About

Rainroam is a souls-lite action adventure on islands above the clouds. You play as a cat knight or a frog Rainkeeper, travel between towns, take on quests, clear dungeons and fight the guardians at the end of them.

We enjoy action RPGs on consoles and wanted something like that on a phone, played with one hand, for example on a train. So Rainroam is played in portrait with one thumb: drag to move, release to attack, tap to dash. A second finger can dash while you keep moving. Landscape and keyboard play work too.

3D or pixel art

The whole game can be drawn in two styles: soft-lit 3D or pixel art. You can switch at any time, even in the middle of a fight. Nothing restarts: the hero, the enemies and the save stay as they were.

Technically these are two separate renderers drawing the same game state: a 3D renderer on WebGPU (TypeGPU) and a pixel-art renderer on Phaser/WebGL. Each has its own characters, animations, scenery and effects, and the HUD, map and menus change style with them. This also helps on older phones: without WebGPU the full game runs in pixel art, and with it the player can choose.

How it plays

  • Explore and quest. Townsfolk give quests that send you to new places. Dungeons end with a guardian, and clearing them opens new routes. Bridges, secret rooms, gear and side paths reward looking around.
  • Fight. Every enemy attack shows its exact shape on the ground before it hits. Basic attacks are automatic, so you focus on positioning, stamina and timing. The knight fights up close; the Rainkeeper casts from range and recharges her rain magic by walking.
  • Grow. Enemies drop embers. You can push on or go back to a lantern to spend them on levels, attributes and oaths. If you die, your embers stay where you fell until you walk back for them.

The Wishing Well (BETA)

Alongside the saved Story mode, The Wishing Well is a separate hardcore roguelike. Each run charts a new route through six depths: clear rooms, collect keys and bombs, choose from 75 artifacts, discover synergies, and face a keeper at the end of every depth. You have one life, and both the cat knight and the Rainkeeper can descend in 3D or pixel art.

The first two depths are free to try. The same one-time Full Game purchase unlocks the remaining depths and the rest of Story mode.

What's in the game

  • 7 regions, from pink lakes to the snowy north, each with its own time of day and weather
  • 5 towns, Bellwether and four more, with residents and questlines
  • 13 dungeons and caves with seeded layouts, secrets and a guardian at the end
  • 2 heroes that play differently and have their own builds
  • 8 skills and 7 weapons from quests and town traders, plus talismans to shape a build
  • 4 mini-games: fishing, a paper-boat regatta, mushroom foraging and a village rhythm concert
  • An original soundtrack that gets tense in fights and calms down at lanterns

Pricing

The first island, with its first dungeon, is free. At the South Bridge you can buy the Full Game once: it raises the bridge, and the same save continues through the rest of the story. The offer is also in the main menu.

There are no ads, subscriptions, energy timers or paid power: levels, gear and wins come from playing. A free first chapter and a single price is a common model for adventure games, and it lets players decide whether they like the game before paying. On Galaxy, Samsung IAP handles the payment and RevenueCat manages the offering, the entitlement and restores.

How we built it

One TypeScript codebase runs in Capacitor on Android and iOS, in the browser and in a native Mac app. We started planning in mid-August; by early September we had the concept and a few early prototypes, and the first version, 0.0.1, came out on September 17. Galaxy Store approved Rainroam 1.0.1 on September 30, and the iOS version is in App Store review.

The hardest parts:

  • Keeping the two renderers in sync. Hitboxes, attack warnings and camera angles have to match exactly, or switching mid-fight would change what happens. Both renderers draw the same simulation, so an attack that starts in 3D lands the same way in pixel art.
  • A bug on real Galaxy hardware. On the Galaxy S25, an Adreno driver issue made animated characters disappear. We found it in Samsung Remote Test Lab, changed how the GPU buffers are packed and shipped the fix to the store app the same day through its signed live-update channel.
  • Picking the renderer per device. We check for graphics support inside the actual WebView instead of guessing from the phone model or chipset. Phones without WebGPU get the pixel-art renderer, which has the whole game.

What's next

We are refining The Wishing Well during its BETA. Next up: full controller support and consoles.

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