Skip to content
Geeky Alien
HackeRPG

Screenshots

HackeRPG screenshot 1
Trailer trailerWatch trailer on Steam ↗

HackeRPG

Fellow Pablo · Published by Fellow Pablo

9 user reviews — 89% positive (9 reviews)

Last updated 28 Sept 2026

HackeRPG is a coding-based top-down arena roguelite in which you control a programmer avatar to battle hordes of viruses, bugs, trojans, etc. Upgrade your character, create unique builds, and automate your fights by writing code.

Early AccessDJCTQ 6

£4.29

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £4.29 · Highest: £4.2912 Oct 2026

Action, Indie, Strategy, Early Access · 2024 · More under £5 games

In HackeRPG, strategize and code your way through an arena of threats. Upgrade your character, create unique builds, and automate battles with Fellow Pablo's innovative roguelite gameplay.

About this game

HackeRPG is a unique and innovative arena roguelike that combines the excitement of hacking and coding with the thrill of battling virtual enemies. In this game, players navigate through a digital landscape filled with bugs, viruses, trojans, and other malicious entities. The player's mission is to stay on the arena full of enemies for 15 minutes using their coding skills.

Coding Combat:


Players engage in strategic coding combat, where they write commands to control their character's actions.

Enemy Variety:


Each enemy type has unique behaviors and vulnerabilities, requiring players to adapt their coding strategies for different challenges.

Automation and Control:


Automate your character's actions through coding scripts, allowing for efficient and precise execution of commands. Gain the ability to control enemies by coding, turning the tables on the digital battlefield.

Roguelike Elements:


Permanent character progression through talent unlocks, encouraging players to learn from each defeat and come back stronger.

Learning Curve:


The game caters to both coding novices and experienced programmers.

Visual Style:


Immerse yourself in a visually striking digital world, with futuristic and cyberpunk aesthetics. Coding interfaces, virtual landscapes, and dynamic enemy designs contribute to the game's captivating visual experience.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10+
  • Processor: x64
  • Memory: 1 GB RAM
  • Graphics: Dx12 or Vulcan capable
  • DirectX: Version 12
  • Storage: 80 MB available space

Supported Languages

English, Simplified Chinese, Russian, German, Spanish - Spain

Latest news

  • AnnouncementsOfficial

    0.7.0: what's coming on October 1

    0.7.0: what's coming on October 10.7.0 lands October 1. The main work: visuals, farming, the first tutorial steps, editor support, and more. VisualsThe game now has a rebuilt lighting. Lamps and shots glow. Lights cast 2D shadows. Round objects now have round hitboxes. Wind and dust drift through the world and catch the light near lamps. FarmingThe farm is the first non-combat activity in the game. Work the field with console commands: ping to find things, interact to till, plant, water, and harvest. Crops grow through stages; watering speeds them up. No economy yet. The farm runs on the game clock. Nothing grows while the game is paused or closed. Crops keep growing while you're in the city. TutorialThe first tutorial steps are in. They teach the base commands and game controls through farming. WorkshopSteam Workshop support is in: subscribed items install as regular mods and appear in the Mods menu. Unsubscribed items are removed. Manual mods work as before. Without Steam, the Workshop is skipped. Editor supportHackerScript now has editor support: completions, hover and syntax diagnostics for .hrpgs files in any editor that speaks LSP. A standalone interpreter also ships, so you can run HackerScript without launching the game. Screenshots and clips are from a work-in-progress build.By the way, HackeRPG is in Steam Programming Fest until September 14 — 15% off. Play the current version on Steam: https://store.steampowered.com/app/2671770/ If you enjoy it, a review on Steam helps. Feedback: https://discord.gg/efnCcWVj
    Read full article on Community Announcements (fellow.pablo)
  • AnnouncementsOfficial

    HackeRPG 0.6 — the big one

    That was a quiet half-year. Here's why.You may have noticed we went silent for a while. It wasn't idle time — it was a full rewrite of how HackeRPG works under the hood. Since the last public build we've written over 55,000 lines of new code across the engine, the scripting runtime, and the tools around them. We wanted to do this properly instead of rushing it, and we think the results were worth the wait.What's new in 0.6The game now runs entirely on HackerScript — the menu, action, tactical and story modes are all script-driven over a shared engine core. The old hard-coded screen logic is gone.Modding is here. A sandboxed runtime lets you drop in your own content with its own assets, write your own behavior, and even override game systems. Example generator included.Documentation that's actually handy — the HackerScript reference is built into the game and dropped into your user folder for easy reading.Change the language from inside the game — runtime locale switching with a full CJK font.Various bug fixes.This 0.6.1 build is live on Steam now.Where we're goingWe're committing to a much tighter update cycle from here — smaller, more frequent releases instead of long gaps.Story mode is the focus. Expect a proper tutorial and action-mode gameplay woven into the story narrative.0.7.0 — target: October 1. That version bundles the HackerScript LSP and a standalone interpreter, so modding and scripting get real editor support, autocomplete and diagnostics — a far more comfortable way to build.Thank you for patience! Stay tuned.
    Read full article on Community Announcements (fellow.pablo)
  • Patch NotesOfficial

