FLOWSLAYER

Master the Flow. Slay the Run.

A precision-driven 3D action roguelite. Build momentum, chain relentless combos,
and tear through arenas — or lose it all in a single hit.

UE 5.7.4 Hack'n'Slash PC In Development

What is FlowSlayer?

Inspired by Hades, Devil May Cry, Dead Cells, and Furi — FlowSlayer fuses deep combat mechanics with tight roguelite structure.

⚔️

Deep Combat

Dozens of moves, countless combinations. Combo windows, cancel mechanics, a guard system — every tool rewards mastery, and the ceiling is as high as you want it to be.

🎲

Roguelite Loop

20–30 min runs across 4 escalating arenas. Upgrade your modular weapon, level up every 5 milestones, discover synergies — start over if you fall.

🔩

Built From Scratch

No off-the-shelf combat systems. Every mechanic — hit timing, dash physics, combo cancels — handcrafted from the ground up. What you feel is exactly what was designed.

The Flow System

Flow is the heartbeat of FlowSlayer. Aggressive play charges your meter — every hit landed pushes you closer to an unstoppable state. But every dash costs Flow, and every hit you take drains it.

At maximum Flow, you become temporarily immune to all damage. Master the balance between relentless offense and resource management.

Tier 1 Building
Tier 2 Flowing
Tier 3 Surging
MAX Untouchable ✦
FLOW MAX

Damage Immunity Active

Fight on Your Terms

Ground, air, dash — every stance has its own arsenal. String them together, and the real game begins.

Ground

From swift light strikes to devastating power slashes — your ground game is the backbone of every encounter. Mix and chain to keep enemies guessing.

Aerial

Launch enemies skyward and keep them there. Juggle, slam, stall mid-air. The ground is optional.

Dash

Speed is a weapon. Burst through enemies, slip behind them, sweep wide. Every dash is an opening — and a Flow cost.

Special

Lock on, guard up, heal when you can. Every tool costs Flow or demands timing. Manage your resources or lose everything.

What it feels like

Three seconds into your first combo, you'll understand.

One hit from glory.
One hit from ruin.

At max Flow you're untouchable — immune to all damage. But charging your meter demands aggression, and aggression demands risk. Play on the edge or don't play at all.

A weapon you can actually master.

Ground, air, dash — each stance opens new possibilities. Cancel into a dash, juggle mid-air, chain a finisher. You won't run out of things to discover.

Die sharp.
Run it again.

20–30 minute sprints through escalating arenas. Upgrade your weapon, discover synergies, push further than last time — or fall trying.

Get in Touch

Questions, suggestions, or just want to talk game design? Leave me a message and I'll get back to you.