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Rabanaz

Screenshots

Rabanaz screenshot 1
Early Gameplay Montage (August) trailerWatch trailer on Steam ↗

Rabanaz

Edaqa's Room · Published by Edaqa's Room

Last updated 3 Oct 2026

A roguelike deckbuilder set in a steampunk casino run by ravens. Rewire the machine in your favour and they won't take it quietly. Blend your chips into new colours and change what "random" means to steer a run toward the build you have in mind.

Free

View on Steam

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Indie, Strategy · 2027 · More free games

In Rabanaz, blend chips into new colors to shape your run. Navigate a steampunk casino where every shuffle could be your last.

About this game

Welcome to the Rabanaz casino. The ravens who run it consider your clever tricks most impertinent.

CAUTION: The casino has strict security and any attempts at cheating will not go unpunished.

  • Mix your own chips: Three primary colours, blended into whatever your tubes are hungry for. Every part of the machine can be tampered with, and the parts talk to each other. Build improbable combinations that set the ravens aflutter.

  • The ravens fight back: They rewire circuits, putting obstacles where you least want them. They're good at this. Not every run ends well — but the machine keeps something at its heart, and it does not belong to the ravens.

  • Shiny and permanent: Randomness needn't be so random. Every run pays out a few diamonds. Set them into the machine and it deals differently ever after.

  • Mind the pressure gauge: Every clever trick stokes the boiler. Heat buys you power and charges you for it — higher targets, nastier tubes, less room to recover. Keep it cool and play it safe, or push it ever higher.

ADVISORY: Myths of something in the machine are not but tall-tales. Heed them not.

  • Chips: Your bag starts with plain primaries and ends up somewhere unrecognisable. What's in it is entirely your doing.

  • Tubes: Glass and brass, slotted into the machine to bend its rules your way. Stack them carefully and curious things happen.

  • Malicious Tubes: The same glass, from the ravens' workshop.  They really don't care what your build was supposed to do.

  • Fiddle Sticks: A stick for stirring drinks, which fits the machine far better than it ought to. One use only.

  • Craftsmen: The workshop crew will merge, blend, and enhance whatever you put in front of them. Some want coin. Some are happy to risk it.

WARNING: Mr. Frank is not board certified and you are advised against participating in his experiments.

These are the planned features and support.

  • Controller: We love controllers and would play all games with them if we could. So full controller support is coming.

  • Steam Achievements: Prove to everybody how you've outwitted the machine, or at least how Rabanaz's gearworks have infiltrated Steamworks.

  • Early Access: When the game's full gameplay and end-to-end playthrough is done we'll do early access to help us with balancing and release details.

  • Challenge Modes: Discover new ways to play with specialized modes. Face limited chip options, crafty maps, and more devious tubes.

  • More Tubes: Ever more ways to cheat the machine, yet ever more maliciousness thrown back at you.

  • More visuals: We want to spend a fair amount of time on aesthetic flash while balancing the game.

  • Requirements: Based on machines we know it's been played on and works well. Let us know if you have a working machine we haven't covered.

  • Balance: The ravens are still fitting sprockets, sometimes they're a bit too mean, sometimes a bit too lenient. We'd love your feedback to get this right.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: 10
  • Processor: Intel Core i3
  • Memory: 8 GB RAM
  • Graphics: DX10, DX11, DX12 or Vulkan capable GPUs
  • DirectX: Version 10
  • Storage: 1 GB available space

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Effects system and visual feedback

    We've been busy adding the systems needed to get more visual feedback into the game. The biggest impacts are chip effects, both around the chip and to the chip itself. Some text feedback has also been improved.Check out the new trailer montage on the store page to see some of them in action.Anybody who wants to help with playtesting can jump over to discord and request access. We're still limiting it to semi-private, as we're not yet quite ready for the Steam playtest.
    Read full article on Community Announcements (Edaqa's Room)
  • Community & EventsOfficial

    Time for Deckbuilder Fest!

    We're pleased to have a Demo ready and participating in the Steam Deckbuilder Fest. This captures enough to give you an idea about the core mechanics. It's probably enough for one, maybe two runs of the game.What's not in the demo that'll be in the release:Meta-Progression: Releasing lots more tubes, vendors, and fiddle sticksRandom rebalancer to adjust the rarity of items in runsPermanent upgrade mechanismModes and challengesController and Keyboard supportWe're not sure how well balanced the demo is yet. We're guessing a deckbuilding veteran won't have a problem but someone new to the genre might fail. So let us know if it's too easy or too hard.Enjoy Rabanaz and all the other great games in the Fest!
    Read full article on Community Announcements (Edaqa's Room)
  • AnnouncementsOfficial

    A Demo Is Coming

    We've been polishing the gears and oiling the pistons. We've put together a standalone demo that lets you play a run against the machine. It'll be released... soon!The demo features the key mechanics of the game with a limited number of tubes and store options. It'll be similar to what you'd experience with a first run of the full game, before unlocking more features.We don't have controller support yet, but as soon as that is in the full game we'll release a new demo. We're committed to keep updating the demo as the main game progresses. It'll always represent a sneak peek of the current development version.
    Read full article on Community Announcements (Edaqa's Room)
  • Patch NotesOfficial

    Development Update 2025-05-31

    We've hit the point where we'll be running our first external playtesting sessions. There's enough game in place to get feedback on how to go from here. We're still a ways off from public playtesting. For the development status, here's some quick notes on what each section needs to move forward. Graphics Much of what remains here is tweaking, polishing, and of course the missing scenes. Replace remaining placeholdersStory elements (the generic parts and holders)Settings screenAudio We've just started here, so basically everything needs to be done. EngineLoad management and feedbackAudio ambienceController supportKeyboard supportRender optimizationMid-run save and reloadAchievementsAnimation Animations make the game feel alive (and hide loading). Scene transitionsObject animations, like tubes, chip activations, counters, etc.Idle animationsGameplayMany more tubesMore vendor optionsMore chip purchase optionsEnd of runProgression Not everything should available at once, to avoid overwhelming new players and to give a sense of progression. Task/event based gating of tubesStep-wise reveal of fiddle sticksMap stagingModes Beyond the basic gameplay, we'd like to add special challenge modes. These might come quite late in the development, possibly not until early access. Machine selection (upgrades stored per machine)Story Rabanaz is a steam punk casino and there's a purpose to you hacking their machines. It won't have a significant impact on gameplay but to add flavour. Cut-scene panelsVendor panelsBad Tube charactersEnd-RunEnd-Game
    Read full article on Community Announcements (steam)

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