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Trisbow: Roguelite

bybrkyuygun
You only move - the bow aims and fires on its own. A one-handed archer roguelite with six realms, six bosses, and no sprite art at all.
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Status
RELEASED
Launch
02.10.2026
Visuals
Cartoon
Platforms
Android
Mobile
Price
FreeADS
Players
SingleSolo
Rating
12+Age rating

Media Assets

Trisbow: Roguelite gameplay trailer thumbnail
Trisbow: Roguelite gameplay trailer thumbnail
Screenshot 1 for Trisbow: Roguelite
Screenshot 2 for Trisbow: Roguelite
Screenshot 3 for Trisbow: Roguelite

Game Description

Trisbow is a top-down action roguelite built for one thumb. You control movement only - the bow aims and fires on its own - so the skill sits entirely in positioning, dodging, and picking the right upgrade. It's portrait, it works with one hand, and it plays fine on a bus.

A run goes through six realms: Green Meadows, Frozen Peak, Ash Valley, Dead Lands, Storm Forest and Pirate Isle. Each is six rooms with a boss at the end. The last one puts the fight in open ocean - your archer rides a surfboard, sharks circle with only their fins showing, and the Kraken's tentacles reach up into the arena. Its body barely takes damage while the arms are up, so you cut the arms first, then dive onto it.is six rooms with a boss at the end. The last one puts the fight in open ocean - your archer rides a surfboard, sharks circle with only their fins showing, and the Kraken's tentacles reach up into the arena. Its body barely takes damage while the arms are up, so you cut the arms first, then dive onto it.

Weapons arrive as cards during the run and evolve at max level: Chain Lightning becomes Tempest, Orbit Blades become Singularity. Death ends the run, but the coins you collected stay with you and go into permanent upgrades - so a bad run still moves you forward. A leaderboard ranks players by how far they got first, then by how fast.

Free, with no in-app purchases, no banner ads and nothing that interrupts a run. One optional rewarded ad exists if you want an extra life or coins. Plays offline.

Built solo. The project contains no sprite art: every creature, boss and environment is drawn in code at runtime - 4,500 lines just for the enemies.

Tags

RoguelikeSurvivalOfflineSingleplayer

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AI Disclosure

AI was used, mostly in programming. Code: the game is written in Dart (Flutter + Flame), about 32,000 lines, and most of it was written with Claude (Anthropic) acting as a pair programmer under my direction. That includes the rendering layer described below. In-game visuals: the project contains no sprite art. Every creature, boss, environment, water surface and weather layer is drawn procedurally in code at runtime, so those visuals are the output of AI-assisted code rather than AI image generation. Item icons and store key art: AI image generation was used. Music: licensed tracks, not AI-generated. Sound effects are synthesized in code. Marketing: the trailer was assembled with AI-assisted scripting, and store and promo copy were drafted with AI and edited by me.


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