Subtractive Runemixer is a work-in-progress RPG by Starbage, not too long ago launched at no cost on Itch.io. I learn about it as a result of artist and author Oma Keeling shared it on Bluesky. It is a first-person RPGMaker manufacturing in you’re a gloomy automaton referred to as Caster, who’s looking out a labyrinth of spiritual icons and expertise for one more automaton who desires to kill you.
Alongside the way in which, you’ll delve into dungeons that appear to be server farms crossed with the unique Sonic the Hedgehog Particular Stage. Corridors of blocky lights with flooring of slanted crystal. Right here you’ll battle items of sorrowful e-waste, reminiscent of Emotional Outlet and Dwell Wire. The battles themselves are randomised and turn-based.
I’ve but to complete Subtractive Runemixer – I dipped in for a fast go over lunch – however I do like its setting. The opening space is a church floating towards a sky of seamy pink and purple rock texture, as if you had been hallucinating all of it whereas observing a cavern ceiling. The partitions of the church appear to be bands of TV noise. The motley, glitchy artstyle furthers the core mechanic of runemixing, which is form of like stirring collectively paints on a palette to create probably the most violent shade.
In fight, you first put together completely different colored runes, which takes one flip, after which hearth them at your opponent. You can even conjure a collection of runes, combining them on the HUD, with a purpose to carry out a extra highly effective transfer, at the price of letting the enemy get a number of hits in.
Enemies themselves solid and blend runes. The dungeons comprise a number of esoteric puzzles which may require you to jot down what you are being attacked with, and replicate that data in some kind. It is a good present of how a “fight system” can function an expressive instrument, not only a technique of progress.
The emphasis on color additionally evokes the thought that once we speak about philosophical components in RPGs, we’re additionally speaking concerning the related custom of color principle. Does hearth beat water solely as a result of the requisite shades of purple and blue sit at sure factors on the basic color wheel?
How can we predict in another way about components, which are sometimes probably the most tedious and predictable components of RPGs, if we function extra explicitly when it comes to complementary or clashing colors? What if skills had levels of efficacy based mostly on major, secondary and tertiary colors, or bolstered one another via monochromatic variation?
It could be that Subtractive Runemixer actually will get into all this. I’ve solely polished off one of many two at the moment accessible dungeons. Whereas I am positive the color principle affiliation has been explored by different builders, inasmuch because it appears actually apparent to me now, the one different RPG I can consider that dabbles in such issues overtly is Chrono Cross, with its superb, triadic subject impact mechanic. I might love to listen to about any others that happen to you.

