Most RPG rescue missions come with an unspoken promise that, if you play well enough, you can eventually save everybody. The missing party can be found, the curse can be broken, and the heroes can somehow make it home together. Annihilated starts from a much crueler place. You enter its dungeon knowing there are several broken heroes waiting somewhere below, but no matter how well things go, you are only bringing one of them back.
That immediately gives Death Kumiai’s upcoming roguelite RPG a very different kind of tension. Annihilated mixes dungeon crawling, card based combat, psychological horror, and an enormous story driven script with four separate character routes. Its colorful, almost adorable presentation sits beside a much darker story about failure, trauma, sacrifice, and what remains of people after something has thoroughly broken them. Rather than asking players to assemble the perfect party, the game asks them to decide which member of a destroyed one deserves another chance.
The premise begins after a legendary Hero and their companions disappear inside a cursed dungeon. A rescue party is sent after them, but that mission ends almost as badly as the first. The player is the sole survivor, left without any real fighting strength and forced to continue deeper into the dungeon by relying on what remains of the fallen heroes. Each one can still help in a different way, but the game makes one condition painfully clear: only one of them can ultimately be saved.
A Dungeon Crawl Where The Characters Matter As Much As Survival
That setup gives Annihilated room to treat its four routes as more than alternate gameplay paths. Choosing who to focus on changes what players learn about the original Hero’s party, what happened inside the dungeon, and how those characters reached the state in which you find them. The game reportedly contains around 200,000 words of narrative, which suggests these routes are meant to carry substantial character development rather than simply offering different endings after largely identical runs.
Lead artist and writer Sabotenshi describes the game as being shaped by the suggestive simplicity of older games and the more conflicted character writing found in text adventures, light novels, and JRPGs. Inspirations range from Fire Emblemand Super Mario RPG to Undertale and The Legend of Zelda, but the goal seems less about reproducing any one of them and more about creating the same feeling of discovering something unexpectedly heavy beneath an inviting visual style. Annihilated wants its characters to look whimsical while still behaving like complicated people carrying very real damage.
That contrast may be one of the game’s strongest ideas. Cute horror has become its own recognizable aesthetic, but it works best when the darker material is not simply there for shock value. Here, the disturbing imagery is connected directly to characters who have already lost, failed, or been changed by whatever happened below. Finding them is therefore not the triumphant end of the rescue mission. It is the beginning of deciding what you are willing to do with what remains.
The dungeon itself seems designed to make those decisions harder. Monsters are only one part of the threat, with traps, dwindling equipment, random events, and a persistent curse creating constant pressure as players move deeper. Some traps can kill immediately if you stop paying attention, while failure is built into the roguelite structure through quick retries and progression across repeated attempts. The same place that shattered the original heroes is now working on you, which makes uncovering their story feel inseparable from surviving long enough to hear it.
Even Your Weapons Are Something You Have To Sacrifice
One of the mechanics that fits the tone particularly well is the weapon breakage system. Weapons have limited durability, so every useful piece of equipment is already temporary, but players can also deliberately destroy a weapon to gain a short term combat advantage. That turns something normally treated as an inconvenience into an actual strategic choice. Instead of asking whether a weapon will eventually break, the more interesting question becomes whether destroying it right now is worth what happens next.
It is the kind of mechanic that sounds simple until you imagine using it at the end of a difficult dungeon encounter. Maybe the weapon still has enough durability to survive another fight, but breaking it intentionally could provide the boost needed to survive the current one. Holding onto it protects your future options, while sacrificing it gives you immediate power at the cost of making whatever comes next harder. That fits a game already built around deciding what can be saved and what has to be left behind.
Broken weapons and defeats also feed into the game’s Curse Point system. Those points can be used for items, stat improvements, or surviving lethal roulette situations, meaning even failure can create resources that affect what happens afterward. There is an appealing nastiness to a game where destruction keeps becoming useful. The dungeon takes things away from you, but Annihilated repeatedly asks whether you can turn those losses into something that keeps the run alive a little longer.
Combat mixes turn based card mechanics with timing based actions, so planning is only part of the equation. Players still need to react properly during fights rather than simply selecting cards and watching the result unfold. That combination could help combat avoid the slower rhythm that some deckbuilders eventually fall into, particularly when the rest of the game is already asking players to carefully manage limited equipment and dangerous dungeon events.
Four Routes Mean Four Versions Of What Really Happened
The choice between the broken heroes also gives Annihilated a natural reason to be replayed. Each route contains decisions that can affect how events unfold and what players ultimately discover, so finishing one character’s story does not necessarily provide a complete explanation of the dungeon or the missing party. Instead, the truth appears to be scattered across different perspectives, encouraging players to return even after reaching one conclusion.
That is a much more interesting use of multiple routes than simply changing which character accompanies you. If each survivor remembers the group differently, then choosing one person also means choosing whose version of the disaster you are willing to follow. Someone may be hiding information, misunderstanding what happened, or carrying guilt that changes the way they describe another member of the party. A story about damaged people becomes far more compelling when the player cannot assume that any single perspective represents the entire truth.
The fact that only one person can be saved also means repeated playthroughs have the potential to become increasingly uncomfortable. On the first run, you may naturally gravitate toward whichever character immediately interests you. Later runs come with more knowledge, and that knowledge can make the decision harder because the person you previously left behind is no longer just another route on a menu. You know more about who they are, what happened to them, and what abandoning them actually means.
That is where Annihilated could distinguish itself from the endless supply of roguelite deckbuilders competing for attention. Its combat systems offer plenty of ways to make individual runs tense, but the most memorable part may end up being everything those systems force you to leave behind. Weapons break, runs end, characters reveal themselves slowly, and eventually the game asks you to commit to saving one person when you have spent enough time with the others to understand what that choice costs.
Death Kumiai describes itself as a studio that makes games about death, and Annihilated certainly seems committed to finding several different meanings inside that idea. Death is a mechanical threat in a lethal dungeon, a source of progression through failure, and a shadow hanging over characters who already survived something that may have changed them permanently. Even success does not appear capable of undoing everything that happened.
That is what makes the game worth watching. Plenty of RPGs ask whether you are strong enough to rescue the heroes. Annihilated seems much more interested in asking what happens when rescuing everyone was never an option in the first place.
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