OneBit Adventure Jonathan Concepcion-Rodriguez OneBit Adventure is a 2d Turn-Based Roguelike Survival RPG where you adventure as far as possible to level up and battle… Free Buy Now Watch Media DetailsOneBit Adventure is a 2d Turn-Based Roguelike Survival RPG where you adventure as far as possible to level up and battle against rogue monsters. Your goal is to survive as far as you can. Choose from a variety of classes and build the ultimate class! Features: • Top-down retro pixel graphics • Infinite world with medieval and mythological dungeons such as Caves, the Underworld, Castle, and more! • Level-based RPG progression with unique character classes • Competitive leaderboard with premium rewards • Cross Sync with multiple devices • Optional hardcore mode with permadeath for the traditional roguelike experience • Play for free offline or online Play as a warrior, blood knight, wizard, necromancer, pyromancer, archer or thief. Each character has its own unique play style, stats, abilities and weakness. Level up to unlock their true potential opening the world of active and passive skills that make every class unique. Play one-handed and swipe to move any direction or play with on-screen Dpad. Attack enemies by bumping into them. Collect coins to buy healing items and more. Explore challenging dungeons like Caves, Castles, Underworld, and more through your adventure to scavenge loot needed to survive longer! Earn experience every time you eliminate an enemy. You do have a limited amount of life displayed in the bottom left side of the screen. If your life reaches 0, it's game over. Once you reach a new level, you will acquire skill points that can be used to upgrade unique skills. These differ for every character class where some increase magic powers while others increase critical chance. Dungeon crawl you way higher for better loot with the price of harder rogue enemies. As you play OneBit Adventure, you will find all kinds of items during your adventure. Some items will restore HP, others restore mana or give you temporary boosts. If you find yourself low on life or mana, you can stop at any given time and come here to replenish. Enemies move as you move in this turn-based roguelike game so it's important to have a strategy between each battle. If you love 8-bit pixelated dungeon crawler games and are looking for something casual to play, then you should consider OneBit Adventure right now. It's meant to be a simply fun and challenging adventure game where you can level up, play around with unique play styles and skills to reach the furthest. It's a relaxing game, but also has leaderboards to compete with other OneBit players around the world! Information Seller:Jonathan Concepcion-Rodriguez Genre:Adventure, Arcade, Role Playing, Strategy Release:Nov 20, 2019 Updated:Mar 05, 2025 Version:1.3.281 Size:209.8 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal https://apps.apple.com/us/app/onebit-adventure/id1481297211 Son of Anarchy likes this. Anotherkellydown Moderator Staff Member Patreon Bronze Feb 10, 2014 4,581 1,134 113 Male CAD Technician I Upstate NY https://youtube.com/channel/UCcvu9xhE7xT-mZrXUZQJr5g #2 Anotherkellydown, Nov 20, 2019 I was quite surprised by this one. A very convenient mobile RPG that plays one handed in portrait mode. I recommend switching to swipe controls in settings as the default movement is four buttons in the corner. Swipe works very well. If you hold in a direction you can keep moving rather than constantly having to swipe. It’s turn based so if you find yourself near an enemy it’s sometimes good to just tap, allowing the enemy to move while you stand still and try to get the first attack in. There are several little extras that I don’t have time to elaborate on at the moment (1/2 hour lunch break), but I’d definitely recommend checking this out. I figured out a bunch of little things if anyone has questions. Son of Anarchy likes this. Royce Well-Known Member Mar 22, 2011 4,240 180 63 #3 Royce, Nov 21, 2019 I agree about the swipe controls. Also, don’t press the little button at the bottom left that hides the UI, at least if you’re on an X-style phone. It won’t reopen (you can kill and restart the app). I’ve already informed the dev. gmattergames Well-Known Member Mar 1, 2013 607 42 28 #4 gmattergames, Nov 21, 2019 Polished, neat little one-handed RL. Monochrome aesthetic is nice. Tactics are a bit basic, but careful play is required. Plays a bit like Cardinal Quest which left me wanting the random ability drops that made CQ’s play so entertaining. Not a fan of the map lock that prevents level from scrolling down. Unless I’m missing something, the first blacksmith is useless since can’t go back to him after collecting ore in the cave. Otherwise, the FTP model seems fair and that gold is retained between runs. Don’t forget to check quests and achievements, as the rewards are very generous. Royce Well-Known Member Mar 22, 2011 4,240 180 63 #5 Royce, Nov 23, 2019 I’m happy to see this got TA game of the week. It’s a great little roguelike. SpaceKryptonite Member Aug 5, 2019 15 2 3 Male Indie Developer #6 SpaceKryptonite, Nov 23, 2019 Hi, I'm Jonathan Concepcion, lead developer of OneBit Adventure. Thanks Royce for the post. I am open to any questions, suggestions, and will be answering some below. This was