Glitched Mayhem Publishing


Hey!
Good to see you checking in! My love for games has grown strong over the years. Approximately 7 years ago, I opened up my first game engine and have been programming ever since. Fast forward to today, and now I create websites to promote my biggest game idea thus far.
A rouglite where the user never gets the feeling that she or he has experienced every thing that the game has to offer. A rouglite that never stops on giving.


Glitched Mayhem is a roguelite with a high focus on replayability, where new challenges and experiences never end. This project draws heavy inspiration from popular roguelites/roguelikes such as Risk of Rain 2, The Binding of Isaac, Hades, Cult of the Lamb, Journey of the Prairie King, and Undertale. Despite these influences, Glitched Mayhem strives to be original by connecting many elements cohesively without overwhelming the player. Elements like skilltree, powerups, card-selection, timed difficulty, achievements ulocks, stat building, economy, multiplayer and of course elements of the roguelite genre that keeps the play loop feel refreshing.

Currently, Glitched Mayhem follows a story that indulges the player in a fun time on an old arcade machine that is supposedly out of order. As the player progresses, more glitches and artifacts appear, making the game seem increasingly broken. The final boss reveals that the player is causing the game's demise. Upon defeating the last boss, the game crashes, reboots, and you are back at the beginning in true roguelite fashion.

The game's release is planned for a soft launch in Q1 2025, with a full release closer to Q2 2025 on PC and all consoles as an action-roguelite. The game is in a state where the controls could be converted to touch controls, though there are no plans for this at the moment. A big selling point is that multiplayer (couch play) will be available at launch, with plans to expand multiplayer features in the future. Now! Enough reading for a while, let me show you what this project is all about!


This video shows gameplay of a typical run in Glitched Mayhem where the player has a few hours on record.


Power-ups, like in most games, enhance a part of the player, making them much stronger for a short while. Power-ups can even be combined or stacked for an even stronger effect!

Project Showcase

A card selection appears upon leveling up. These cards can do all sorts of things, from just giving stats to changing the gameplay going forward.

Project Showcase

The shop appears on every stage before a boss appearance and functions as a way to enhance your build in exchange for some coins.

Project Showcase

Multiplayer is currently local co-op, where you will find some benefits in working as a team, as well as encountering new obstacles, like new enemies and harder scaling.

Project Showcase

Stats are the core function of the game, so the Statbench is one of the first stations you unlock to better help you balance your build.

Project Showcase

Masteries are your personal skill tree, where in exchange for boss tokens you can gain permanent power-ups, unlock new stats, or enhance yourself in various ways.

Project Showcase

Runes are unlocked through achievements and can alter or revamp gameplay fundamentals to keep it feeling fresh.

Project Showcase

The well unlocks when you are ready to increase the game's difficulty for higher rewards.

Project Showcase

How is the Gameplay?


What is the story?


Statistics, logistics, data...stics?

Why should this game exist now? Data, data, data


The bright future of this game

Community & marketing Production


Wait, who am I??

The team


Who are you?? (to me)

What do you need?


Game Hero