7 Best Roguelites With Crafting Systems

Make something worth keeping, or build the thing that gets you through this run.

Jun uses a screwdriver to assemble a mechanical component held in a vise at a lamp-lit workshop bench.
Jun at a shelter workbench. Thematic cover artwork. · Zombie Defence

Wizard with a Gun is the strongest pick here for turning ingredients into unusual attacks. Deadly Days: Roadtrip makes crafting part of the scramble to assemble a run, while Zombie Defence gives you permanent weapon projects that make the next supply trip feel purposeful. Hades II, The Last Stand: Aftermath, Moonlighter and Cult of the Lamb each put a different kind of workbench between you and the next fight.

The distinction that matters is what happens to your creation afterward. A weapon you keep, a consumable you spend and an improvised item that disappears with a failed run produce very different decisions. Every game below has material-based crafting, recipes or genuine item combinations. Picking a damage bonus from a level-up screen is not enough to make this list.

These seven range from reset-driven action roguelites to run-based survival and shopkeeping hybrids with persistent homes. The comparison focuses on their PC editions, alongside Zombie Defence’s browser Alpha in development. Five are full releases; Deadly Days: Roadtrip is available in Early Access, and Zombie Defence has a waitlist for Alpha news and playtest availability. Choose by the job you want crafting to do, not just the size of the recipe book.

The quick comparison

7 games, different reasons to give the next run a chance.

  1. 01Comparison score: 8.5/10
    Zombie Defence
    Jump to comparison
    Permanent weapon projects that give supply runs a purpose
    • Crafting
    • Permanent progress
    • Shelter building
    • Extraction
    • Roguelite
    Platforms
    Browser Alpha in development; native mobile releases planned
  2. 02Comparison score: 8.5/10
    Wizard with a Gun
    Jump to comparison
    Crafting ammunition that changes how your shots behave
    • Crafting
    • Co-op
    • Exploration
    • Loot builds
    Platforms
    Windows PC, PlayStation 5, Xbox Series X|S; PC edition compared
  3. 03Comparison score: 9.1/10
    Hades II
    Jump to comparison
    Material gathering that unlocks more of a combat-first roguelite
    • Roguelite
    • Crafting
    • Permanent progress
    • Loot builds
    Platforms
    Windows PC, Apple-silicon Mac, Switch, Switch 2, PlayStation 5, Xbox Series X|S
  4. 04Review score: 8.4/10
    The Last Stand: Aftermath
    Jump to comparison

    Fit for this list: 9.1/10

    Improvising useful equipment for a survivor on borrowed time
    • Crafting
    • Roguelite
    • Exploration
    • Permanent progress
    Platforms
    Windows PC; PlayStation and Xbox console editions also available
  5. 05Review score: 8.1/10
    Deadly Days: Roadtrip
    Jump to comparison

    Fit for this list: 9.4/10

    Combining run loot while solving a backpack puzzle
    • Crafting
    • Loot builds
    • Roguelite
    • Permanent progress
    Platforms
    Windows PC (Steam Early Access)
  6. 06Comparison score: 8.5/10
    Moonlighter
    Jump to comparison
    Deciding whether dungeon loot should become money or equipment
    • Crafting
    • Permanent progress
    • Exploration
    • Roguelite
    Platforms
    Windows PC, macOS and Linux on Steam; Windows edition compared
  7. 07Comparison score: 8.6/10
    Cult of the Lamb
    Jump to comparison
    Turning dungeon resources into a functioning home community
    • Crafting
    • Farming
    • Permanent progress
    • Roguelite
    Platforms
    Windows PC and macOS on Steam; PC edition compared

Choose a game to jump to its overview. Platform lists are summaries; check the linked official edition.

The games

01

Zombie Defence

Zombie Defence turns scavenged supplies into a lasting arsenal, then lets you adapt that equipment with temporary upgrades during the next deployment.

