---
title: 'This New Roguelike Genuinely Shocked Me | Raiders of Blackveil'
source: 'https://youtube.com/watch?v=v9zmvaWNFB8'
video_id: 'v9zmvaWNFB8'
date: 2026-08-09
duration_sec: 627
---

# This New Roguelike Genuinely Shocked Me | Raiders of Blackveil

> Source: [This New Roguelike Genuinely Shocked Me | Raiders of Blackveil](https://youtube.com/watch?v=v9zmvaWNFB8)

## Summary

Raiders of Blackveil is a top-down co-op dungeon roguelike developed by Wombo Games, designed for one to three players. It features a tight loop of action, loot, and progression with no hub town or filler systems)Skip the filler—this is a pure dungeon-crawling experience. The game stands out for its unique perk system that lets players mix and match traditional RPG archetypes mid-run, creating hundreds of character build combinations. The reviewer highlights its high polish, fast-paced gameplay, and the satisfying risk-reward loop of extracting loot, making it one of the most replayable indie games they've played in years.

### Key Points

- **Core Gameplay Loop** [00:02] — Raiders of Blackveil is a co-op dungeon roguelike where you battle monsters, dodge traps, and progress your character. There's no hub town or filler quests—just a tight loop of action, loot, and fun that starts immediately.
- **Character and Perk System** [00:30] — Players choose from four preset characters called rebels, each with a base identity and core abilities. The twist is that you build the rest of your class mid-run using a perk system that pulls from traditional RPG archetypes, allowing combinations like a warlock assassin or a guardian druid.
- **Game Overview and Polish** [01:13] — Made by a small team at Wombo Games, the game feels more polished than typical indie titles. It's a top-down dungeon roguelite for 1-3 players, described as a mix of Hades and Gauntlet, with set heroes that play like champions in a mobile-like League of Legends.
- **Build Customization Depth** [02:44] — The perk system is where the game shines. After completing a map, you choose from perks that push you toward archetypes like warlock, druid, guardian, priest, or assassin. You can mix and match, leading to crazy combinations like a tank character built into a warrior mage or a spin-to-win DPS.
- **Run Structure and Randomization** [05:01] — Runs are randomized but not chaotic, featuring curated encounters like trap rooms, events with tough decisions, elite enemies, and mini-bosses. A smuggler can stash items, a vendor sells supplies, and some creatures offer power for health sacrifices.
- **Boss Fights and Difficulty** [06:09] — Bosses have real mechanics like AoE patterns, adds, and slam attacks. The reviewer's first mini-boss humbled them after getting greedy for loot. The final boss of the first zone, a butcher pig hybrid, annihilated them, but the failure motivated them to theory-craft and eventually win with a glass cannon build.
- **Progression and Extraction** [06:50] — Despite being a roguelite, you don't start from scratch every run. You earn gold, gear, and perks, some of which are extractable. Gold is used at hub vendors to unlock new gear, boost starting strength, and unlock new archetypes.
- **Atlas the Tiger NPC** [07:18] — Atlas is a massive tiger NPC that you feed glowing blue gems to in exchange for boosting your base character, unlocking perks early, and adding new dungeon features like treasure chests. This creates a sweet spot between roguelite reset and RPG-style growth.
- **Replayability and Respect for Time** [08:39] — The game gives that 'just one more run' feeling. It respects your time—you log in, queue up, and have fun. It's not a 1,000-hour live service MMO, but a focused dungeon experience built for challenge, similar to Hades.

