Re: Spin. Die. Repeat.

Re: Spin. Die. Repeat.

@respingame.bsky.social

🎮 Deck-building roguelike isekai game | Steam | Made with Unity Game Demo: https://store.steampowered.com/app/3543540/Re_Spin_Die_Repeat_Demo/ Made by indie dev: @orring.bsky.social

32 Followers 354 Following 67 Posts Joined Dec 2025
1 day ago
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Our new chibis are almost in the game, and this is how they look on the field!

We’re making these updates for you, based on your feedback and requests. If all goes well, they’ll be in the new demo by the end of March.

Thank you for the support!

#gamedev #indiedev #roguelike #ScreenshotSaturday

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2 days ago
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This week, we focused on new content for the full game and a small bug fix. More details are on our Steam page.

Here’s a peek under the hood at how some of our events look. Their outcome depends on your choices, character development, and a bit of luck.

#gamedev #indiedev #roguelike

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2 days ago
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New look, who dis?

A little chibi art update our artist cooked up for our game!

We’ve been busy revamping our art style to bring more of that classic Anime Isekai energy to the afterlife!

How’s the new Chibi style hitting? Let us know in the comments! 💬

#indiegames #animeart #gamedev #chibiart

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4 days ago

Thanks for hosting #WishlistWednesday. We’ve been working hard on the game, so it’s nice to share a bit of that progress. Our game is getting a proper art upgrade before release.

Demo: store.steampowered.com/app/3543540/...

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4 days ago

Thank you so much, really appreciate that!

Honestly, I would’ve loved to do it this way from the start, but at the time I just didn’t have the means. So yeah, I'm really happy that we finally can.

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4 days ago

Thanks for hosting #WishlistWednesday. Our game is changing a lot lately, and this felt worth showing.

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4 days ago

Thanks for hosting #WishlistWednesday and giving indie devs a place to share their work!

We’re finally replacing the AI art in our game before release.

Demo is here: store.steampowered.com/app/3543540/...

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4 days ago

Appreciate you hosting #WishlistWednesday!

We’re finally replacing the AI art in our game as part of our release prep.

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4 days ago

As we prepare the game for release, we’re finally moving away from AI art and replacing it with handmade art.

And thanks for hosting #WishlistWednesday!

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4 days ago

Thanks for hosting #WishlistWednesday

We’re finally replacing the AI art in our game while getting ready for release, and honestly, the evolution says a lot.

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4 days ago
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Our art pipeline went through all known stages of evolution, and...🥹 yeah. We may have learned something. 🤣

The new art is coming to the game very soon, and the demo is already live, so come take a look, play it, and wishlist if you enjoy the ride.🙏

#WishlistWednesday #gamedev #indiegame #indiedev

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5 days ago
So, Threat.

We added it as a reflection of how dangerous the world currently is. You know how it works in many isekai stories. The stronger the chaos, the more things crawl out of somewhere deeply unsanitary. Caves, dungeons.., the tax office.

In our case, they crawl out as card replacements after spins.

Threat Points come from monster symbols, statuses, and certain synergies that your therapist would call “red flags.” Gather enough, and your Threat Level rises. Every level replaces one of your symbol choices after a spin with a monster or an instance. The card shows up in red, which is the game politely saying, “You might not like this, and this is intentional”.

Taking that card reduces the Threat Level by one.

Which sounds good… until you realize monsters eat synergies the way slimes eat beginners (in our game, they do not, but slimegirls do, but only in the story, not on the playfield, at least now). Ignore them, though, and the Threat keeps rising. Fewer options. Worse builds. Sad spinning.

So sometimes, you take the monster early, before it becomes a midlife crisis.  And sometimes of sometimes it’s even helpful, e.g., a dungeon appears, and you happen to have adventurers who would love to loot it. Convenient, everyone wins.

Unless, of course, you’re not the noble hero from another world.

Sometimes you are… <redacted>.

And then? Filling your board with monsters isn’t just fine... I would say it’s character development.

Hey, have a great day!

Today is Tuesday, so over coffee, I want to tell you about the Threat mechanic in our game. Sometimes it gets in your way, and sometimes you can be the troublemaker yourself 👹

More in the image alt text.

#gamedev #indiedev #devlog #roguelike #GameMechanics

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6 days ago
This week, we’re focusing on new chibi characters. Hope you’ll like them. If all goes well, we’ll gradually start replacing the old ones in the game.

We’re also cleaning up the dialogues in Volume 3 and adding more variations.

As usual, there will be bug fixes and polish across the game, thanks to your reports and ideas.

And yes, you can also expect some visual updates on the playfield.

Phew, I think that’s everything. Looks like a busy week ahead.

Monday again, and we’re back working on Re: Spin. Die. Repeat.

We wrapped up last week’s tasks, and now it’s time for a new batch. Stay tuned for more updates, and thanks for your support.

