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Trenchcoat Adventurer Vol 1 : Gone Rogue

An unforgiving roguelike permadeath turn-based dungeon crawler sees Topp, Meedul, and Bawtom fresh out of retirement and back on the hunt for loot and shinies. 30 hand-crafted floors with multiple variants each — virtually endless unique runs. Stronger enemies. New dangers. Can you survive?

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Release
July 21, 2026
12 days ago
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About the Game

Trenchcoat Adventurer Vol 1 : Gone Rogue

Topp, Meedul, and Bawtom have crawled out of retirement and are back on the hunt for loot and shinies. Their latest adventure is an unforgiving roguelike permadeath turn-based dungeon crawler that takes the classic blobber formula and flips it on its head.

Built on the same engine as A Kobold Story: Trenchcoat Adventurer, you control three kobolds literally stacked into one single trenchcoated adventurer. This is grid-based, turn-based combat across 30 hand-crafted floors, each with multiple variants for virtually endless unique runs.

Key Features

  • Deadly Progression — The deeper you descend, the stronger and smarter the enemies become thanks to improved AI. Every floor feels noticeably more dangerous.

  • Hazardous Floor Tiles — Slippery ice sends your stack sliding out of position. Burning fire tiles punish you every single turn. Positioning matters.

  • Chaos Altars — High-risk reforging stations where you can gamble an item into something far more powerful… or curse it into oblivion. Pure roguelike tension.

  • Legendary Kobold Stomachs — Brutal inventory management with almost no bag space. Eating anything (food, potions, junk, or equipment) is your main way to heal, remove bad status effects, gain powerful buffs, or even revive the entire stack when knocked out. Resource starvation is real — every bite counts.

  • Deep Item System — Rich loot featuring pre/suffix enchantments across multiple rarity tiers. Hunt for powerful synergies and build-defining gear.

  • Wizzo’s Bank — The human wizard Wizzo now runs a bank. Store valuable items between runs and build your power across attempts.

  • Campfire Saves — Modern quality-of-life saves that let you stop mid-run when real life calls. Each campfire can only be used once per descent to prevent save-scumming.

Single Difficulty — There is only one difficulty. The game is balanced to be hard.Master your limited resources and descend as far as your skill allows. Every run is different. Every mistake is permanent.

Can you survive the depths?