8.5 /10

Comparison score

  • Crafting
  • Permanent progress
  • Shelter building
  • Extraction
  • Roguelite
Platforms
Browser Alpha in development; native mobile releases planned
Price model
Launch price and final monetization unannounced

A good project starts with a specific weapon, not a vague wish for more power. The issued AR-07 sits alongside eight buildable weapons, including the Breach Shotgun, Rivet Gun and Coil Carbine. You can discover recipes through sector schematics, the relevant research pair or a valid receiver, barrel and feed assembly. Incorrect assembly spends nothing, so experimenting at the bench is a useful route into the catalogue rather than a materials sink.

The interesting constraint is the shelter economy. Scrap also funds room upgrades, weapon levels and production. The Salvage Bench can process it into parts or ammunition, which means an ammunition line can consume the stock you meant to save for a build. Choose your project before deploying, then reserve its supplies and pause a competing line when necessary. This is crafting with a plan, rather than waiting for a random weapon roll.

Built weapons and their levels remain in your arsenal. Six craftable equipment modules add another lasting choice, with one equipped at a time; battle cards such as Split Shot reset after the deployment. Separate city Scrap expeditions feed that preparation, and their collected Scrap survives extraction or defeat up to storage capacity. The result suits players who enjoy active shooting but want failure to leave a weapon project moving forward. Fixed recipes provide clear targets, although they do not offer unlimited mix-and-match gun design.

Zombie Defence workbench showing the undiscovered Breach Shotgun, its schematic and research requirements, and stored resources.
The Breach Shotgun’s unlock routes at the Alpha workbench. Bunker is the development build’s internal name. · Zombie Defence · Alpha

What works

  • Eight buildable weapons with schematic, research and assembly discovery routes
  • Permanent weapons and craftable modules remain useful across deployments
  • Shared Scrap costs make production choices matter

Worth knowing

  • Crafting competes with ammunition, upgrades and other shelter spending
  • A defined recipe catalogue rather than unrestricted weapon customization

Zombie Defence: Comparison score

8.5 / 10 · Five equally weighted criteria.
Combat
8.4
Progression
8.8
Usability
8.1
Value
8.1
Fit
9.2

Active shooting gives crafted equipment a practical use, while persistent weapons, modules and shelter systems create strong progression. Defined recipes are approachable, but competing production costs require attention. Its strongest fit is deliberate preparation across repeated outings.

The verdict

Choose Zombie Defence if the most satisfying part of a run is coming home one step closer to a weapon you will keep.

02

Wizard with a Gun

Wizard with a Gun puts the recipe inside the projectile: gather resources, manufacture enchanted ammunition and combine effects at the Loading Bench.

8.5 /10

Comparison score

  • Crafting
  • Co-op
  • Exploration
  • Loot builds
Platforms
Windows PC, PlayStation 5, Xbox Series X|S; PC edition compared
Price model
Paid game; optional cosmetic and bonus-content packs

The appeal is making two effects do something neither could do alone. The developer’s Freeze and Force example turns an enemy into an ice block, then shatters it. Oil and Burning bullets offer a more combustible approach. Powders further modify the behavior of a shot, so a familiar firearm becomes a platform for a little magical engineering.

That preparation sits inside a repeatable expedition loop. Your tower is the workshop, while the surrounding wilderness can be reset into a new arrangement. Building up the tower and its crafting facilities gives successive trips continuity; making ammunition also creates a recurring demand for ingredients. You are developing a home production setup and spending its output in the field, rather than receiving a completely new set of random boons on every departure.

Start with one combination whose purpose you can explain, such as freezing a threat before breaking it, and collect toward that project. Trying to maintain every element at once gives the inventory much more work to do. Choose this for experimental gunplay and shared crafting with up to four players online. The tradeoff is a fuller gather, store and prepare routine before the shooting pays off.