definitely a back and forth debate, but for sure, swipe method will be set to default in the next update. Thank you for the feedback as well! I wanted the game to have an arcade feel aiming for furthest distance hence scroll locking. As for the Blacksmith, it was the easiest way for players to recognize the connection and purpose of the Mines without having to finish the Mines (This was before I reworked the tutorial to feature the Blacksmith). It's very likely he will move to the exit point of the Mines since putting him in 2 places at once would make him a magician. Will be patched in this upcoming update. Hang in there! Anotherkellydown likes this. stubbieoz Well-Known Member Jun 23, 2015 1,880 358 83 Male Grey haired gamer NSW Australia #7 stubbieoz, Nov 23, 2019 This game is a winner. The swipe controls are definitely the go. The various characters play quite differently. Looking forward to the hardcore mode when it is released. moshgra Active Member Aug 24, 2012 43 14 8 General Service Technician at PepBoys. Full time S Dover, DE #8 moshgra, Nov 24, 2019 Last edited: Nov 24, 2019 Really like this one, I stayed up a little too late playing haha. I am a bit confused about what some of the numbers mean. Under every piece of equipment is a number in a box and I couldn't for the life of me determine how a 3 or a 9 changed gameplay. I also couldn't figure out what some of the skills do. Like for magician there's damage Mana and MP on level up. Is damage just for melee after Mana depleted? Is MP magic damage? And for pyro I got him up to 10% burn chance but for the life of me I couldn't see any extra damage being done or damage over time. I also have no idea what the Necro skills mean. Maybe a small tooltip would help elaborate these things. Same goes for "self slow" on cleavers. No idea what that does Edit: also just noticed that the merchant says 20x Mana potions for 2000g but I only got 10 Royce Well-Known Member Mar 22, 2011 4,240 180 63 #9 Royce, Nov 24, 2019 Thats the item level. It’s the same as the level you are when you find it. It seems to affect the min and max values possible for the base stats of the equipment. However it’s a range so a higher level piece of gear can roll lower numbers than a lower level one. The letter below that is more mysterious to me. I think it’s something like item quality? Self slow is pretty much what it sounds like. You have a small percentage chance of imposing a slow debuff on yourself with each attack. Slow lasts a couple of turns and during it, enemies get 2 turns for each 1 of yours. moshgra likes this. SpaceKryptonite Member Aug 5, 2019 15 2 3 Male Indie Developer #10 SpaceKryptonite, Nov 24, 2019 Glad you are enjoying the game so far! So the Wizard plays a bit different. When you have enough Mana, attacks will always deal MP (Magic Power) even at melee range. When you are out of Mana, attacks will deal base Damage, not MP. You also lose the range attack if you don't have enough Mana. Tooltips are on track for this upcoming update, but still have much to add to it. I would avoid Pyro as he needs a buff since I neglected to put Burn Damage on his stats xD Definitely a bug. I'll add it to the list! The letter is abbreviated rarities. Starts with Rustic, Common, Epic, etc. You are right about the stats given. Level of the items are given a min and max while rarity amplifies the amount. More info will be clear overtime with tooltips. EnGeneral Member Mar 24, 2013 22 0 1 #11 EnGeneral, Nov 25, 2019 please teach me everything you know, senpai. the game is fairly intuitive to be fair, though a little help/explanation or a tooltip on some of the statuses (both positive and negative) and the parameters for levelling would be greatly appreciated. the reaper's death status, which seems to never fail to activate on melee, is the biggest gripe. if a magician can reliably two-shot a reaper, it's the only comprehensively safe way to mitigate what is eventually fatal. purify potions are extremely rare to purchase, and almost prohibitively expensive to stew (assuming you even have the materials when a cauldron pops up). campfire cures the status, thankfully, and reapers can reapply and effectively refresh the 100 timer on death which means, if you're short of a purify potion and afflicted with death, your ONLY option is to bulldoze your way through the map as fast and as efficiently as possible, to encounter a few more reapers along the way to refresh the timer until eventually finding either a campfire, or a cauldron (assuming you have the one thousand materials to craft a potion). a wild game of chance. i've actually cheated death a few times with the campfire/cauldron when the death status has been down to single figures, only for a reaper to spawn above me in the next two seconds which i can't avoid... if i'm not playing a magician, i'm screwed. also, i can see the use of finding non-magical weapons for the two magical classes, niche as it is, but i cannot for the life of me see the potential for magical weapons when playing the remaining melee classes? i went something close to a 1000 steps with the blood knight (i called him gaffgarion btw) entering every dungeon and breaking every crate along the way, and only ever found magic sticks and large rods. only got that far because i pumped almost all statpoints into