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Cascade

A real-time roguelike where every move starts a chain reaction. Push enemies, manipulate tiles, combine elements, and turn status effects into opportunities.

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Latest Contributor: IGF TeamEdit notes
Search Google: Who developed Cascade?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Cascade?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Cascade self-published or published by Byte-Era?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Cascade and Byte-Era funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Cascade and Byte-Era?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Cascade?Release statusWhether and how the game has been released.

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About the Game

START SOMETHING, SEE WHERE IT ENDS
Cascade is a real-time roguelike where nothing resolves in a straight line.

Movement, collisions, terrain, objects, traps, skills, and status effects all obey the same rules. Push something, ignite something, electrify something, and the consequences keep spreading long after your turn is over.

Strike a gate with a lightning bolt and electricity races through the floor to open it. Call down rain to create puddles that short-circuit traps. Launch an enemy into a pinball bumper and watch them ricochet across the room, carrying momentum into the next collision.


On fire?

Dive into a puddle to extinguish yourself.
Soaked?

Flames struggle to take hold.
Covered in petrol?

One wrong step onto a fire trap can turn you into an explosion.

Spot a tile stained with blood and scattered bones? 

Channel electricity through it and raise a skeleton minion. Plant seedlings, then water them to grow instant barriers.
Is water malfunctioning a button you like to press? 

Turn the water to steam with a well-placed fire spell.

Nothing exists in isolation. Every effect becomes part of the next interaction, every interaction becomes part of the next chain.

EVERY COLLISION IS A CHAIN

Every action starts something. The dungeon decides where it ends. EVERY COLLISION CREATES A PROBLEM

In Cascade, pieces don't simply disappear when they collide. If a target survives, it gets thrown. Momentum carries forward. Objects become projectiles. Enemies crash into each other. Traps get triggered. Rooms rearrange themselves.

The same rules apply to everything.

Enemies.
Objects.
Allies.
Even you.

BUILD A PIECE THAT CHANGES HOW THE WORLD REACTS
Items, buffs, and skills all feed into the same system. More knockback means longer chains. A charged debuff on a thrown object means it lands with something attached. Skills fire from movement, kills, damage taken, and collisions, not just button presses. Your build doesn't just make numbers bigger. It changes what happens when things meet.

NO RUN IS THE SAME FIGHT TWICE
Dungeons generate fresh each run with dynamic room content, active gadgets, and armed traps. Different structures, and enemies all change how a run goes. Almost every item has parameters it enhances and worsens. In a certain build maybe radius multiplier diminish is what you are looking for, or in the right build move speed decrease it just what you need.