Wizard with a Gun Loading Bench with a selected bullet, modifier slots, a revolver and a Craft button beside the inventory.
The Loading Bench exposes the bullet and modifier slots that shape a weapon’s behavior. · Galvanic Games / Devolver Digital / Steam

What works

  • Bullet effects and powders support meaningful combat combinations
  • The tower gives crafting stations a lasting home
  • Current PC version supports up to four players online

Worth knowing

  • Ammunition experiments depend on repeated resource gathering
  • Inventory and workshop preparation interrupt the action loop

Wizard with a Gun: Comparison score

8.5 / 10 · Five equally weighted criteria.
Combat
8.5
Progression
8.7
Usability
7.6
Value
8.2
Fit
9.5

Elemental interactions give combat and crafting substantial variety, and the tower makes resource gathering useful over time. Managing ingredients, stations and ammunition adds friction. The paid campaign and four-player option offer breadth, with an especially strong fit for experimental crafting.

The verdict

The best choice here when you want to invent a firing solution, then watch the combination work.

03

Hades II

Hades II gives each night’s expedition a second purpose: bring back the reagents that let Melinoë practice witchcraft at the Crossroads.

9.1 /10

Comparison score

  • Roguelite
  • Crafting
  • Permanent progress
  • Loot builds
Platforms
Windows PC, Apple-silicon Mac, Switch, Switch 2, PlayStation 5, Xbox Series X|S
Price model
Paid game; optional soundtrack sold separately

The Cauldron is the important distinction from ordinary boon selection. Gathered materials go into incantations and alchemical recipes, opening lasting possibilities or producing useful goods. Sweet Nectar and Shimmering Ambrosia are examples of brewing recipes in the full release. The game’s gathering tools and cultivation systems make the ingredients part of the journey, rather than a generic currency attached to a shop button.

The two layers behave differently. An incantation can change what is available on later nights, while the Olympian boons and other temporary powers assembled during an attempt belong to that attempt. A failed fight can therefore sit alongside progress toward a home project. Crafting gives the route another objective without requiring you to stop and operate a survival workshop in every room.

Choose one Cauldron goal before setting out and pay attention to the reagents it needs. That keeps gathering connected to a payoff instead of turning every resource into an equally urgent shopping list. Hades II remains the pick for players who put fighting first: weapons, spell timing and adapting to offered boons do most of the moment-to-moment work. Its recipes are authored unlocks and brews, so it is less suitable if you want freeform item engineering.

Melinoë swings a weapon through enemies in a dark wooded arena in Hades II.
Melinoë fights in a wooded arena. Reagents gathered between encounters support projects back at the Crossroads. · Supergiant Games / Steam

What works

  • Reagents and alchemy give repeated runs tangible secondary goals
  • Lasting incantations sit alongside fresh per-run combat builds
  • Optional God Mode makes the action more approachable

Worth knowing

  • Gathering adds another progression layer to track
  • Fixed incantations offer less experimentation than modular ammunition

Hades II: Comparison score

9.1 / 10 · Five equally weighted criteria.
Combat
9.4
Progression
9.3
Usability
8.6
Value
9.2
Fit
8.9

Weapon and boon combinations give combat exceptional scope, supported by lasting unlocks, relationships and incantations. God Mode helps accessibility, though several resource systems need learning. The complete single-player game offers extensive replayability; crafting supports that action rather than replacing it.

The verdict

Pick Hades II when you want crafting to enrich a deep action roguelite without becoming the whole game.

04

The Last Stand: Aftermath

The Last Stand: Aftermath makes crafting an answer to a dangerous present: your survivor is infected, supplies are limited and the next destination needs fuel.

8.4 /10

Review score

  • Crafting
  • Roguelite
  • Exploration
  • Permanent progress
Platforms
Windows PC; PlayStation and Xbox console editions also available
Price model
Paid single-player game

You scavenge materials and turn them into weapons and supplies while moving through the ruined world. That makes crafting a different kind of decision from Zombie Defence’s persistent arsenal. Here, the immediate question is what will help this survivor reach the next stop. Spending components now can be more useful than preserving them for an ideal future that the current character may never reach.