## Transcript

co-op dungeon roguelike where you can play solo or with a team to battle monsters, dodge traps, progress your character, and engage in epic boss battles using very unique class building. There's no hub town, no
filquest, nothing boring, just a tight loop of action, loot, and fun that kicks off right when you hit play. You start by choosing from four preset characters called rebels, each with their own base identity and core abilities, but the
twist is you build the rest of your class midrun using a perk system that pulls from traditional RPG archetypes. So maybe you can build a warlock assassin or maybe a guardian druid or a warrior priest. Every perk you take
reshapes your play style and every run lets you rebuild from scratch. The core loop is simple. Pick a rebel, enter the dungeon, level up, and escape with your loot. So, today I'm going to be giving you all a first look on how Raiders of
Black Veil works, what makes this game so special, and why it might be one of the coolest indie launches to look out for. Because, man, this game is nothing for. Because, man, this game is nothing short of epic. Okay, so what is Raiders
of Blackville? First off, it's an indie game made by a small team at Wombo Games. This game, however, does not feel like your average indie game. It's way more polished and substantially above what I expected when I first started
playing. It's a top- down dungeon rogue light built for one to three player cooperative runs. Kind of like Hades mixed with a little bit of gauntlet back in the day, but with set heroes that play like champions in a mobile like
League of Legends. Each time you queue up into a raid, you're dropped into a enemies you need to fight, elite choose. So, the goal is to become powerful and scale up your character to
escape with as much loot as you can. There's no big hub town or reputation grinds or filler systems. It's just you and your team heading into dungeons to try to progress through them and get out with all the loot. The difficulty can
also ramp up very quickly because the deeper you get, of course, the harder everything becomes. Not just enemies, but how fast you need to react and adapt to certain mechanics. customize your build and change your character on the
really, really nice. It's a satisfying little puzzle of trying to flesh out the best character you can with the cards that you are dealt. Fast-paced, clean, and basically no downtime when you're playing this game. You're in the action
right away, and every choice makes your run matter. Now, when it comes to your choice of characters in the build system, this is where 100% Raiders of Black goes from some average indie game to something very, very impressive. So,
character. You pick from a roster of heroes called rebels, which is kind of They all have their own identity, a unique play style, and a few core abilities that define how they function. But it goes way beyond that because in
this game, there's also a perk system. These are bonuses you have the opportunity to gain during your runs, where after you complete a map, you're given a chest to choose from one of the perks. Every perk you unlock pushes you
toward one or even several class archetypes like the warlock, the druid, the guardian, the priest, the assassin, and more. The idea is that you can even mix and match these perks however you want. And that's how you end up with
some really crazy combinations. For example, I took Iron Horn, which traditionally he is a tank character, and I built him into a warrior mage where my abilities would just shoot out balls of fire and frost because I was a
warrior, I would deal substantially more character, who's traditionally a tank, into like a full-on spintowin DPS like Garen in League of Legends if you built him for just pure damage. This is why I
build your characters however you'd like. Do you want to have a necromancer stealth assassin that summons a bunch of minions? You can have that. Do you want to change traditionally a healing character into a full-blown DPS? You can
do that as well. There are literally hundreds of combinations that you can choose from, and every run lets you rebuild and change your character from the ground up, giving you always something exciting to try out. The first
time I tried it, I didn't have any idea what I was doing. But as I played more and more, I understood what archetypes and builds can combine well together, and I was doing truly just ridiculous damage. It's one of those systems that
reward you for experimenting. You're not picking the same class over and over. that's why I really love this game. The because there's like a little bit of theory crafting sandbox in every single
the moment. It's a lot of fun and it it uh you know incites a lot of been playing it pretty much non-stop the last week and a half whenever I have some extra time. So, you start off the game in a small clean hub. You pick your
rebel and you can queue up either solo or competitive. So, when you enter your run, everything is randomized, but not in a chaotic way. You'll face curated encounters like a trap room full of hazards, events that force you to make
really tough decisions like whether you want more power or do you want more course, you lack power, so it makes things a little bit more difficult. You also have the option to sometimes fight elite enemies or even a mini boss that