damage and just enough in the blood heal to sustain me along the way. if possible, could that be reworked so the magical weapons don't spawn for the physical characters? if it doesn't mean, like, rewriting the code entirely. i don't know about these things, just offering QoL suggestions. game is a lot of fun though. really enjoying it. thanks. moshgra Active Member Aug 24, 2012 43 14 8 General Service Technician at PepBoys. Full time S Dover, DE #12 moshgra, Nov 25, 2019 When a Dev gets back as fast as you do I know that despite some speed bumps, your baby is well taken care of and we will definitely be getting a quality game. Thanks for the clarification, no wonder the pyro shows hardest to play ;P SpaceKryptonite likes this. wookiie Member Oct 26, 2010 15 3 3 #13 wookiie, Nov 25, 2019 Is there a way to save your game? I got to about 3000 steps in my last game but I basically had to give up because there was no save apparently. small bug/improvement- when upgrading cleavers at the blacksmith, one of the upgrade options can be to increase the % chance to slow the player - not an upgrade! great game, thank you SpaceKryptonite Member Aug 5, 2019 15 2 3 Male Indie Developer #14 SpaceKryptonite, Nov 25, 2019 Definitely agree with the topic of Reapers. The goal of it was to prevent infinite runs, but spawning too often and as soon as you start is frustrating (Haven't touched his settings in a while). Players found ways to "Dance with the Reaper" and also learn the about the reset effect not being a bug. Fear not, tomorrow's update will make him spawn less frequently and only spawn after you hit 2k steps in a single adventure. The weapon class specifics were definitely on mind, but also wanted to hash out bugs then add more weapons with a class specific system. Save is a broad term at least for OneBit. The game saves your stats at campfires although there was a bug where it didn't save when you prematurely closed the app without ending adventure. If you are referring to continuing where you left off after leaving the game, there is no way to do so. It's kept like this to make it easier to send high scores to the Rankings. The Cleaver's upgrade for self-slow is intentional. The purpose is more of an inconvenience feature to limit options for a strong weapon. wookiie Member Oct 26, 2010 15 3 3 #15 wookiie, Nov 26, 2019 that’s a shame. The game was the most enjoyable when I got to unlock legendary equipment, but it took a long time to reach that point. Some of the mods on the legendary loot drops were really interesting, but a casual player who played for 30 minutes to an hour won’t see them. I would prefer a save ability over rankings. rankings and rewards are nice but it affects only a small proportion of players on a weekly basis. A save game would appeal to a wider cross section of players houseofg, stubbieoz and Son of Anarchy like this. SpaceKryptonite Member Aug 5, 2019 15 2 3 Male Indie Developer #16 SpaceKryptonite, Nov 26, 2019 It's definitely something that draws a line since the Roguelike genre is primarily hardcore gamers vs mobile being more casual. There were thoughts of using Diamonds to start at said loot rarity or special events that lead you to higher loot rarity faster. Open to ideas since I know I don't want to make it too easy to get legendary items. sakara214ever Well-Known Member May 10, 2012 1,262 168 63 #17 sakara214ever, Nov 26, 2019 Just downloaded the game but after reading the comments i don't know if i even want to start it except if i understood wrong. I never get the point how a game that does not let you save at any point is "hardcore" but maybe it's just me. EnGeneral Member Mar 24, 2013 22 0 1 #18 EnGeneral, Nov 26, 2019 thanks for your reply earlier. is there a higher rarity than rogue? just died on 9000 steps. not sure when the loot rarity upgraded past legendary. not sure i can slog all the way there again either. limit the highest level drops to the dungeon boss, perhaps? SpaceKryptonite Member Aug 5, 2019 15 2 3 Male Indie Developer #19 SpaceKryptonite, Nov 26, 2019 I guess you may have misread me. The "hardcore" reference was on the genre of Roguelike with loot rarity. Never directly said having no save point makes the game hardcore. This is still in the planning stages but as of now it is the highest. Probably the next weapon update, a secret rarity will be placed but I can't say what it will be. Lull4by Well-Known Member Aug 21, 2014 767 313 63 #20 Lull4by, Nov 27, 2019 After upgrading to V1.1.20, the character choosing page is bugged totally, please help! (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
I was quite surprised by this one. A very convenient mobile RPG that plays one handed in portrait mode. I recommend switching to swipe controls in settings as the default movement is four buttons in the corner. Swipe works very well. If you hold in a direction you can keep moving rather than constantly having to swipe. It’s turn based so if you find yourself near an enemy it’s sometimes good to just tap, allowing the enemy to move while you stand still and try to get the first attack in. There are several little extras that I don’t have time to elaborate on at the moment (1/2 hour lunch break), but I’d definitely recommend checking this out. I figured out a bunch of little things if anyone has questions.