Infection supplies the larger pressure. Mutations can strengthen the survivor even as the run heads toward its eventual end, and a new person takes over after death. Perks and upgrades earned through progress carry the campaign onward; the dead survivor’s field loadout is not the permanent reward. It is a good fit if you want equipment to feel expendable and ingenuity to matter under worsening conditions.

Before committing to more scavenging, decide what the current outing lacks. Secure the fuel you need to travel, then spend crafting materials on whatever is most likely to get you through the next threat. Treating every container as mandatory only adds another reason to linger. The tense combination of stealth, fighting, infection and resource use gives small discoveries weight, but it also makes this a poor pick for relaxed, uninterrupted workshop tinkering.

A survivor uses a flame-emitting weapon against infected in an industrial yard with red fuel tanks and a military vehicle.
A survivor fights through an industrial yard. Field equipment serves the current infected survivor’s journey. · Con Artist Games / Steam

What works

  • Scavenged materials become practical weapons and supplies
  • Infection and mutations make present-versus-future decisions urgent
  • Persistent perks give successive survivors a shared sense of progress

Worth knowing

  • A crafted field loadout is tied to a mortal survivor
  • Fuel, infection and combat compete for attention

The Last Stand: Aftermath: Comparison score

8.5 / 10 · Five equally weighted criteria.
Combat
8.6
Progression
8.9
Usability
7.6
Value
8.5
Fit
9.1

Stealth, shooting and mutations support varied survival decisions, while inherited perks connect repeated attempts. Infection and fuel make the systems demanding to manage. The paid campaign fits players who want crafting under pressure, with temporary gear as part of that tension.

The verdict

Choose Aftermath for scrappy survival crafting where using the item matters more than keeping it forever.

05

Deadly Days: Roadtrip

Deadly Days: Roadtrip links two pleasures: turning found items into something stronger and finding exactly the right place for it in a crowded backpack.

8.1 /10

Review score

  • Crafting
  • Loot builds
  • Roguelite
  • Permanent progress
Platforms
Windows PC (Steam Early Access)
Price model
Paid Early Access game; optional Supporter Pack

Crafting is more than placing a weapon next to a bonus. Items can be recombined into stronger versions and distinct new equipment at the workbench. The developer’s launch notes include craftable weapons such as a Railgun and Lasersword. Those creations then re-enter the packing problem: each item occupies space, and adjacency effects influence the usefulness of the whole arrangement.

That means a successful craft is not automatically a successful build. Think about where the result will fit and which neighboring bonuses it can use before committing your ingredients. The satisfying decision is often whether to keep several useful pieces working separately or turn them into a new centerpiece and rebuild around it. The horde outside gives that otherwise orderly puzzle a suitably ridiculous destination.

The assembled backpack is the run build. Rescued characters and permanent upgrades provide continuity between journeys, but they are separate from preserving the exact collection you just crafted. Choose Roadtrip if you enjoy adapting to what drops instead of farming the same permanent recipe on every outing. Its main tradeoff is that inventory rearrangement is a substantial part of play, and chasing a particular craft depends on finding its ingredients.

Deadly Days: Roadtrip backpack grid filled with weapons and items, with overflow storage on the left and a Workbench tab on the right.
The backpack and Workbench tab in an official September 2025 Early Access capture; item shape and placement are central to the build. · Pixelsplit / Sidekick Publishing / Steam

What works

  • Actual workbench combinations produce new equipment
  • Item shape and adjacency make the crafted result matter twice
  • Persistent characters and upgrades complement temporary builds

Worth knowing

  • The right ingredients depend on the current run’s finds
  • Backpack rearrangement is a major activity between battles

Deadly Days: Roadtrip: Comparison score

8.3 / 10 · Five equally weighted criteria.
Combat
8.1
Progression
8.5
Usability
7.6
Value
8.0
Fit
9.4

Horde combat gives elaborate inventory builds a payoff, with characters and upgrades extending progression. The packing interface demands regular attention, and the paid edition is still in Early Access. Workbench combinations plus adjacency make it an unusually close match for in-run crafting.

