A parry-first cyberpunk soulslike where Chinese mythology has been rebuilt as a neon mega-city.
ReBlade: The Death Spiral is ChillyRoom's cyberpunk action roguelite, published by Spiral Up Games and coming to PC via Steam. Nearly every attack in the game can be deflected - including blaster fire - and a successful parry builds a suppressed state that doubles the damage you take. This wiki covers the parry loop, the three-axis buildcrafting system (weapons, IC chips and augments), the branching node map, and every boss in the demo.
Almost every attack can be deflected - melee, martial arts, blaster fire and bombs. A failed parry degrades to a block, so the system forgives early inputs.
Deflected blaster rounds fly back into the crowd. Explosive projectiles can be kicked back at staggered enemies for free damage.
Weapons, IC chips and out-of-run augments. Rarer weapons carry more chip slots, and affixes and buffs transfer between weapons mid-run.
Discrete rooms with no step limit and free backtracking, but some regions expire on a timer. Every layer has mandatory mini-bosses.
ReBlade: The Death Spiral (Chinese title: 蝼蚁之城) was announced on January 27, 2026 by ChillyRoom, the roughly seven-person Shenzhen studio behind Soul Knight and Otherworld Legends, and published by Spiral Up Games. It is a top-down cyberpunk action roguelite with a souls-like, parry-centric structure, and it is coming to PC via Steam only - no console version has been announced.
The setting is a neon mega-city where cybernetic gangster-warlords have been reimagined as Chinese mythological gods. Digitalised Shanhaijing beasts, talismans, karma and Buddhist rebirth cycles all feed into the fiction, and the run structure is an Abyss Tower (归墟塔) that changes every run, split into three realms: 地界, 人界 and 天界.
You play as Shu (夙), a "Condemned Synthetic" marked for destruction, waking in a junkyard at the base of the tower and climbing to find out why she was condemned and how to break the cycle of false immortality. The "Death Spiral" of the title is the reset itself: death returns you to the start of the run with a new tower.
A public demo launched on October 19, 2026 during Steam Next Fest and remains downloadable through November 10, 2026. There is no confirmed full-release date - the December 2026 and February 2027 dates on aggregator sites are placeholders, not announcements.
Parry (弹反) is the central verb. Successful parries build a suppressed state (抑制状态) on the enemy, which doubles the damage you deal to them. Parrying is therefore not a defensive habit - it is the primary damage engine, and the intended play is aggressive. The input window is forgiving: an early press still connects, and a failed parry falls back to a damage-reducing block rather than a full hit.
Enemies carry a shield/poise bar and telegraph with a white pre-attack flash. Precise parries drain that bar; zeroing it leaves them vulnerable for a long window, and an execution or cyber-body finisher follows.
Weapons come as longsword (balanced), twin blades (fast) and axe-and-shield (heavy), plus higher-tier weapons from dungeon rooms and shops with chain-lightning and fire-burst skills, and ranged options including pistols and an explosive cannon. IC chips (晶片) slot into weapons for elemental damage, recovery and stat modifiers - and rarer weapons have more slots. Augments (义体改造) and Karma (业力) are the persistent, out-of-run upgrade tracks. Weapons carry up to about four affixes and two main/sub skills, and affixes can be dismantled and transferred, with same-tier skills fusible.
Each city layer is a set of discrete rooms - mob rooms, currency rooms, shops, blacksmith and upgrade rooms, elite rooms, mini-boss rooms - with no step limit and free backtracking. Some regions expire after a limited time, shops are scarce, and every layer's final boss room stays locked until you have cleared the mini-bosses. There is no straight-to-boss speedrun.