Between Gods
Wishlist the full game on Steam⤵️
"Humanity has grown tired of the gods' cruelty, and the rebellion has begun."
Between Gods is a punishing action roguelite where your crusade is to slay every god. Master precise parries, battle relentless foes, discover powerful gear from shops and enemy drops, and grow stronger by spending skill points after each death.
- Keyboard
Attack - Space
Parry - Arrows
Use Item - X
Shield Ultimate - Z
- Xbox Controller
Attack - X
Parry Upper- Y
Parry Middle - B
Parry Lower - A
Use Item - LB
Shield Ultimate - RB
NOTE: Basic Attacks (Space) deal 25% damage. Parry to deal 100% damage.
This demo features three stages: "High Seas," "Deep Desert," and "Underworld." Slay the god in the Deep Desert to complete the demo!
After slaying your first god, you will obtain the "Hades Token." If you die afterward, you will descend into the Underworld, where you will be given a chance to fight your way back to your last checkpoint in the previous stage.
Slaying the gods.
"Seven stages are planned for the full release"

Make powerful builds.
"Combine amulets, swords, and shields to unleash your ultimate power"

Equip it and watch it on screen.
"Each weapon and shield features visible assets"

Different ways to grow up.
"Discover, purchase, fuse or upgrade your arsenal"

A simple yet essential skill tree.
"Review your character's stats—Health, Attack, and Speed—and choose wisely where to invest your first skill points"

Make sure to follow the project below to stay updated⤵️

| Updated | 14 hours ago |
| Published | 6 days ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Rating | Rated 4.0 out of 5 stars (3 total ratings) |
| Author | Bitboy Games |
| Genre | Action |
| Made with | Unity, Aseprite, Adobe Photoshop |
| Tags | Difficult, Indie, Pixel Art, Roguelite, Unity |
| Average session | About a half-hour |
| Languages | English, Spanish; Latin America, French, Italian, Japanese, Korean, Polish, Portuguese (Brazil), Russian, Turkish, Chinese (Simplified), Chinese (Traditional) |
| Inputs | Keyboard, Xbox controller |
| Accessibility | Interactive tutorial |
| Links | Steam, Discord, Twitter/X, Bluesky, YouTube |
| Content | No generative AI was used |
Download
Development log
- Parry System Improvements4 days ago
- Major Update7 days ago
- Quality of life improvements and item balancing8 days ago
- Parry system fixed & menu redisign8 days ago








Comments
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Tried the game for a bit and I completely agreed with other feedbacks about timing inputs. Felt too punishing for me especially on boss fights. Some of the attacks' timing always throws me off and requires insane input response. I personally don't have this issue in terms of hardware but we know that hardware input delay also contributes to this factor especially if people using something like wireless dongle or bluetooth keyboard/controller so would be glad to adjust the timings in the future.
Some minor issues are on the UI aspect such as Options button didn't do a color change when hovering through the mouse anymore after clicking it and go back to the menu. This is specifically on the browser based game not sure on the build. Then on the mastery tab, somehow it jumped straight into the second 10% attack unlock available (?) And the yellow bar from the mastery balance does not light up to the first Health upgrade. Another thing is the button indicator on the UI buttons. I would say make it adaptive to different types of input. Since the game supports controller and MnK, MnK should not have button indicator such as huge spacebar and escape icon. It should only show it to controller player and no need on MnK in my opinion except during the gameplay scene on parry and attack. Or just adjust the size of the icon button.
Another minor issue for me is that you should add a simple indicator tutorial for advancing the stages. For the first time, it felt confusing on which one to choose from. It would be better to show some kind of short description per each icon stages.
Overall, It's a great game to play with. I love the pixel art style of the game. Looking forward for future updates on it! :D
So I’m not very good with precise timing of inputs, but once the parry tutorials ended, I don’t think I made it past a single battle lol. I think having the input on the screen longer would have helped me a bit with that. It’s an interesting concept for sure, and I want to see where it goes, but as it stands for me right now, the difficulty’s just a little too high for me to get into.
That said, I do like the character artwork and that everything can be played just using the keyboard! Makes it a lot easier to play on a laptop.
Thank you so much for the detailed feedback!
I completely agree with you timing can be tricky, and keeping the input on screen longer is a great point. I’m already planning to adjust the input display window so it feels more forgiving and readable during battles.
Also, I’m really glad you liked the character artwork and the keyboard controls! Thanks for playing and for taking the time to share your thoughts, it really helps make the game better. Stay tuned for updates! 🎮✨