Steel Effigy just wrapped up its October 2025 playtest, and it’s quietly becoming one of the most interesting indie roguelites nobody’s talking about. Developed by Campground Interactive, this steampunk hack-and-slash drops you into the role of a rabbit-shaped combat automaton fighting against enslaved machines controlled by tyrannical Barons. But here’s the genius hook: you can only recover health by counterattacking within five seconds of taking damage. Stand back to catch your breath and you’re finished. The game mechanically enforces relentless aggression in a way that feels fresh even in the crowded roguelite space.
- The Rabbit War Machine Concept
- The Health Recovery System That Changes Everything
- Two Weapon Slots With Distinct Identities
- The Gear Economy And Merchant Decisions
- Combat Zones And Level Structure
- The One To Four Player Question
- The Dual Revolver Balance Patch
- Frequently Asked Questions
- Why Steel Effigy Deserves Attention
The Rabbit War Machine Concept
You play as an Effigy, specifically a rabbit-shaped machine of war created to fight back against the Barons who’ve enslaved countless automatons across a steampunk city. The rabbit design is distinctive without being cutesy, maintaining the industrial war machine aesthetic while giving your character recognizable silhouette. This isn’t Bugs Bunny with a sword. It’s a cold, mechanical killer that just happens to be rabbit-shaped.
The lore setup is minimal but effective. Barons control everything. Machines are enslaved. You’re one of the few capable of resistance. The game doesn’t bog you down with extended exposition. You start in Anna’s workshop, pick your loadout, step through the glowing gate, and immediately start carving through enemies. The story serves the gameplay rather than competing with it, which is exactly what a roguelite needs.
The Health Recovery System That Changes Everything
Steel Effigy’s defining mechanic is its recovery window system. When you take damage, you have exactly five seconds to strike back and restore what you lost from a special recovery bar. Hit an enemy within that window and you heal. Miss the window and the damage becomes permanent until you find a merchant selling fuses, which are essentially extra health segments you can purchase with currency.
This creates moment-to-moment decision-making unlike most action roguelites. In Hades, you can back off and kite enemies safely. In Dead Cells, positioning and dodging let you avoid damage entirely. In Steel Effigy, taking damage is almost inevitable, so the skill expression becomes how aggressively you counterattack to recover. The five-second timer is tight enough to create pressure but generous enough that skilled players can reliably trigger it.

Fuses And Permanent Damage
Once a fuse is gone, it’s gone until you buy another from a merchant. This creates strategic tension around how you spend your gear currency. Do you invest in offensive augments that make recovery easier by killing faster? Or do you buy fuses to increase your maximum health pool, giving you more margin for error? Both approaches are viable, but mixing them requires careful resource management throughout the run.
The system punishes passive play brutally. If you’re the type of roguelite player who kites enemies, baits attacks, and plays defensively, Steel Effigy will break you. You need to internalize aggressive counterattacking as the default response to damage. This feels counterintuitive at first but becomes natural once you trust the system. Taking damage stops being failure and starts being a prompt to hit back harder.
Two Weapon Slots With Distinct Identities
You carry two weapons simultaneously, swapping between them mid-combo to create custom attack chains. The current roster includes scythes with sweeping reach, gauntlets with blunt power, and dual revolvers for ranged damage. Each weapon has unique basic attacks, charge attacks, and passive abilities that fundamentally change how you play.
Scythes excel at crowd control with wide sweeping attacks that hit multiple enemies. Gauntlets deliver devastating single-target damage through slower, heavier strikes. Dual revolvers let you maintain distance while still dealing consistent damage, though they require more precision. The weapon variety isn’t massive yet since this is early access, but each option feels meaningfully different rather than just stat variations.
Elemental Augments And Build Crafting
During runs, you find augments that transform your weapons entirely. Scythes might gain the ability to resurrect defeated enemies as temporary allies. Gauntlets can transform into ice claws that change your entire combo structure. One of the dual revolver skills can become a lightning beam that shreds enemy armor bars. These aren’t minor stat boosts. They’re fundamental mechanical changes to how your weapons function.
Layered on top of augments are items that add elemental triggers. Chain lightning that arcs between enemies. Flame bursts that create area denial. Ice shards that slow and freeze. Movement skills that let you dash through enemy formations. Each run becomes an experiment in synergy discovery as you figure out which combinations of weapons, augments, and items create devastating combos.
The Gear Economy And Merchant Decisions
Gears are your currency, dropped by defeated enemies and found in destructible barrels throughout levels. You spend them at merchants in travel zones between combat areas. The economy feels balanced during the playtest, with enough gear dropping that you can make meaningful purchases without feeling starved, but not so much that you buy everything.
Merchant decisions matter because your currency is finite. Buying fuses increases survivability but doesn’t make you stronger. Buying augments and items increases damage output but leaves you vulnerable if you take big hits. The optimal strategy changes based on your weapons, playstyle, and how the run has gone so far. There’s no universally correct answer, which creates replay variety.

Persistent Progression
The game features some form of meta-progression between runs, though specifics from the playtest weren’t extensively detailed. You now start with your most recent loadout rather than default weapons, which is a smart quality-of-life addition that lets you jump back into the playstyle you prefer without grinding through early runs every time.
Meta-progression is tricky in roguelites. Too much and skilled players trivialize difficulty. Too little and casual players bounce off the punishing early hours. Steel Effigy seems to be aiming for the middle ground where progression provides meaningful assistance without removing the challenge. Given these are former Apex and Titanfall developers, they understand how to balance competitive gameplay.
Combat Zones And Level Structure
The city unfolds in loops of combat zones connected by travel paths. Each combat zone pushes you forward to the next gate with wave-based enemy encounters. Between combat zones are travel zones where merchants appear, you can choose paths that lead to different rewards, and you prepare for the next fight. It’s a clean structure that maintains momentum without feeling overly linear.
Combat zones close their gates once you enter, preventing you from backing out and kiting enemies through doorways. This reinforces the aggressive design philosophy. You can’t game the level geometry. You have to commit to the fight and trust your ability to counterattack for healing. It’s elegant design that removes cheap strategies without feeling restrictive.

