Compare In Celebration of Violence prices across 50+ stores and find the best deal. Developed by Julian Edison. Published by Julian Edison. Released on 2/15/2018. Available on PC, Mac, Linux, Xbox. Genres: Action, Adventure, Indie, RPG.

Punishing, secretive, and built by one person who clearly had something to prove, this is the roguelike for players who find most roguelikes too polite.

My first few runs in In Celebration of Violence felt like being handed a sword in a dark room and told, quietly, good luck. Julian Edison, sole developer, sole publisher, made this game as the roguelike he wanted to play but couldn't find, and that personal obsession bleeds through every system. You land in The Sanctuary, a sparse hub world, and after a stripped-back control tutorial the game simply opens its doors and waits. No waypoints. No quest markers. No item tooltips. The deliberate opacity is the design. Combat is the heart of it, and it earns its Souls-like label honestly. Your character moves with weight and consequence, weapons arc slowly, and stamina governs every decision. Enemies are beholden to the same rules you are, they drain stamina, they tire, they leave openings. Learning a sword's swing arc teaches you how an enemy holding the same blade will behave. Parrying into a heavy cleave feels earned in a way that spamming dodge-rolls never could. The environmental systems layer on top of this: fire spreads based on weather and temperature, electricity arcs across wet ground, and leading a cluster of enemies into a burning thicket is as valid a tactic as a clean parry. Procedurally generated lands span plains, swamps, cities, and dungeons, each run threading a different path through the branching world toward its bosses. The legitimate criticism is that the learning curve is less a curve and more a cliff face. Reviewers who bounced off it consistently describe the same first five hours: confusion, death, more confusion, and only the faintest foothold of progress. Boss kills award experience you can bank for future runs, but when you die in later dungeons those bosses reset entirely, which can erode the sense of forward momentum. Mementos, spells, resistances, shrine gods, they exist, they matter, and the game will not explain a single one of them. If you need legible systems, this will exhaust you before it rewards you. For the audience it is quietly calling to, though, this is something rare. The Steam community sits at 87% positive across its reviews, which for a single-developer indie that announces itself this awkwardly is a signal worth respecting. Players who commit describe the moment it clicks as a genuine epiphany: suddenly the top-down pixel world reads as a tactical puzzle, every run generating new questions worth chasing. You start as a peasant, unlock further classes through obscure in-game actions, collect weapons and spells and mementos, and build toward runs that can stretch past three hours if you push deep into the branching paths. The pixel art wears a slightly washed-out, medievally grim palette that suits the atmosphere better than cheery sprites ever could, and the soundscape, while modest, keeps the dread ambient rather than intrusive. This is not for players who want Hades-style clarity or Enter the Gungeon's kinetic pace. It is for the player who still thinks about that one Binding of Isaac run from years ago, who wants Souls-weighted combat in a procedural world, and who has the patience to let a one-person game teach itself on its own schedule. Kai, Scout Team

In Celebration of Violence
ActionAdventureIndieRPG

In Celebration of Violence

Feb 15, 2018Julian Edison
GamerScout Says

Punishing, secretive, and built by one person who clearly had something to prove, this is the roguelike for players who find most roguelikes too polite.

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About In Celebration of Violence

My first few runs in In Celebration of Violence felt like being handed a sword in a dark room and told, quietly, good luck. Julian Edison, sole developer, sole publisher, made this game as the roguelike he wanted to play but couldn't find, and that personal obsession bleeds through every system. You land in The Sanctuary, a sparse hub world, and after a stripped-back control tutorial the game simply opens its doors and waits. No waypoints. No quest markers. No item tooltips. The deliberate opacity is the design. Combat is the heart of it, and it earns its Souls-like label honestly. Your character moves with weight and consequence, weapons arc slowly, and stamina governs every decision. Enemies are beholden to the same rules you are, they drain stamina, they tire, they leave openings. Learning a sword's swing arc teaches you how an enemy holding the same blade will behave. Parrying into a heavy cleave feels earned in a way that spamming dodge-rolls never could. The environmental systems layer on top of this: fire spreads based on weather and temperature, electricity arcs across wet ground, and leading a cluster of enemies into a burning thicket is as valid a tactic as a clean parry. Procedurally generated lands span plains, swamps, cities, and dungeons, each run threading a different path through the branching world toward its bosses. The legitimate criticism is that the learning curve is less a curve and more a cliff face. Reviewers who bounced off it consistently describe the same first five hours: confusion, death, more confusion, and only the faintest foothold of progress. Boss kills award experience you can bank for future runs, but when you die in later dungeons those bosses reset entirely, which can erode the sense of forward momentum. Mementos, spells, resistances, shrine gods, they exist, they matter, and the game will not explain a single one of them. If you need legible systems, this will exhaust you before it rewards you. For the audience it is quietly calling to, though, this is something rare. The Steam community sits at 87% positive across its reviews, which for a single-developer indie that announces itself this awkwardly is a signal worth respecting. Players who commit describe the moment it clicks as a genuine epiphany: suddenly the top-down pixel world reads as a tactical puzzle, every run generating new questions worth chasing. You start as a peasant, unlock further classes through obscure in-game actions, collect weapons and spells and mementos, and build toward runs that can stretch past three hours if you push deep into the branching paths. The pixel art wears a slightly washed-out, medievally grim palette that suits the atmosphere better than cheery sprites ever could, and the soundscape, while modest, keeps the dread ambient rather than intrusive. This is not for players who want Hades-style clarity or Enter the Gungeon's kinetic pace. It is for the player who still thinks about that one Binding of Isaac run from years ago, who wants Souls-weighted combat in a procedural world, and who has the patience to let a one-person game teach itself on its own schedule. Kai, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:indieDeliberate CombatStamina SystemObtuse ProgressionEnvironmental HazardsClass UnlocksMemento CollectingShrine SystemBranching PathsSolo Developer

System Requirements

Minimum

OS
7
Memory
2 GB RAM
Storage
350 MB available space
Graphics
AMD Radeon HD 5570
Processor
Athlon II X3 @ 3.20GHz
Sound Card
Nay!
Additional Notes
It requires more than you'd think. I suck at optimization.

Recommended

OS
10
Memory
4 GB RAM
Storage
350 MB available space
Sound Card
The most expensive one.

Reviews & Ratings

No ratings available

Game Info

Developer
Julian Edison
Publisher
Julian Edison
Release Date
Feb 15, 2018

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