Roll In is a turn-based tactics roguelike for PC in which players command aircraft that must remain in constant motion while protecting an armoured train during incursions into machine-controlled territory.
Gameplay
The core loop centres on aircraft that cannot stop. Each turn requires movement, with straight-line flight building momentum that fuels powerful attacks and special manoeuvres. Enemies display their exact strike locations and damage values in advance, allowing precise planning around perfect information. Weapons follow distinct patterns such as strafing runs, cones, bombs, flak and rails, each interacting with the board in unique ways. Momentum management becomes critical because players must anticipate positions one turn ahead while positioning for maximum effect.
Terrain shapes every engagement. Mountains disrupt enemy targeting, water halts advances and forces sinking when units are pushed into it, and other features create opportunities to break locks or control the battlefield. The armoured train serves as the mobile base that carries damage between stops; its survival determines whether a run continues. Full undo functionality lets players rewind actions within a turn until the sequence meets exact requirements before committing to the attack run.
Aircraft construction adds depth through interchangeable weapons, hulls, engines and items. Each weapon follows its own upgrade tree that grows stronger over successful runs. Pilots progress from rookies to aces by earning ranks and acquiring new manoeuvres, provided they survive repeated deployments. At each stop along the route, limited resources force choices between repairs, upgrades and scrapping equipment.
Game Modes
Progression follows a structured campaign of three acts connected by a branching rail network. Each act concludes with a boss encounter, and players select individual missions according to difficulty, mission type and available rewards. Runs generate fresh challenges through procedural elements while preserving the fixed requirement that aircraft keep moving every turn. The single continuous campaign loop emphasises repeated attempts to push deeper into enemy territory, with permanent upgrades and pilot development carrying forward between attempts.
Customisation extends to squadron appearance, where each hull retains its own livery options including camo patterns, colours and markings chosen by the player. These visual choices persist across runs without affecting mechanical performance.
Core Mechanics and Systems
Every engagement rewards careful positioning because momentum gained from straight flight directly powers heavier strikes and evasive options. The inability to remain stationary forces constant forward planning and creates tension around enemy threat displays. Ground interactions add another layer, turning the map itself into an active participant that can shield allies or doom enemies.
Resource decisions at stops create meaningful trade-offs that shape long-term strategy. Choosing to repair the train might limit immediate upgrades, while investing in a weapon tree could leave the train vulnerable on the next leg. Pilot survival ties directly into growing capabilities, turning each successful extraction into tangible power for future runs.
Is It Worth Playing?
Roll In suits players who enjoy deliberate, puzzle-like tactics with high-stakes positioning and resource management. The constant movement requirement and perfect-information combat create a distinct rhythm that rewards foresight over reaction. Those drawn to roguelike progression through pilot ranks, weapon upgrades and branching campaign structure will find repeated runs rewarding as they refine builds and learn optimal momentum usage. The game offers no multiplayer components and focuses entirely on singleplayer campaign runs against machine forces.