The verdict

The strongest fit for players who want crafting to be a tactical decision inside the run itself.

06

Moonlighter

Moonlighter makes the crafting question wonderfully awkward: that item in your bag could help forge your next weapon, but it could also pay the bills.

8.5 /10

Comparison score

  • Crafting
  • Permanent progress
  • Exploration
  • Roguelite
Platforms
Windows PC, macOS and Linux on Steam; Windows edition compared
Price model
Paid base game; optional Between Dimensions expansion

Will runs a shop in Rynoka and explores changing dungeons beyond its gates. The loot comes home to two competing destinations: the sales counter and the village’s crafting services. Villagers make weapons and armor and enchant existing equipment; the potion menu also shows explicit ingredient requirements alongside its gold cost. Paying a craftsperson still counts as crafting when you must supply the recipe’s materials.

The progression is persistent. Town investments and regular equipment improvements support later dungeon trips, while potions are supplies to spend. That makes Moonlighter a gentler match for players who dislike rebuilding their entire identity every run. Its roguelite elements come through the changing excursions and the decisions about what to bring back, wrapped around a continuing shopkeeping RPG.

Check the equipment project you want before opening the shop, and set aside its ingredients before deciding what to sell. Otherwise, a profitable morning can leave you needing another trip for materials you already had. This is the best choice here if you enjoy that economic tug-of-war. If selling stock, setting prices and managing inventory sound like chores, the same loop will keep pulling you away from the dungeon combat you came for.

The Wooden Hat potion menu in Moonlighter displays HP Potion II, a gold cost and two material requirements with owned amounts.
A potion recipe at the Wooden Hat shows both the money and ingredients needed to prepare it. · Digital Sun / 11 bit studios / Steam

What works

  • Crafting materials compete directly with valuable shop stock
  • Weapons, armor and enchantments support lasting equipment goals
  • Potion recipes add consumable preparation alongside permanent gear

Worth knowing

  • Shopkeeping is inseparable from the progression loop
  • Fixed equipment recipes favor planning over freeform invention

Moonlighter: Comparison score

8.5 / 10 · Five equally weighted criteria.
Combat
8.1
Progression
8.7
Usability
8.1
Value
8.7
Fit
9.0

Weapon choice and positioning support solid action, while the shop, town and crafting economy make progression distinctive. Inventory and selling add work, but the clear recipe structure is approachable. The base game offers a complete merchant-adventurer loop without requiring its expansion.

The verdict

Pick the original Moonlighter for the pleasure of turning a mixed bag of loot into a deliberately better next expedition.

07

Cult of the Lamb

Cult of the Lamb earns its place through meals and material-built settlement facilities, making the community between crusades the main crafting project.

8.6 /10

Comparison score

  • Crafting
  • Farming
  • Permanent progress
  • Roguelite
Platforms
Windows PC and macOS on Steam; PC edition compared
Price model
Paid base game; optional packs and the separate Woolhaven expansion

The work is domestic, even when the decoration is deeply suspicious. Gather resources, construct useful buildings and turn food ingredients into meals for your followers. Farms help supply that kitchen, while better facilities change how much work you have to perform yourself. The free Relics of the Old Faith update added a staffed Kitchen where you can queue meals for a follower to cook.

The distinction matters if you arrived looking for weapon crafting. Your settlement is the lasting investment; the weapon, curses and tarot-card combination used on a crusade form its temporary combat build. Building a better food operation helps sustain the community you return to, rather than letting you assemble a bespoke sword from dungeon parts. That makes Cult of the Lamb a strong home-management pick with roguelite action attached.