I agree about the swipe controls. Also, don’t press the little button at the bottom left that hides the UI, at least if you’re on an X-style phone. It won’t reopen (you can kill and restart the app). I’ve already informed the dev.
Polished, neat little one-handed RL. Monochrome aesthetic is nice. Tactics are a bit basic, but careful play is required. Plays a bit like Cardinal Quest which left me wanting the random ability drops that made CQ’s play so entertaining. Not a fan of the map lock that prevents level from scrolling down. Unless I’m missing something, the first blacksmith is useless since can’t go back to him after collecting ore in the cave. Otherwise, the FTP model seems fair and that gold is retained between runs. Don’t forget to check quests and achievements, as the rewards are very generous.
Hi, I'm Jonathan Concepcion, lead developer of OneBit Adventure. Thanks Royce for the post. I am open to any questions, suggestions, and will be answering some below. This was definitely a back and forth debate, but for sure, swipe method will be set to default in the next update. Thank you for the feedback as well! I wanted the game to have an arcade feel aiming for furthest distance hence scroll locking. As for the Blacksmith, it was the easiest way for players to recognize the connection and purpose of the Mines without having to finish the Mines (This was before I reworked the tutorial to feature the Blacksmith). It's very likely he will move to the exit point of the Mines since putting him in 2 places at once would make him a magician. Will be patched in this upcoming update. Hang in there!
This game is a winner. The swipe controls are definitely the go. The various characters play quite differently. Looking forward to the hardcore mode when it is released.
Really like this one, I stayed up a little too late playing haha. I am a bit confused about what some of the numbers mean. Under every piece of equipment is a number in a box and I couldn't for the life of me determine how a 3 or a 9 changed gameplay. I also couldn't figure out what some of the skills do. Like for magician there's damage Mana and MP on level up. Is damage just for melee after Mana depleted? Is MP magic damage? And for pyro I got him up to 10% burn chance but for the life of me I couldn't see any extra damage being done or damage over time. I also have no idea what the Necro skills mean. Maybe a small tooltip would help elaborate these things. Same goes for "self slow" on cleavers. No idea what that does Edit: also just noticed that the merchant says 20x Mana potions for 2000g but I only got 10
Thats the item level. It’s the same as the level you are when you find it. It seems to affect the min and max values possible for the base stats of the equipment. However it’s a range so a higher level piece of gear can roll lower numbers than a lower level one. The letter below that is more mysterious to me. I think it’s something like item quality? Self slow is pretty much what it sounds like. You have a small percentage chance of imposing a slow debuff on yourself with each attack. Slow lasts a couple of turns and during it, enemies get 2 turns for each 1 of yours.
