Exit Interview Pixel Roguelike
iOS Universel / Jeux
EXIT INTERVIEW is an offline turn-based roguelike RPG where office bureaucracy has accidentally become a dungeon crawler.
Climb 50 procedural departments, loot cursed office supplies, fight department-head bosses, and deliver your resignation to the CEO. No ads, no loot boxes, no energy timers, no corporate wellness program pretending to be a reward loop.
You wake up at your desk. You don't remember how long you've been here.
BABEL Corp's org chart is vertical. Nobody remembers approving that, but the policy binder is taller than you and has teeth marks on it.
Every floor is a department. Every department is also, somehow, a civilization. Stone Age Accounting is below Medieval Compliance. Industrial Safety has been under review for eighty years. The snack machines require keycards. Everyone agrees this is probably normal.
Your resignation has been denied by six managers, three committees, and an automated HR portal that only accepts PDFs during a full moon. There is one remaining approver: the CEO.
A Tower Stacked With Content
- **23 civilizations** — from Stone Age Accounting to AI boardrooms, each with its own enemies, items, tiles, music, and lore
- **~50 procedural floors per run** — no two climbs look the same; the tower reshuffles civs and eras from a pool every run
- **5 eras** — Ancient, Medieval, Industrial, Modern, and Beyond — stitched together by the same exhausted office logic
- **22+ unique department heads** — multi-phase boss encounters with bespoke abilities, 2–3 tile footprints, and arena fights tied to their civilization
- **32 distinct enemy archetypes** — before variants, scaling, and civ-specific reskins
- **149 items** — weapons, armor, food, drinks, scrolls, tools, bombs, and cursed office supplies
- **117 relics** with stacking synergies — stats compound the more of a type you stack, Risk-of-Rain style
- **13 named synergies** — Berserker Rage, Plague Doctor, Void Walker, Gunslinger, Tech Operative and more, auto-detected when you equip the right pieces
- **4 playable characters** — The Intern, The Old Timer, The Tryhard, and The Union Rep, each with their own skill, starting kit, and unlockable talents
- **32 achievements** — tracked across runs in your permanent record
- **15 genre themes** — the tower rolls a tonal filter each run (deadpan office comedy, noir, slapstick, cosmic weirdness, etc.) that recolors flavor text and encounters
- **Daily Challenge mode** — one shared seed per day, global leaderboard bait
- **Ascension system** — 10 layered difficulty modifiers instead of permanent stat upgrades; peel them on, one at a time, forever
- **Persistent journal** — bestiary, item codex, relic library, synergy log, lore shards, and career stats
- **Graveyard** of every character who died on your way up, with procedural epitaphs
Quoi de neuf dans la dernière version ?
New Features
- Floor Memos — jot notes on each floor, save mid-run thoughts
- Break Room + Casino — two new civs with relaxation & gambling mechanics
- Multiplicative Relics — relic synergies compound for bigger scaling
- Workplace Incidents — random events + elemental damage interactions spice up runs
- Daily Reminder — push notification to keep roguelike habit alive
Mobile Polish
- Autosave on suspend — resume exactly where you left
- Touch search — swipe-friendly item lookup
- Settings UI — tune volume, difficulty, other options in-game
- In-place toasts + compact layout — less screen noise
UI/UX
- Pixel-perfect icons in UI (not just sprites)
- Font bump ~15% — easier reading on phones
- Pixelify Sans font — crisp pixel grid at all text sizes
- Search feedback — visual confirm when find works
Fixes
- ~60 bugs crushed — softlock situations, exploits, dead features
- Spam reduction for event spam
- NPC/bounty state persistence in saves
- Boss summon theming + edge-case stun fixes