
Chained Path
Chain your skills. Shape your Rogues. Choose your path.
Chained Path is a turn-based roguelite where your skill tree is part of the battle. Assemble your party, build connected Skill Tablets, and discover combinations of skills, items, and Boons that carry you deeper into the dungeon.
Every fight asks you to think ahead. Every run gives you something new to try.
Build your next move.
Each Rogue fights using a Skill Tablet. Casting a skill opens its connected successors, letting you work toward stronger options as the battle unfolds.
Choose an attack for what it does now—and what it opens next. Prepare a powerful follow-up, build your Rogue’s special resource, or take another route when your party needs protection.
Five Rogues. Five ways to fight.
Turn pressure into power with Brox’s Temper, prepare explosive bursts with Shana’s Shadowflame, or combine frost and healing with Lyra Cryo Spells. Gather and spend Blake’s Ki, or weave together Steven’s elemental Infusions.




Discover their strengths—and how they work together.
Your Tablet. Your strategy.
Choose different Tablet layouts and equip skills along their connected paths. Awakened slots give the skills placed in them additional effects, opening new ways to build your strategy.
Your Tablet shapes how you fight. What you put into it makes it yours.
Pick between 40 different Artifacts, Potions, Summons or Vestiges before you go on your next run!
Let the run change your plans.

Gain Skill Runes to expand your skill choices during a run. Choose Boons that strengthen your Rogue, support a combination, or give you a reason to try something unexpected.
Equip items that complement your party, then adapt your skills between battles. A new reward might be the missing piece of your build.
Choose your path.
Plot your route through the dungeon map. Take on tougher encounters, seek treasure, visit shops and shrines, or find a chance to recover.
How much can your party handle before the next fight?
Bring something back.
A run ends, but your progress continues. Earn Rogue XP and unlock new skills, Tablets, items, and Boons for future adventures.
Unlock new Boons, Tablets and Items after your run. Your growing collection gives the next one new possibilities.
Beat the odds, make a Wish.

Before you adventure into your next run spend the Spirit you collected and Wish for Boons to appear in the next run.
Not done yet? Try Nightmare!
Once you beat a dungeon you unlock their Nightmare difficulties. Gain more Spirit and a harder challenge!
Play the free demo in your browser.
Discover five Rogues and take on 2 Hero and 3 Hero dungeon battles—no download required.
Previously known as Rogue’s Awakening, Chained Path is an ongoing solo development project. Try the demo, experiment with a build, and let me know what you think. Your feedback helps shape what comes next.
x.com/ChainedPath
steam page - coming soon
| Updated | 1 day ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Rating | Rated 4.2 out of 5 stars (21 total ratings) |
| Author | levion |
| Genre | Strategy |
| Made with | Unity |
| Tags | Dungeon Crawler, Pixel Art, Roguelike, Roguelite, Turn-based, Turn-based Strategy, Unity |
| AI Disclosure | AI Assisted, Code |
Download
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Development log
- v0.9.3.6 — Deeper Dungeons & Combat Fixes12 days ago
- Better Dungeon Maps & Bug Fixes — v0.9.3.514 days ago
- Update 0.9.3.415 days ago
- v0.9.3.3 — Steven’s Infusion Rework & Cursed Fixes16 days ago
- Hotfix v0.9.3.217 days ago







Comments
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Been a while since Ive caught any potential bugs(which is a testament to the excellent development), but this one I'm only sorta sure of
I equipped Shana with the Bottle of Elements, and she attacked an electric slime. I used Cinder Cut, which hit three times, and the Bottle of Elements tried to apply lightning(which didn't work) twice, but ended up triggering 5 times total. Idk what happened here, because I had the Bottle work normally when it hit the fire slime and got burn cancelled.
And Lyra. Her Shatter attack healed Brox(who had Favor 1) the first time I used it that combat, but not at all the second time or the third time. I'm sure about that one
Hey!
Thanks for the report. I am looking into this right now.
I might have to delay the Major update to Saturday. This would give me some time to play through all 10 nightmares myself a few times. I am also working on a steam "coming soon" page :)
Alright, gives me more time for my work :) Still looking forward to it!
I will continue developing the major update for Itch.io until Steam lets me setup a coming soon page. But I got a build for you. If you like you can text me on x.com/ChainedPath. I'll provide you with a frontier version.
Wow, I'm really honored. I'd love to take you up on that offer, but I really should wait until I've gotten through the rest of my work. If you haven't posted the update by the end of this weekend, I'll gladly take that frontier version of yours.