Glad you are enjoying the game so far! So the Wizard plays a bit different. When you have enough Mana, attacks will always deal MP (Magic Power) even at melee range. When you are out of Mana, attacks will deal base Damage, not MP. You also lose the range attack if you don't have enough Mana. Tooltips are on track for this upcoming update, but still have much to add to it. I would avoid Pyro as he needs a buff since I neglected to put Burn Damage on his stats xD Definitely a bug. I'll add it to the list! The letter is abbreviated rarities. Starts with Rustic, Common, Epic, etc. You are right about the stats given. Level of the items are given a min and max while rarity amplifies the amount. More info will be clear overtime with tooltips.
please teach me everything you know, senpai. the game is fairly intuitive to be fair, though a little help/explanation or a tooltip on some of the statuses (both positive and negative) and the parameters for levelling would be greatly appreciated. the reaper's death status, which seems to never fail to activate on melee, is the biggest gripe. if a magician can reliably two-shot a reaper, it's the only comprehensively safe way to mitigate what is eventually fatal. purify potions are extremely rare to purchase, and almost prohibitively expensive to stew (assuming you even have the materials when a cauldron pops up). campfire cures the status, thankfully, and reapers can reapply and effectively refresh the 100 timer on death which means, if you're short of a purify potion and afflicted with death, your ONLY option is to bulldoze your way through the map as fast and as efficiently as possible, to encounter a few more reapers along the way to refresh the timer until eventually finding either a campfire, or a cauldron (assuming you have the one thousand materials to craft a potion). a wild game of chance. i've actually cheated death a few times with the campfire/cauldron when the death status has been down to single figures, only for a reaper to spawn above me in the next two seconds which i can't avoid... if i'm not playing a magician, i'm screwed. also, i can see the use of finding non-magical weapons for the two magical classes, niche as it is, but i cannot for the life of me see the potential for magical weapons when playing the remaining melee classes? i went something close to a 1000 steps with the blood knight (i called him gaffgarion btw) entering every dungeon and breaking every crate along the way, and only ever found magic sticks and large rods. only got that far because i pumped almost all statpoints into damage and just enough in the blood heal to sustain me along the way. if possible, could that be reworked so the magical weapons don't spawn for the physical characters? if it doesn't mean, like, rewriting the code entirely. i don't know about these things, just offering QoL suggestions. game is a lot of fun though. really enjoying it. thanks.
When a Dev gets back as fast as you do I know that despite some speed bumps, your baby is well taken care of and we will definitely be getting a quality game. Thanks for the clarification, no wonder the pyro shows hardest to play ;P
Is there a way to save your game? I got to about 3000 steps in my last game but I basically had to give up because there was no save apparently. small bug/improvement- when upgrading cleavers at the blacksmith, one of the upgrade options can be to increase the % chance to slow the player - not an upgrade! great game, thank you
Definitely agree with the topic of Reapers. The goal of it was to prevent infinite runs, but spawning too often and as soon as you start is frustrating (Haven't touched his settings in a while). Players found ways to "Dance with the Reaper" and also learn the about the reset effect not being a bug. Fear not, tomorrow's update will make him spawn less frequently and only spawn after you hit 2k steps in a single adventure. The weapon class specifics were definitely on mind, but also wanted to hash out bugs then add more weapons with a class specific system. Save is a broad term at least for OneBit. The game saves your stats at campfires although there was a bug where it didn't save when you prematurely closed the app without ending adventure. If you are referring to continuing where you left off after leaving the game, there is no way to do so. It's kept like this to make it easier to send high scores to the Rankings. The Cleaver's upgrade for self-slow is intentional. The purpose is more of an inconvenience feature to limit options for a strong weapon.
that’s a shame. The game was the most enjoyable when I got to unlock legendary equipment, but it took a long time to reach that point. Some of the mods on the legendary loot drops were really interesting, but a casual player who played for 30 minutes to an hour won’t see them. I would prefer a save ability over rankings. rankings and rewards are nice but it affects only a small proportion of players on a weekly basis. A save game would appeal to a wider cross section of players
It's definitely something that draws a line since the Roguelike genre is primarily hardcore gamers vs mobile being more casual. There were thoughts of using Diamonds to start at said loot rarity or special events that lead you to higher loot rarity faster. Open to ideas since I know I don't want to make it too easy to get legendary items.
Just downloaded the game but after reading the comments i don't know if i even want to start it except if i understood wrong. I never get the point how a game that does not let you save at any point is "hardcore" but maybe it's just me.
thanks for your reply earlier. is there a higher rarity than rogue? just died on 9000 steps. not sure when the loot rarity upgraded past legendary. not sure i can slog all the way there again either. limit the highest level drops to the dungeon boss, perhaps?
I guess you may have misread me. The "hardcore" reference was on the genre of Roguelike with loot rarity. Never directly said having no save point makes the game hardcore. This is still in the planning stages but as of now it is the highest. Probably the next weapon update, a secret rarity will be placed but I can't say what it will be.