

Losing a character results in a loss of that character’s traits, and the player is given a randomized replacement with new traits, as well as a reset of their progress on the starmap. This isn’t the case with Void Bastards, as when the player dies, they lose their current character forever, but not the gear that they’ve crafted throughout their campaign. The recurring issue I have with the roguelike genre is how discouraging it is to be forced to restart from square one upon dying. While I’m not among those who revel in crushing difficulty, this genre has produced some of the most creatively rewarding games of late. For some, the challenge of attempting to stay alive in a hostile world for as long as possible is a rewarding strategic dance with death. While most games are lenient with the penalty of death – a quick reload and few minutes of backtracking often being the price – few other genres make death quite as punishing as roguelikes. Developed by Blue Manchu Games, its melding of gameplay mechanics and genres is simplistic but meaningfully implemented, but for as well as it plays and looks, the one feature that gives it a leg up on its crowded sub-genre is its handling of death.

You might not know it from simply looking at Void Bastards, but underneath its gorgeous comic book exterior is one of the most refined roguelikes of the year.
