Recruiting Against Rodents is a strategy indie game built as a roguelike auto-battler for PC. Players hire and manage a small team to face waves of rodents in repeated runs that reset on failure.
Gameplay
The core loop centers on assembling a team of up to five heroes and sending them into auto-battler combat against fifteen waves of rodents. Combat runs without direct player input once the match begins, relying instead on pre-battle preparation and team composition. Six core stats define each hero, while forty-two distinct roles provide variety in how units perform on the field. Heroes accumulate experience during runs, which opens paths to evolve them into new roles and unlock fresh capabilities.
Synergies between roles and stats form the main strategic layer. Players experiment with combinations that amplify damage output, improve survivability, or create chain reactions across the team. The pixel art style keeps the focus on clear unit identities and tactical decisions rather than visual spectacle. Because the game runs on simple auto-battler rules, matches emphasize planning over moment-to-moment control.
Game Modes
Multiple scenarios deliver the main variety. Each scenario presents its own difficulty level and set of unique challenges that alter wave composition or environmental factors. The roguelike structure means every attempt begins fresh if the team falls, encouraging repeated runs to test different team builds and role evolutions. No persistent progression carries between failed attempts, so success depends entirely on adapting within a single scenario.
Development and Art
Owen Eckart developed the title under Jelly Waffle Labs LLC as a solo project in its early stages. Character and tarot card pixel art comes from Jonas Keller, while Steam page artwork was handled by Shannon Xie. The small scope keeps the experience focused on the auto-battler systems and role synergies rather than expansive content.
Is It Worth Playing?
Recruiting Against Rodents suits players who enjoy short, repeatable strategy sessions built around team building and auto-battler mechanics. The limited team size and experience-based role changes create a clear progression path within each run, while the range of scenarios offers different challenges without requiring long commitments. Because the game remains in early development by a single creator, it appeals most to those comfortable with indie titles that prioritize core systems over polished features or frequent updates. Fans of roguelike auto-battlers looking for a compact PC experience will find the emphasis on synergies and role evolution a natural fit.