#gamedev #indiedev #devlog

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1 week ago

Either works, whatever you’re most comfortable with. Thank you!

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1 week ago

Thanks a lot for the offer! But the VO scope is honestly huge, and I don’t feel right asking anyone to do that much work unpaid.

But let me think, maybe there’s a small fun thing we could try. Do you have a voice sample or reel I can listen to?

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1 week ago

Thanks a lot for trying the game!

ATM, unfortunately, we’re not looking for voice actors. The game has a lot of text, and full VO would be expensive. The game is funded only with my own money, so I just can’t afford it.

If the game does well, though, it’s definitely something I’d love to consider.

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1 week ago

Thanks for hosting! Here are our new characters from Re: Spin. Die. Repeat.

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1 week ago

Thanks for hosting!

Here are our new characters from Re: Spin. Die. Repeat.

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1 week ago
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Happy #ScreenshotSaturday!

This time, we’re showing off some of our newest characters! Artists literally finished a few of them just yesterday.

#gamedev #indiedev #indiegame #roguelike #isekai #animegame #character

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1 week ago
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Hey, happy Friday and have a good weekend.

We just updated the demo to v0.84, with lots of bug fixes and QoL improvements. Full patch notes are on Steam.

One of QoLs: we replaced a bunch of text with icons in many places. It should be much easier to read now.

#gamedev #indiedev #devlog #roguelike

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1 week ago
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As part of our plan, we’re continuing to improve tooltips. We think they now need way less text and are much easier to read.

We’re planning to ship this change this Friday. Thanks for supporting us and keeping the feedback coming!

#WishlistWednesday #gamedev #indiegame #indiedev #roguelike

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1 week ago
In a lot of games similar to ours, any extra score you earn carries forward to the next levels. If you play well, this can create a “snowball” moment where, halfway through a run, you already know you’ll win. From that point on, it’s just a matter of time, which is long and boring.

We wanted to avoid that. And since our whole theme is isekai and reincarnation, we decided that score should not carry over to the next stage.

But that created a different problem. On higher difficulties, you could end up losing because you were short by just a few points, even though you massively overperformed on the previous level. That felt unfair and annoying.

That’s where Health comes in. It fits the world, it saves you from those “I was 2 points short” losses, and it still doesn’t let you coast forever. You can’t under-score by a lot, and you can’t keep missing the target by a little every time either, because sooner or later your Health runs out.

That’s the idea behind the mechanic.

Have a great end to your day!

Today, we’re sharing the Health mechanic, which helps when you’re just a few points short of clearing a level, and was made as part of a system that prevents building a score buffer.

More in the image alt text.

#gamedev #indiedev #roguelike #GameMechanics

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1 week ago

100500% agree with you! 😄

Demo feedback is pure gold for us. We try to take all feedback into account and reply whenever we can.

Thanks a lot for the support! 🙏

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1 week ago
This week, we’re focusing on a bunch of practical polish.

First, we’re going through tooltips and fixing descriptions that are unclear, misleading, or just outdated. At the same time, we’re adding icons and small hints across the UI so you can understand things faster.

On the gameplay side, we’re also working on interactions between items, followers, and symbols. Some of these are fixes for cases where the logic doesn’t behave the way the description implies. Others are new interactions that should open up more build options and make runs feel more dynamic.

We’re also preparing a replacement for part of the AI-generated character art, created by real artists. That’s part of our bigger plan to move the project toward fully human-made character visuals.

And of course, we’re continuing to fix bugs you find and report.

Happy Monday! We're back at it, continuing our work on Re: Spin. Die. Repeat.

If you’re playing the demo, your feedback would be very helpful right now.

#gamedev #indiedev #devlog

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2 weeks ago

Sorry, but this pic is pure fire... what is it here: nothing / mold / Calvin Klein? 😭🔥

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2 weeks ago

Looks insanely good. Is this all in 3D, or not?

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2 weeks ago

Whoa, whoa, whoa… is this even legal to post? 🔥😍👏

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2 weeks ago
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😱 🖼️ We wanted to share that our game intro now has a comic that shows how our MC got isekai’d.

It was drawn by our publisher’s awesome artists, no AI, no weird stuff.

❓Now guess what he actually died from? 😂

#ScreenshotSaturday #gamedev #indiedev #isekai #comic

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2 weeks ago
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Sorry, we haven’t posted anything.

Our X account was suspended. After multiple reminders and more than a month of waiting, they finally replied, they won’t restore it due to “rule violations” (without sharing details).

But we’re moving on. We now have a publisher, and we’ll try to post more often!

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2 months ago

Thanks! The room slowly turns into a scrapbook of the MC’s journey: photos on the wall, souvenirs, plushies, and even waifus he meets. Big achievements show up as real changes in the hub, not just badges. We’re also considering unlock-based room customization, kind of like Lofi games.

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