can end your run entirely if you're not careful. But of course, when things are harder, you get more loot. You have a smuggler that you can talk to while occasionally uh uh have him stash away some of your items and escort them back
to the main hub. You have a vendor that you can talk to occasionally where you can maybe buy some bandages, a potion here or there, or potentially even talk to some weird creature that will make you sacrifice a percentage of your
health for potential power. Everything in this game is an important decision, opinion. When I got to the first mini boss, I was pretty cocky because I was stomping everything left and right in my path. But he actually ended up humbling
me really quick and whooping my butt because I decided to get greedy and just go for more loot instead of power before I fought him. So when I did fight him, stole all my loot and I had to restart. Each boss has real mechanics, AoE
patterns, ads that you have to fight, slam attacks, I mean the whole deal. I through, you know, his little burn phases, trying to kill all the ads in really special. It was really, really fun to just queue up, go again and again
forget, dying, of course, is going to be a part of a game like this. You got to, you know, extract your loot. You got to survive and finish the run to bring everything back. That's what makes it really fun, the risk. Now, even though
it is built like a rogue light, you don't have to start from scratch every time. Every run will give you currency like gold, gear, perks, and some of these things can stick, and some of it is extractable. You'll take that gold
back to the hub vendors where you can unlock new gear to kickstart you, boost your starting strength, and even unlock new archetypes to try out later. One of the core systems early on is tied to this massive tiger NPC named Atlas. He's
the one you feed these glowing blue gems to, and in exchange, he will boost your base character. He'll let you unlock perks right in the beginning, do things and even add new features to the dungeon themselves, like treasure chests that
you can unlock, that sweet spot between rogue reset, and that, you know, RPG style growth with all the original archetypes, which is fun. Eventually, as I was progressing through the tiers and testing builds, I reached the final boss
of the very first zone. He was a, you know, big grotesque butcher pig hybrid named so 3.1. And let me tell you, he uh he whooped my butt. He annihilated me. My so-called, you know, OP build that I thought I had, I was trashed in like a
minute. He just deleted me. But here's the thing. I was actually happy it happened because it made me want to dive right back in, theory craft, and figure something out to beat him in the end. My second attempt, I tried a guardian
priest tank build to maybe make myself just unkillable. I still ended up dying. Then on my fourth run, I went a full glass cannon like rogue build, warrior mage assassin with like zero safety, but I had crazy damage and that was the
build that finally brought him down for me since I learned the mechanics. The whole fight though, the failure, the experimentation, the final win, it reminded me of the best kind of game design where when you lose, you want to
go back to the drawing board, test some things out, and then beat that boss and finally get them down. That's what makes great video games. And that's what this is all about. So, after playing Raiders of Black Veil for a while, testing
builds, wiping the bosses, and theory crafting like a maniac, I got to be honest, I did not expect this game to hook me in as hard as it did. At first glance, it looks like a very simple, you know, co-op roglike. But the second I
started mixing perks and realizing with, you know, customizing my character with all the arc types, that's when it all clicked and it became a lot deeper. This is easily one of the most replayable indie games I've touched in a couple
years. And it gives me that, you know, just one more run feeling in the best way. Not only that, it also respects your time. You log in, you queue up, and fun. It's just good, clean fun, a little bit of depth, and that's what's really
this isn't some, you know, 1,000 hour live service MMO. You're not logging in 7 days a week for 6, 7 hours a day. This is a focused dungeon experience built for challenge, similar to like Hades and all these other games. And if that's
something you're into, this game is a blast. Listen, Raiders of Blackville has and you can try the game out now by going on the official Steam page or below. I want to give a big shout out to the developers for reaching out. I was
very very excited they reached out to us for this game. I am genuinely so surprised. Yes, this is a sponsor dedicated video, but like always, anytime we have a sponsored dedicated video on the channel, it's only for a
very good reason. And this one is by far my favorite sponsor dedicated video that I've played over everything else in the past. I promise you guys, you will not be disappointed. My name is Sky from the Comeback Kids, and we will see you all
Comeback Kids, and we will see you all in the next one. Peace.
