Into the Pit

Into the Pit

released on Oct 19, 2021

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Into the Pit

released on Oct 19, 2021

A fast-paced retro-FPS roguelite! As a member of a family of lore-hunting mystics you are summoned to a cursed village, drawn by rumors of a demonic portal. Dark magics have overwhelmed the village, It's up to you to rescue the survivors, grow your powers, and journey forth INTO THE PIT.

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Into the Pit is a roguelike FPS, but is a very shallow and surprisingly easy experience. I went through about 4 runs, successful every time, without dying and didn't see much variation in how things play out in terms of character build or the dungeons themselves.

Into the Pit looks very stylish. It has a pixelated, neon aesthetic that makes everything look oily and creepy and is very effective for the vibe they are going for.

Into the Pit also plays very well. It is fast-paced and it feels good to use the weapons, dash around the arenas, and kill enemies. It doesn't quite improve on the mechanics from there, and it doesn't do much to mix up the gameplay, unfortunately. The weapons are also all very similar, which makes the starting situation for any run basically the same.

The roguelike elements don't really introduce enough variance in a run, mostly being percentage improvements or minor changes to damage taken. They don't change your run or how you play your character.

Into the Pit is very good for the first run, but hits a brick wall very soon after that. Given more dynamic roguelike elements, better dungeon generation, and better advancement mechanics this would be a really cool game. As is, I can't find much to recommend here.

Into the Pit is a throwback FPS style rogue-lite with clear inspiration taken from Doom, Bloodborne, and the string of wildly popular rogue-lites seen over the past decade, such as the Binding of Isaac and Hades.

I had originally played the demo for Into the Pit during Steam’s Next Fest indie games showcase, and I really enjoyed what they had to show off. The actual moment to moment gameplay and shooting in Into the Pit feels really good. I love the low poly aesthetic and PS1-inspired lighting, giving me Dusk and Cultic vibes. That is about all I have to say positively about the game.

In absolutely stunning move, Into the Pit is a rogue-lite without random level generation. There are about two dozen (if even) level layouts that you will encounter over and over again. These levels are incredibly small and all of them can be completed without rushing in about two minutes. Despite the small amount of levels, they still manage to feel robotically crafted with minor variation.

In addition, thought the game features a handful of uniquely designed dungeons, each with its own theme (swamp, forest, etc), it is genuinely difficult to tell the difference between them. The player must complete four levels per floor, and each dungeon has four floors in addition to a boss fight at the end. No matter what dungeon the player chooses to venture into, this layout will be identical on every single playthrough. Floors 1 and 3 will feature a room that heals you, and floors 2 and 4 will feature a room where you can rescue a villager, one of the game’s collectables that unlock more shops in your home base. This completely gets rid of any and all surprise on repeated playthroughs, another huge negative when it comes to rogue-lites.

The game’s weapons, spells that fit comfortably into traditional FPS weapons (shotgun, sniper rifle, etc), honestly all feel really nice to shoot and enemies gib into satisfying chunks. However, the game’s upgrades, earned by completing a level, are incredibly boring and unimaginative. Passive damage % upgrades are not fun or interesting to collect, and they consist of nearly all of them. In addition to the monotonous level design, these also contribute to basically every single run feeling identical.

I think it’s a shame, honestly. They have a really solid foundation here when it comes to gunplay and aesthetics. Without a massive overhaul that I suppose could come in the form of free updates or paid expansions, there is essentially no added value in playing past the free demo.

i just didn't really think the combat or upgrades were that interesting.

It's like the Temple of Styx from Hades but first-person and mind-numbing.