Expand production with the size of the flock in mind. More followers make the cult feel busy, but they also make feeding and maintaining it a bigger job. A useful kitchen or farming improvement can be more satisfying than another decorative project when supplies are stretched. Choose the base game for this loop; Woolhaven is a separate paid expansion. The chief tradeoff is responsibility: crafting serves ongoing follower care, so the settlement regularly asks for attention between fights.

Cult of the Lamb settlement with rows of berry bushes and pumpkins, followers tending farm plots and a central shrine.
A HUD-hidden settlement view: crops and work areas supply the home-management side of the crusade loop. · Massive Monster / Devolver Digital / Steam

What works

  • Food ingredients and construction resources serve a persistent settlement
  • Farming and a staffed Kitchen connect production with follower needs
  • Randomized crusades give the home economy an action counterpart

Worth knowing

  • Crafting focuses on settlement life rather than custom combat weapons
  • Follower care adds recurring work between dungeon attempts

Cult of the Lamb: Comparison score

8.6 / 10 · Five equally weighted criteria.
Combat
8.3
Progression
8.9
Usability
8.3
Value
8.8
Fit
8.7

Crusades provide flexible action builds, while settlement development creates a rich progression loop. Staffed facilities ease routine tasks, though follower needs still compete for attention. The base game combines substantial management and combat; its crafting fit is strongest for meals and buildings.

The verdict

Choose Cult of the Lamb when you want the things you make to support a place and a community, not only your next damage number.

How we compare

A good recommendation explains who a game suits and where it falls short. Our editorial scores use the same five criteria, each rated out of ten.

  1. 01

    Combat

    Controls, aiming, enemy readability, and the decisions you make under pressure.

  2. 02

    Progression

    Build choices during a run and meaningful progress between attempts.

  3. 03

    Usability

    Control demands, platform access, interface options, and documented device requirements.

  4. 04

    Value

    What the asking price includes, optional purchases, and the scope of the free version.

  5. 05

    Fit

    How well the game answers the specific question in this article.

Read our editorial standards

Which one should you try?

For permanent weapon projects, choose Zombie Defence: its recipes, modules and competing shelter costs give each supply outing a concrete purpose. Wizard with a Gun is the pick for experimenting with what a shot can do, while Deadly Days: Roadtrip makes the craft part of the run’s inventory puzzle. Aftermath makes equipment expendable and urgent; Hades II puts gathering behind a combat-first adventure. Moonlighter turns ingredients into an economic decision, and Cult of the Lamb turns them into a home worth returning to. Decide first whether you want to keep the creation, spend it or gamble the run on it.

Your questions, answered.

A recipe that consumes ingredients, an assembly system that produces equipment, or a meaningful combination that creates a new item qualifies. Ordinary shop purchases and level-up bonuses do not, by themselves. A village craftsperson can still be part of a genuine crafting system when you supply specific materials, as in Moonlighter.

Zombie Defence keeps built weapons, weapon levels and equipment modules. Moonlighter’s regular gear and town improvements support future dungeon trips. Wizard with a Gun retains a tower-based crafting home as the wilderness resets, while ammunition is a resource you manufacture and use. In Hades II, lasting incantations are separate from the temporary boons of a night; Cult of the Lamb similarly separates settlement buildings from a crusade’s combat build.

Deadly Days: Roadtrip is the clearest choice if you want to combine found items and immediately reorganize a build around the result. The Last Stand: Aftermath is better for survival improvisation, where crafted weapons and supplies help the current infected survivor keep moving. Neither should be chosen for keeping the exact same field loadout forever.

Its strongest crafting systems are meals, settlement construction and related production. Choose it for building and supplying the cult between randomized crusades. Wizard with a Gun is a better match for designing attacks, and Zombie Defence is a better match for working toward permanent weapon recipes.

Zombie Defence is a browser Alpha in development. Its workbench, persistent arsenal and shelter production are implemented, but the public site currently directs players to a waitlist for Alpha news and playtest availability. Signing up does not grant immediate access.

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