    0.5.1 Update and Future Plans

    Hi there, I'm glad to introduce you a new small update. Here is a list of changes:Add option to switch to windowed mode via the configuration menu (or via the config file).Add preparation animation for shooting bugs.Add destructible environment, which dynamically spawns during the game and dropping healing hearts when destroyed.Add health bars for enemies and environment.Add new functions and constants:state_of(id) for current state of the entity. (Will return one of new constants SPAWN_STATE, DEFAULT_STATE, PREPARATION_STATE, SPECIAL_STATE or DESPAWN_STATE).current_hp_of(id) for current hp of the entity.full_hp_of(id) for max hp of the entity. (Initially, that was max_hp_of, but that was uncomfortable as max_hp_of showed first instead of move, when typing "m" and press TAB)damage_of(id) for damage the entity deals.COLLECTABLE_HEART and DESTRUCTIBLE_ENVIRONMENT constants for type_of usage.Slightly increase the hammer's and spear's hitboxes....And a lot of minor bugfixes.Now let's talk about the future. First, let me tell you about the procedurally generated dungeon mode I'd worked on. After a lot of play-tests and brainstorming, I've decided that it just don't exciting and immersive enough. There is no such a difference between the current arena mode and procedurally generated dungeon, so I've decided to focus on the not procedural story mode with some dialogs, puzzles and exploration, not only combat.I've already started to work on this and now building a small starting map which will be revealed for you soon. Furthermore, the whole map will be loading from the HackerScript file from the game's folder, so you'll be able to edit anything or even build your own stories in the future! That would be the first step to build fully configurable, editable and moddable game I want HackeRPG to be.For now I've already create the main story and characters, and working on the art of the first location which I reveal you as I'll finish it.Thanks for your support. See you soon.
    Read full article on Community Announcements (fellow.pablo)
  • AnnouncementsOfficial

    New in-game content is upcoming

    Hi there, long time no see.I want to inform you that I'm still working on the game, but a new dungeon-crawler mode is taking too much time due to my day job, and there is still much stuff to do. Thus, I've decided to provide a smaller update with a bit of in-game content and bug fixes. The next update, I'm working on, will provide a few new game mechanics, which could refresh the game experience for you while you waiting for a new mode.Here is a little spoiler: Thanks for your patience and sorry for such a slow development speed. Stay tuned.
    Read full article on Community Announcements (fellow.pablo)
  • Patch NotesOfficial

    0.4.1 Version is Now Available!

    Phew, it took a very long time, but now you can try out the new update! The main changes are: Interpreter Supports arrays, maps, mutable/immutable variables, built-in functions (drop, print), for and while loops, code blocks (all variables are removed from RAM when the code block is completed), ability to write single-line code with semicolon-separated statements, ability to call functions everywhere (no more passing everything to variables) and types (string, float, integer and boolean). Error messages have become much more informative. Threads Daemons have been replaced by threads, which will not repeat, but will allow you to execute any code in another thread, even without an IDE. Repository All the code in your repository is now stored in delimited files on your hard disk, so you can edit them without even running the game. (You have to restart the game to apply changes to it). I will soon add the standalone interpreter binary to the game files, so you can use it as a full-fledged interpreter. New commands set_ping_level and ping_level with constants INFO, WARN, ERROR to handle ping level; set_goto_stop_delta and goto_stop_delta for better goto control; run/stop to start a thread; infect/purge to start viruses; threads/viruses to display a list/map of active threads/viruses; skill_cooldown to get skill validity time; also constants returned by type_of are meaningful strings, not identifiers that are hard to remember; is_alive now returns a boolean. Tutorial it's partially updated, but it doesn't cover all the new content. I'll redesign it to be more dynamic and engaging in the next major update. The “no parentheses” mode has been removed Given the syntax of the new interpreter, parentheses become a mandatory element of the language. Small bug fixes and performance improvements. Speaking of the next major update, I think the game deserves a lot more gameplay content. The patch does a lot of work, but essentially it won't provide much of a new experience. Yes, it ...
    Read full article on Community Announcements (fellow.pablo)

We use strictly necessary cookies to run this site. We don't currently set any analytics or advertising cookies. See our Cookie Policy for details.