, otherwise those pesky good guys will start tearing through your base until they get to your throne room.

The playtest and the path ahead

Even within the confines of a specific character and playstyle, there appears to be room for nuance and experimentation. Different tiles can house different buildings, depending on your needs at the time. Low on the bones needed for construction? Set-up a scavenger hut instead of the slaughterhouse needed to generate flesh.

You can also upgrade your base units, morphing them into different creatures. These new units offer further optimisations: skeletons, for example, are the standard, but if you upgrade them into ratmen, they’re better a scavenging bones but not so at harvesting flesh.

The resources you gather facilitate the addition of new buildings. The more advanced buildings, many of which I haven’t seen yet, are gated by different “ages” and therefore only available after a certain period of time or when particular conditions are met. Everything seems to be carefully paced, based on what I’ve seen so far.

The demo that I played on Steam included a tutorial and the first evil overlord – Roiann The Blightcaster – who is themed around pestilence and plague. There are several more to come in the final version, which bodes well for the longevity of the game. It also looks like there are going to be plenty more unit types that aren’t in the demo – another reason to hope for diversity from each new run.

I could go on, but we’ll save the deeper dive for when the game is finished. It’s currently slated for release on PC, although “when” is still shrouded in mystery. I look forward to returning to The Deadly Path when the time is right for evil to prevail, whenever that may be.

Would you like to know more? 

Still with us? Of course you are! If you want to keep reading about great hand-picked rogues, the following articles represent a huge collection of the best roguelike games ever made.

The Best Roguelike Games: great roguelites, deckbuilders, RPGs, bullet heavens, and more

Next, there are genre-specific lists that delve into the best roguelike games of all types. I’ve pulled out the best examples from each category, alongside the links to more in-depth articles!

The best turn-based roguelikes: Caves of Qud | There are some seriously incredible turn-based roguelikes out there. Of all the modern games, these are the closest to the original Rogue. 

Great bullet heavens and auto-shooters: Vampire Survivors | There could be only one choice for this category, given how all other games are called survivors-likes for a reason! 

Awesome first-person rogues: Gunfire Reborn | We almost went with Blue Prince for this spot, but most people checking out first-person rogues probably want to wield a gun, you know?!  

Cool roguelike deckbuilders: Balatro | Sorry, Slay the Spire fans, but this poker-solitaire deckbuilder has stolen Mike’s heart and won’t give it back.

Brilliant roguelite top-down and third-person shooters: Returnal | Bit of a broad one, but with our other favourite action-roguelites featured elsewhere, we were obliged to mention Returnal here. 

Exciting roguelike platformers: Spelunky | Now, don’t get us wrong, Dead Cells is an incredible game, especially with all the DLC switched on. But when it comes to impact, you just can’t beat Spelunky.

Strategy Roguelikes: FTL Faster Than Light | Another classic roguelike that we’re still playing years after launch.

Amazing action-roguelites: Hades 2  | And finally, let’s wrap things up with our favourite of them all. There’s no beating the original Hades, although Hades 2 comes pretty close! 

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