NanoReaver pilot mech

NanoReaver

A tactical, hardcore roguelike where every step matters: live-saving ironman permadeath, modular mech builds, and fast, readable UI in both Terminal and Graphics modes.

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What Is NanoReaver?

NanoReaver is a tactical, ironman roguelike where your save is always live: the game writes to disk continuously, and when your Reaver’s core is destroyed your save is deleted on the spot—no do-overs, no save-scumming.

You pilot a modular mech with three slots—Head, Body, and Tail. Each part has its own persistent HP and traits; swapping gear never “heals” it, and damage follows the part wherever you equip it. Energy shards fuel progress toward boss gates, while one-use Energy Wells fully repair your currently equipped parts and then vanish.

Combat revolves around three-step W-A-D combos, scanning to identify an enemy’s core, and deciding when to exploit that weak point, commit, or flee. Roaming enemies with line-of-sight pressure you across each stage, and triplet HP bars for both you and your foes keep every hit legible at a glance.

The same ruleset powers two presentations: a crisp curses-based Terminal mode and a modern pygame Graphics mode with sprites, portraits, music, and curated TTS callouts—so you can play in whichever interface fits your mood or hardware.

Field Recon Screenshots

NanoReaver screenshot 1
Early stages with encounter bands and roaming enemies.
NanoReaver screenshot 2
Triple HP bars and core-focused boss combat in Graphics mode.

Core Pillars & Game Modes

Core Pillars

  • Hardcore live-save: your run is always “hot”; on core destruction your save is wiped and you’re sent to Game Over, then back to Main Menu.
  • Modular mechs: Head / Body / Tail parts with their own current / max HP, stats, and traits; damage permanently belongs to the part.
  • Tactical combat: W-A-D combos, scan-and-exploit core systems, plus meaningful choices to engage, corner, or break off and flee.
  • Two modes, one game: classic CLI and modern Graphics mode on a single shared logic layer.

Game Modes

  • Hardcore Campaign: staged runs with roaming AI, encounter bands, Energy Wells, shards, and boss gates.
  • Seeded Solo Runs: fixed seeds for fair, repeatable challenges and leaderboard races.
  • Online PvP Duels: build-vs-build mech fights using the same balance model as PvE for clarity.

Gameplay Transmission

Toggle between CLI terminal demo and the new GFX build.

Feature Status

Implemented in Current Build

  • Terminal UI (curses) with fast, readable map and encounter tiles.
  • Graphics UI (pygame) with 64×64 sprites, portraits, resizable window, and fullscreen toggle.
  • Live-save ironman rules with instant permadeath wipe on core destruction.
  • Three-slot mech (Head / Body / Tail) with persistent part HP and stat modifiers.
  • Energy shards, boss gates, and Energy Wells that fully repair equipped parts only.
  • Roaming enemy AI with line-of-sight pursuit and gated boss arenas.
  • Triplet HP bars, scan-to-reveal core, core exploitation, and in-run combo editing.
  • Background music toggle and curated TTS callouts without VO spam.

Planned Online & Competitive Modules

  • Online PvP duels with quick-match and friend challenge options.
  • Seeded Solo leaderboards with global and friends-only filters.
  • Environment toggles to run fully offline or connected to hosted services.

Online services ship as a separate module so NanoReaver can be played fully offline or with competitive features enabled, depending on your setup.

Game Manual (Preview)

  • Movement: W-A-D for directional steps; tap for precision, hold for smooth repeat.
  • Scan (L): reveal enemy core info and high-level stats.
  • Combo Editor (T): adjust your three-step W-A-D attack strings mid-run.
  • Flee: break off from encounters where escape rules allow, to avoid abuse loops.

Your Reaver’s Head, Body, and Tail each have their own HP bars. Incoming damage applies to specific parts; Energy Wells fully restore only equipped parts, so cycling damaged pieces in and out of storage is a strategic decision—not a free heal.

Earn EXP, level up, and allocate stat points into offensive or defensive builds. Scaling is tuned so early decisions stay relevant deep into a run—tanky builds survive brutal encounters, while aggressive setups clear faster but live closer to the edge.

Stages 1–10 feature encounter bands, shard placement rules that avoid soft-locks, and boss gates that always fully contain the arena. Exactly three Energy Wells appear per run between stages 2 and 9.

The curses-based Terminal UI prioritizes clarity and latency for players who like to live in the command line or stream from lightweight setups.

The Graphics mode layers on sprites, portraits, backgrounds, and a reactive soundtrack without changing the underlying rules. A one-key music toggle and focused TTS callouts keep the noise floor low while still surfacing important events like gates, cores, and final blows.

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