ChainedPath has a closed inbox :(
You are right. It should work now :)
I’ve uploaded the latest Windows build of Chained Path: Nightmare Preview. You can grab the ZIP from the Downloads section on this page. You’re also welcome to message me on X if you’d like the changelog. I’d be happy to send it over!
It’s been two weeks since I released the demo, and some of you have already beaten it! I’ve been busy putting together some new challenges for you.
I’m putting the finishing touches on a major update. There’s a new boss waiting in the Wildwood and new Nightmares to try. I’ll let you discover the rest.

Hoo boy, wonderful! Always up for new challenges :)
Don't tell anyone. But you can look forward to Nightmare 10 - Random enemy modifier and a lot of other fun things!
Ooooooooo lots more to explore then :) The new enemy by itself looks great, but the thought of so much more is just too enticing. I'm gonna be quite busy doing all my work early to free up my week and weekend
Woo hoo, v0.9.3.6! I absolutely love what's been done. Chained Path is really starting to pull together :)
I've been on all week so I'm gonna take a break for the weekend, but I'll be back come monday. Excellent work, Levion!
Hoo boy, here's an evil bug: My run just got ended by Pug because Emberwood stopped the burn I applied from ticking down and it just infinitely used burning strike until my whole party died. That's a doozy
Hey Null_child, thanks for taking the time to write up all three reports! I’ve included the fixes in v0.9.3.6. I really appreciate you coming back to let me know what you spotted. 💜
Oh and the Ironbark Warden has the description of the Varg
And Duelist's Feint's False Opening still consumes Free Casts
Thanks for the wonderful update! The maps feel great now, and the bug fixes and clarifications are making the game smoother than ever :)
One more bug for the pile though: Often when I kill an enemy, it says it still has 1 hp, then dies anyway. If I actually just knock it down to 1 hp, it doesn't automatically die though, so that's good.
Hey Rogues! The latest update is live, with improved dungeon maps and fixes for several issues you reported. ❤️ Your existing saves still work!
I’d love to hear how the new maps feel—are you finding interesting routes and enough opportunities to recover?
The Crystalis tablet is also giving me a visual bug, showing a line between where T3 and T4 would be on the left side, but I don't have a T3 or 4 in those slots.
Thanks for the bug report. Fix is in 0.9.3.5 :)
Oof, here's a big one: I tried using the oracle's starting boons for the first time and it didn't actually give me the boons. On top of that, it ate all the spirit I spent(so it didn't just auto refund me anything either)
Thanks for reporting this! The Oracle’s Wishes increase the chance of finding your chosen boons during the run rather than granting them at the start. Spirit is spent when the run begins and isn’t refunded afterward.
That wasn’t clear enough in the UI, so I will updated the tooltips to explain exactly what Wishes do and when Spirit is spent. Sorry for the confusion!
Ah that makes much more sense. Thanks!
I know I'm throwing a lot at you, but after each run it keeps saying that I'm unlocking characters that I already unlocked as part of the rewards
Keep it coming!
This is addressed in the next update 0.9.3.5
Good to know, thanks for keeping up with the updates :)
Now that I've finished N5, you may want to check the interaction between Elements in a Bottle and Shana's T1 skill Cinder Cut. I seemed to be getting an insane amount of element triggers, making her by far my strongest attacker!
Wow! Thanks for playing the game! :)
This issue will be fixed in the next update, 0.9.3.5.
The trigger wasn't properly set up for multi-hit abilities. However, I actually think this mechanic could be fun, so I've changed it! Multi-hit abilities can now trigger the item, but the chance of activation decreases with each consecutive hit.
I just finished N5 too. Nice catch with the Elements in a Bottle
4 more Tier 2 tablets, 4 more potions, and 2 more vestiges, and I'll have unlocked everything that isn't a boon(still haven't played a run with starting boons)
Plus 5 more tablet level ups(all on Tier 4 tablets)
Way to go!
Simple typo: The Blessing Condition says "Heales are 20% stronger"
And Steven's Charged Armour is not applying stagger when slimes hit the bearer with an absorb attack. I assume that absorb is a direct attack? I could be wrong.
Regardless of that, the Keen Wakizashi +15 crit condition icon appears higher and to the right than it should, appearing inside the character banner in combat, whereas the other conditions appear under the banner. Brox's Forgefather's Gold Boon has the same visual bug when it blesses items.
And Twin-Faced Coin doesn't tell me what side it's on(which I really need for Lyra) :(
These are all the small things I found on my last couple runs
A small glitch just happened as well, which made a mini slime that spawned in combat to have more health than its health max, but when I hit it, it went back to normal.