Boss Encounters
The playtest build featured at least one boss encounter at the end of runs. Reviewers noted it’s simple right now but already tests how well your build comes together. The scythe cuts through adds, revolvers shred boss armor bars when properly tuned, and the recovery system keeps every exchange risky and engaging. Boss design will presumably expand significantly before full release, but the foundation is solid.
Bosses in roguelites need to feel like skill checks where builds matter but player execution determines success. Overtuned bosses that require specific builds frustrate players. Undertuned bosses that any build steamrolls bore them. Steel Effigy’s current boss seems to hit that middle ground where your choices throughout the run matter but skilled play can overcome suboptimal builds.
The One To Four Player Question
Steel Effigy advertises one to four player co-op, which immediately raises questions about how the recovery system works in multiplayer. Can teammates trigger recovery windows for each other? Does friendly fire exist? How does the difficulty scale with additional players? The playtest seemed to focus primarily on single-player, so these multiplayer dynamics remain unclear.
Co-op roguelites are tricky to balance. Too easy with friends and single-player becomes the harder, less interesting mode. Too hard and playing with friends feels like griefing yourself. Games like Risk of Rain 2 nailed this by having enemy counts and health scale with players while maintaining challenge. Steel Effigy will need similar thoughtful scaling to make both modes equally viable.
The Dual Revolver Balance Patch
During the October playtest, developers pushed patch 0.1.3 that significantly nerfed the dual revolvers. The weapons were overperforming, with players winning runs by basically holding forward and spamming basic attacks. The devs reduced basic attack scaling from 100% to 75% while increasing charged bolt damage from 100 to 150 to reward skilled play over mindless spam.
This kind of rapid balance iteration during playtest is exactly what early access should be. The developers identified a problem where optimal play was boring, diagnosed that basic attacks were too strong relative to abilities, and adjusted numbers to shift power toward more engaging mechanics. It demonstrates they’re actively monitoring gameplay data and player feedback rather than just collecting bug reports.
Developer Communication
The patch notes included a developer comment explaining their reasoning: they weren’t unhappy with revolvers doing more damage than other weapons, but they were unhappy that power came from holding W and M1. They want abilities to be potent and impactful. That kind of clear communication about design philosophy builds trust with the community during early access.
Campground Interactive maintains an active Discord where they discuss development and gather feedback. This community-focused approach during early development is smart for building an audience before the full release. Players who feel heard during playtests become evangelists who spread word-of-mouth recommendations when the game launches.
Frequently Asked Questions
What is Steel Effigy?
A steampunk hack-and-slash roguelite developed by Campground Interactive where you play as a rabbit-shaped war machine fighting enslaved automatons. The unique mechanic is you can only heal by counterattacking within 5 seconds of taking damage.
When does it release?
To be announced. The October 2025 playtest wrapped up but no full release date has been confirmed yet. It’s available to wishlist on Steam.
Is it single-player or co-op?
Both. Steel Effigy supports one to four players, though the playtest focused primarily on single-player with multiplayer details still being refined.
What platforms will it be on?
Currently announced for PC via Steam. Console releases haven’t been confirmed.
What weapons are available?
The playtest featured scythes for sweeping crowd control, gauntlets for heavy single-target damage, and dual revolvers for ranged attacks. More weapons are expected before full release.
How does the healing system work?
When you take damage, you have 5 seconds to hit an enemy and recover what you lost from your recovery bar. Miss the window and the damage becomes permanent until you buy new fuses from merchants.
Are there permanent upgrades between runs?
Yes, though specifics are still being developed. You now keep your most recent loadout between runs, and there appears to be some meta-progression system for persistent upgrades.
How long is a run?
Not officially stated, but based on playtest feedback, runs seem to be in the 20-40 minute range typical for action roguelites.
Why Steel Effigy Deserves Attention
The roguelite genre is saturated. Every month brings a dozen new games trying to find their angle on the formula. Most fail to stand out. Steel Effigy stands out because its core mechanic, the recovery window system, fundamentally changes how you approach combat. It’s not a gimmick layered onto traditional roguelite design. It’s a mechanical pillar that forces you to play differently than every other game in the genre.
The steampunk aesthetic isn’t revolutionary, but it’s executed cleanly with strong visual readability. You always know what’s happening in combat, which matters enormously in fast-paced action games. The rabbit design for your character is distinctive enough to be memorable without being obnoxious. Everything feels purposeful rather than thrown together.
What excites me most is seeing developers actively iterate based on playtest feedback. The revolver balance patch shows they’re watching how people actually play and adjusting accordingly. They have clear design principles, like wanting abilities to feel impactful rather than basic attacks being optimal. That kind of intentional design bodes well for the full release.
If Campground Interactive can maintain this level of thoughtfulness while expanding the weapon roster, adding more enemy variety, and balancing multiplayer, Steel Effigy could be one of those indie roguelites that breaks out of the pack. It won’t compete with Hades for mainstream appeal because it’s too mechanically demanding. But for players who want a roguelite that rewards aggression and punishes hesitation, this rabbit-shaped war machine might be exactly what they’ve been waiting for.