We Love It's Guide to…
A vertical-climbing action roguelike: scale a massive tower as a capybara while your weapons fire on their own, bullet-heaven style.
Coming soon: 09 Nov 2026
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Climb the tower. Survive the horde. Become a god.
Capy of Gods is an action roguelike about a capybara climbing a colossal tower while waves of enemies try to drag it back down. It blends vertical platforming with automatic bullet heaven combat: you focus on climbing and dodging, your weapons fire on their own.
Every run is different. Every floor is fresh chaos.
⚔️ Fight as you climb
Your weapons attack automatically: you decide where to move, when to jump, and when to dash to dodge. Gain XP, level up, and pick from 3 upgrades: new weapons, animal instincts, and synergies that reshape your entire build.
🗼 A tower that builds itself
Platforms, traps, chests, secret rooms, and biomes (stone, moss, blood) — all procedurally generated every run. You never climb the same tower twice.
👹 Bosses and semi-bosses
Face flying semi-bosses with unique attack patterns and a floor boss you summon when you're ready. Survive the horde… and whatever the horde is hiding.
💎 Persistent progression
Earn rubies every run and unlock permanent attributes, weapons, instincts, items, and new capybara characters — each with its own playstyle.
🎮 Easy to pick up, hard to put down
Simple controls, fast runs, deep decisions. Full keyboard and controller support.
How high will you climb before the tower swallows you whole?
| Platforms | Windows, macOS, Linux |
|---|---|
| Age ratings |
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| Controller support | Xbox |
| Controller required | No |
| Demo | View demo on Steam |
| DLC / extras | 1 listed on Steam |
| AI disclosure | Capy of Gods features artwork from many different artists—most enemy, boss, and weapon spritesheets, among other assets, were purchased from independent creators. As a solo developer, I used generative AI tools to bring to life some of the original art I had envisioned for the game (certain sprites, icons, and illustrations), as well as some sound effects, ambient sound, and voices. Every AI-assisted asset was then manually refined and repainted by hand until it matched exactly what I had imagined. All of this content is pre-rendered and hand-integrated into the game—nothing is generated live during play. Each asset was individually reviewed and curated before inclusion, and I hold commercial-use rights for all the tools involved. |
| AI disclosure categories |
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| Website | Official website |
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