And I noticed that Flinch doesn't guarantee burn crits even when I have Shana use the Rending Claw item. It doesn't necessarily have to, since that may ruin the chance to crit with something better
Update: The slime spawn health glitch has happened 4 times to me
On it.
Bug and missing data: When I use alt over Shana's Shadow Step to see its full description, it calls itself Smoke Step. I assume this is wording from an older version. Also, when I hover over Steven's name plate during combat, it just says Elementalist, whereas for the other characters it gives a brief description.
I'd also like to point out that though I love going through the game and inspecting every aspect of it, anything I point out is in no way something you have to fix immediately. I don't wanna put any pressure on people, I just wanna help shape the game into the most bug tested version of itself that I can.
Both are fixed now—thanks for catching them!
And please don’t worry about putting pressure on me. I usually handle development and testing myself, so it’s really refreshing to have someone play the game this closely and share what they find. That outside perspective helps a lot, and I appreciate the time and care you’re putting into it. There’s no expectation on your side either—enjoy the game, and keep sharing whenever you feel like it!
I'm glad to hear that :)
The Infusion charges fixed Steven's bottlenecking quite nicely, and the awakened abilities of his T1s make him feel a lot more versatile :) I like what you've done with him, and I think he's become more balanced by far. I did notice that his Bottle of Elements item doesn't have an icon, is that a bug or just not designed yet? Either way, he's a much more interesting character to play and I really enjoy it.
I was thinking about Shana though. I enjoy the fact that her abilities change with her shadow and flame states, but it makes it harder to plan a turn with multiple free casts when I can't see the different options depending on her state. Is it possible you could bind a key that would allow you to see the alternate options, such as the Shift key? I noticed you did something similar with Alt for greater information.
Everything else seems to be going really well! I'll keep playing into greater Nightmare modes and unlocking more content to see what else I can tinker with.
Really glad the changes helped Steven feel more versatile!
Bottle of Elements was missing its artwork—I’ve just pushed an stealthy update with its new icon. :)
For Steven’s elemental interactions, holding Alt while hovering over Burn, Wet, Shock, or Flinch shows a more detailed tooltip. There’s quite a bit to discover, and those interactions can lead to some fun combos.
I like your Shift-key suggestion for Shana. Planning several free casts should be easier when you can check what each ability does in her other state. I’ll look into making those alternate effects clearer.
Happy to see you pushing into the higher Nightmare difficulties already! Thanks again for all the thoughtful feedback!
Thanks for the update! And thanks for the Alt key suggestion :) Happy to help where I can
I like the game, too, these is some beauty in the seemingly restricted number of ability we can use per combat. It gets a bit repetitive but somehow I liked it, especially when exploring devastating combos such as Blake's. But sometimes very simple combos were the most effective, making it a bit anticlimatic (Burn stacking: tank and spam the first skill, Endless punches: Overcharge and spam the first skill, etc.).
Curses were a bit repulsive since it can screw up a lot of preparation, especially on the first slot of the chain. I encountered a Cursed slime in a normal encounter and it gave me three curses, two on awakened slots, crippling my character.
I guess more ways to acquire skills are better, because eventually we only get to use a few abilities per character. Something akin to getting more skills and team-wise boons might make the game less repetitive.
I like the wound mechanism, since some health loss can be healed between combats.
I could somehow play the fourth dungeon but realized it was not fully prepared yet. Looking forward.
If you go to chest Icons, you can unlock better tablets that give more casting slots, and even some higher tiers of abilities. While the low tiers and simple combos are enough to deal with lower nightmares, the higher tiers and more complex combos, including combos requiring multiple characters and items/boons, are often needed to beat higher Nightmare levels.
I’m really happy you’re enjoying the game, and thanks for the thoughtful feedback!
Your point about simple combos outperforming more elaborate setups makes sense. Balance still needs work, and while harder encounters should give longer-term planning and T3/T4 abilities more room to shine, I don’t want those abilities to feel unrewarding in the current content either. So far, I’ve focused most of the polishing on T1/T2, which probably contributes to what you’re noticing.
The Cursed Slime example is especially useful. Curses should make you adapt, but having several land on key awakened slots sounds more frustrating than interesting. I already agree with that and will take a closer look at that when reworking the Cursed mechanic.
And yes, the fourth dungeon is still unfinished! Thanks for exploring this far and sharing what worked—and what didn’t. This kind of feedback really helps.
