Made with Diversion Showcase: Lost Souls
At Diversion, we love shining a light on the incredible projects our community is working on. Today, we’re happy to feature "Lost Souls," a project by the talented indie team at Rogue Realm Studios. We had the pleasure of speaking with Nyko, Studio Director, to learn more about the team, the game, and their experience using Diversion.
Meet Rogue Realm Studios
Rogue Realm Studios is a small, passionate indie team based in North America, with members spread across different countries. Despite being a relatively young studio, with only 3-4 months under their belt, they’ve made good progress on their first game, "Lost Souls," which is already close the playtesting phase.
Nyko shared that the team's favorite types of games are Horror and Roguelike genres. For Nyko, the most enjoyable part of game development is the camaraderie and learning that comes with it. "It's amazing to meet people who share the same passionate flame for game design," Nyko says. "The knowledge and friendships you build along the way are invaluable, and I’ve learned so much from the experiences and journeys shared by others on the team."
About "Lost Souls"
"Lost Souls" is an intense roguelike experience set in a chaotic and twisted purgatory. The game challenges players to escape from vicious creatures while discovering hidden ‘Easter egg’ objectives that reward medallions, altering the gameplay in unique ways. Inspired by the gothic medieval aesthetics of games like Dark Souls and Lords of the Fallen, "Lost Souls" also draws gameplay mechanics from Risk of Rain 2 and Call of Duty: Origins’ zombie mode.
Players will face the seven deadly sins—Greed, Wrath, Lust, Envy, Gluttony, Sloth, and Pride—through objectives that offer medallions when completed. These medallions change the course of the game, allowing for different strategies and experiences. The primary platform for "Lost Souls" is PC, with plans to release on itch.io and Steam, targeting an audience of 15-25-year-olds who love fast-paced, intense horror games combined with the challenge of a roguelike experience.
Why Diversion?
Nyko also shared the team’s journey to finding Diversion. "When we first started, we were using Perforce because it was taught as the industry standard at university," Nyko explains. "However, we found it outdated and clunky, and it was a nightmare trying to get it to work with our project. We encountered countless issues with user management, branching, and the tedious self-hosting requirements."
Fortunately, Rogue Realm Studios’ producer, Zero, discovered Diversion, and it’s been smooth sailing ever since. "We love how easy it is to set up repositories, manage branches, and track changes," Nyko says. "The consistent support and ease of use have made our lives as developers so much easier. It’s been a pleasure discovering this tool, and it’s been a game-changer for our development process."