Inspiration

RogueGods was born from our passion for deckbuilding games like Slay the Spire, Magic: The Gathering, Hearthstone, and other strategic titles, reimagined for VR and MR in a fully immersive, physical way.

We wanted players to physically interact with their cards, transforming them into the weapons, allies, or spells they represent, and use them directly in combat. The goal was to create a VR experience where card mechanics feel alive and tangible, combining strategy, skill, and immersion.

We were also inspired by Greek mythology and the legends of heroes like Heracles, Hippolyta, and Theseus, imagining how their abilities could translate into unique VR interactions as players ascend Mount Olympus.

What it does

RogueGods is a XR roguelite deckbuilding game where players select a hero and throw cards that physically transform into weapons, allies, or spells in real-time combat. Players face procedurally generated enemies and bosses on the way up Mount Olympus, upgrading their deck and abilities as they progress.

Key features include:

  • Three playable heroes with unique combat styles
  • Over 40 upgradeable combat cards and divine relics
  • Physics-driven weapon throwing for immersive VR combat
  • Dynamic enemy AI and procedurally generated encounters
  • XR-native interactions and gesture-based abilities
  • Mixed reality mode for playing in your real environment

How we built it

  • Engine & SDKs: Unity 2022.3.19f1, Meta XR SDK, XR Interaction Toolkit, VR Interaction Framework
  • Programming & Scripting: C#, Input System, ScriptableObjects, Timeline
  • Art & Design: Blender, Substance Painter, Shader Graph, URP
  • Version Control: Git LFS, Plastic SCM
  • Networking & Multiplayer (future roadmap): Photon Fusion
  • Other Tools: TextMeshPro, JSON (Newtonsoft), Profiling & Optimization tools

Challenges we ran into

  • Designing intuitive VR card mechanics that feel natural and satisfying
  • Maintaining smooth physics interactions on standalone Quest hardware
  • Balancing deckbuilding strategy with replayability
  • Creating dynamic, procedurally generated encounters that remain challenging without overwhelming players
  • Optimizing particle effects and visual feedback while maintaining performance

Accomplishments that we're proud of

  • Selected for Meta Horizon Start program
  • Featured at Pucela Game Awards 2025 as “Best VR Game”
  • Built a full VR demo of Act 1 with playable heroes, cards, and bosses
  • Developed XR-native interactions and card physics systems from scratch
  • Achieved consistent performance targets on Quest 2/3/3S hardware
  • Created a unique blend of strategy and action that feels native to VR

What we learned

  • How to translate traditional card game mechanics into immersive VR interactions
  • Optimizing physics-driven gameplay for standalone VR
  • Balancing challenge, strategy, and fun in roguelite design
  • The importance of clear visual feedback and spatial UI in fast-paced VR games
  • Working efficiently as a small indie team on a complex VR project

What's next for RogueGods

  • Complete Acts 2 and 3 with new heroes, environments, and mythological bosses
  • Add multiplayer co-op mode for 2-4 players tackling Mount Olympus together
  • Implement competitive PvP arena mode with deck customization
  • Explore advanced XR interactions including potential hand tracking support
  • Launch on Meta Quest Store in Q2 2026
  • Continue expanding content with seasonal updates, new card sets, and heroes

Built With

  • blender
  • c#
  • git-lfs
  • input-system
  • json-(newtonsoft)
  • meta-xr-sdk
  • photon-fusion-(future-multiplayer)
  • plastic-scm
  • profiling
  • scriptableobjects
  • shader-graph
  • substance-painter
  • textmeshpro
  • timeline
  • unity-2022.3.19f1
  • urp
  • vr-interaction-framework
  • xr-interaction-toolkit
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