I love this game, I've played through the entirety of the first 2 levels(and training of course) and I just wanted to point out two bugs I found. 1: The boots item that advances a character's initiative order triggers even on Blake's Chain Combo despite saying that it only affects non-attack casts. This means that with an upgraded Gathered Spirits, you can go infinite turn 2 and kill any encounter with ease, making all other characters in your party useless. 2: For whatever reason, my game glitched and Shana's tablet reverted from its tier 2 version(which I unlocked) back to its tier 1 version, locking me out of her more powerful options without switching to a general tablet. This tablet never advanced again so I had to give her a different tablet, which worked but it's still a bug. Also, Idk if this is a bug, but characters unlocked at seemingly random times after runs. There's probably a trigger that I don't understand cuz I'm not watching, but if there is a trigger, I'd love to see it where you could hover over the locked icon and it would tell you how to unlock the character. Other than that, you've done an excellent job! I'll be interested in seeing how the elementalist develops later on, as well as the game as a whole.
Wow, thank you so much for taking the time to write such detailed feedback! It genuinely makes me happy to hear that you're enjoying the game and have already made it through the first two levels!
And a huge thank you for reporting those bugs! I've just released Hotfix v9.3.2, which addresses all the issues you mentioned, including the character unlock confusion. You can now hover over locked characters to see their unlock requirements!
It's especially helpful when players discover interactions and edge cases I missed during testing, so I really appreciate you taking the time to explain everything so clearly!
I'd also love to hear more about your experience! What did you enjoy the most so far? And was there anything you felt could be improved or that you'd love to see added? I'm always looking for ways to make the game better, and hearing what players think helps a ton.
Thanks again for playing, for the kind words, and for being the first person to leave a comment on the demo! It honestly means a lot! ❤️
Oh wow, thanks for being so quick with the fix. I love when game devs listen to their player base.
As for my experience, I think you've created a wonderful game so far, and each character feels truly unique. The characters play off of each other really well too. The combinations I've tried so far are Shana/Brox, Shana/Steven, Shana/Brox/Steven, and Lyra/Shane/Steven, so I haven't really messed with the combinations yet, but I'm doing a few runs every day, and I like trying out new things with every run.
I absolutely love the tablet and attack tree system you've developed, and I enjoy the characters playing off of each other. Shane's buildup into a powerful combo state is satisfying every time, and Lyra slowing people down helps Shane get to his more powerful form. Shana's increasingly powerful burns or shadowflame stacks combo well with Brox, either by building Brox to build defenses to outlast opponents or by playing Brox into a stagger build to get autocrits. Steven can play well into Shana/Brox by adding fire, wet, and stagger, as needed. All of them can really work well together I'm sure, but these are what I've noticed in the early stages of play.
Obviously I'd love to see some upgraded effects on Steven's T1 casts, and some diversity in his T2 and T3 upgraded effects, but I understand that that'll take some time.
Beyond that though, right now Steven builds to greater power much slower than other fighters. This is due to what I call "Infusion Bottlenecking," which occurs because all his T2s require him to expend two infusions to create their effects. This means that unless you get lucky on a random infusion, it takes 2 turns to actually use a T2 ability, and because it expends the infusions, it would then take 3 additional turns of only using T1 options to build to a T3 ability. This buildup speed is comparable to Brox, but while Brox can manage it by reliably staggering opponents, gaining shield for himself and his team, and even sometimes healing himself, Steven doesn't have great survivability and he actually ends up building to his stronger options slower and less impactfully than Shane, Lyra, and even Brox, not to mention Shana. And though Steven's elements can make for some great short-term combos and team plays, he gets quickly outpaced later in the combat and feels more like a fire-water loop than anything else.
I believe that this could be fixed though. Steven's bottlenecking is removed significantly by upgrading his slots, which gives him his random infusions. I believe that if his T2 options all allowed a random channel after casting them without the upgraded slot, it would help alleviate the problem. Even more interesting, in my opinion, would be if his upgraded slots allowed him to choose what element you infuse to increase your combo potential. That's just a suggestion, Idk if that would be too powerful, but anything else to boost his speed would make him easier to work with as both an individual character and with others.
I know Steven was just created, so he's still in heavy development, but he is a really interesting character and I like his design a lot. I'm excited to see where you go with him.
I also just found a bug: The cursed condition(which I applied via the Skelly Ally's Cursed stab) didn't damage the knuckleroot mauler when it used Deep Roots to heal itself.
Fixed :)
Thank you so much for such detailed feedback! I genuinely appreciate how deeply you're diving into the game and exploring its mechanics. It's incredibly motivating as a developer to see that!
Your post actually inspired me to make some changes to Steven, along with a few other improvements. I admittedly eyeballed the balancing a bit for now, but I figured it was better to get something fun into your hands sooner rather than later! I'll crunch the numbers more carefully in a larger balancing update covering all the Rogues.
Feedback like yours really helps shape the game, so thanks again for taking the time to share your thoughts!
