It may be hard for casual fans to tell the difference between roguelike and roguelite games, the latter typically emphasizing a stronger sense of progression as players carry things forward to make future runs easier. Regardless of where any individual title falls on the spectrum, this overarching style has become increasingly popular, as evidenced by recent successes like Supergiant Games' Hades and Housemarque's Returnal. Revita aims to leave its mark on the roguelite scene by using a health resource-management system to dial up the game's risk.
Game Rant spoke to lead developer Benjamin «BenStar» Kiefer about the winding path of Revita's development over the last half-decade, and how a now-small team is preparing to launch on PC and Switch come April 21. Interview has been edited for clarity and brevity.
Revita's Risk vs. Reward Health Mechanic is Worth Watching
Q: What's your elevator pitch for people who have never heard about Revita?
A: Revita is a fast-paced roguelite with a very, very strong emphasis on risk-reward systems, where basically every decision you make will have some long-term consequence. The main point of the game is that your main currency, the thing you purchase anything with — be it upgrades, additional damage increases, etc. — is all done with your health. That means every decision regarding items has heavy consequences, as it also means you're closer to death.
That has some other implications so far as «how do I strategize in a run,» «am I willing to take this item,» «am I willing to put myself in this risky position where the run could be over at any second?»
Q: Where did that idea originate? I know we've talked about influences like Binding of Isaac, Hollow Knight.
A: I think the whole idea of using
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