Of course! Thanks for listening to my feedback. I'm always willing to try out anything you add to the game, and I hope I can give you some early warning in bugs and imbalances in updates to come
Oh Infusion charges! That actually looks like it may fix the bottlenecking. I'll test it out for a couple runs.
Curious to hear how he feels after a few runs. Happy infusing! 😄
Is it normal for when I pull up the game for it to just give me all the characters and restart the quests? Also absolutely love this game it's sooooooooo cool!
Very good game design and overall aesthetics. This is surely deserve full release. Is is it still in development? Looks like last update log was several years ago.
I love the overall aesthetic and skill tree mechanic in the battle system! I do wish there was some audio feedback. Are you possibly looking for a composer / sound designer?
This is an absolutely fantastic game. A shame it does not look like it's still being worked on, but wow, great stuff for a very pixely old school rogue-lite. Absolutely quality work right here.
Hey! Thank you for your comment. I am very glad you like the game!
It is still being worked on. I am developing the game just by myself in my free time. Currently I try to make a version with the last 2 years of development in it. It will still take a little more time, tho. When I release a newer versions I will post it on Rogue's Awakenings twitter first.
Wow. Well kudos for such a great piece of rogue-lite amazing combat. Keep up the good work! Already shared this with friends and definitely will let them know if you come up with an update <3
Great game, keep on improving.
when I play and I finish the fist combat the page reloads, can it be fixed?
Hi! Thanks for reporting this bug. I never encountered this before. What browser are you using?
yeah, think I forgot some details: the first time I played it, it was on a computer, so I thought “this game only uses mouse, so what if I try playing on a mobile phone?” In the phone the game ran well but, as I told , the page gets reloaded when I defeat the first slime.
It’s kinda stupid, I know
Ah okay. The unity player does not work well with some mobile devices. On release there will be an .akp downloadable for andoid and iphone users. Before that it needs some polish for the touchscreen interactions.
thanks
Here's my video with top turn-based strategy/RPGs on itch.io February 2020 (featuring Rogue's Awakening)
Absolutely amazing! <3
Amazing game, had a blast with the demo! Really hope there'll be a Linux version once its out. =)
Thank you so much! I plan to make the game available on pc/ mac/ linux/ web/ android and ios
Awesome! <3
It looks great! About skills, did you categorize them based on natural elements such as Fire, Water, Electricity, Wind, Earth, etc? I think that would be neat and nice! Also hidden and ultimate skills are good to be considered.
And I agree with doing combos by direction keys. That would accelerate the combat pace because turn-base games are usually slow.
Looking forward to the demo!
Thanks Tinteanh!
Skills are not directly categorized by Elements like water, electricity etc. But we have Dark, Light and Balance as setting for our three Adventurers. Combos don't chain based on their element. They chain based on their condition effect. For example can a skill which require a stunned target connect to all skills that can set enemies to a stunned condition. This way we are not bound by the setting of the element rather than the mechanic of the ability.
We do have something like hidden and ultimate abilities. It is not introduced yet but to say in a short sentence: There will be Ascent Abilities. When you cast enough, let's say, dark abilities than you will gain an Dark Orb. This orb can than used to cast a finishing move which can turn around a fight!
We are looking forward for you playing the demo!
Edit: This is not true anymore. There will be interactions between elements. Some Elemental effects will affect other elements. Like water and lightning. The next update will have much more of these effects. Thanks for your input!
Really like the ideas of combining skills. But I wonder if the heroes' skills will depend on a Combo list, or some basic skills then chain up (like some basic elemental skills)?? Because 38 to me are a little to many.
Hi Trungtran!
Every skill by it self will have a basic strength. When you can pull up certain combination and rotation your will be able to get greater effects. 38 Abilities will take some time to understand and learn but we will make sure that even without understanding of every combination and detail you will have some cool effects! Every fight you will start with a small number of skills, and unlock new skills every round. So you evolve constantly and have time to learn the game just by playing it.
After all this is a survival game and learning the mechanics is going to be the fun part. The better you understand the possibilities the further you will get!
Hello guys. I'm interesting your idea, same as Darkest Dungeon. I think you can add some element that can be interacted with people better like: Use mouse drawing figure 2D to use skill, or press any direction button for combos.
I love use weapon like use skill. Hope you can develope a weapon-skill tree or something like this. Sorry if its not clearly.
Hey Amiko! Thanks for the reply! Dont worry perfectly understood what you mean. We were actually already playing with the idea to add some new Interactive element to the turn based combat system.
We will test some ideas the comming weeks and see how it fits with the rest of the vision. We will Upload a small snippet of the game sometime in March, so if you are interested you can check back later.