A complete sample launch kit for Vena, a solo-developed automation roguelike launching on Steam on November 9, 2026.
Sample notice. Unsolicited sample made from public information. Not affiliated with or endorsed by the developer. All claims come from Vena's Steam pages and the developer's own materials, as read on Oct 28, 2026.
1. At a glance
An automation roguelike from solo developer loerting, with a free demo live now and launch on November 9.
Nov 9Steam launch2026
15 to 50Minutes per runEndless option in every mode
7 / 5Modes / difficulty tiersIncluding Daily
92+Perks85+ hex tiles
Developer
loerting (Leonhard Kohl-Lörting), solo developer and self-publisher
Genre
Automation roguelike / strategy
Demo
Free on Steam since Feb 6, 2026
Platforms
Windows, macOS, Linux
Controls
Full controller support, mouse-only and touch-only options
One tile. Six hungry veins. Nine phases. Vena packs automation-game depth into 15 to 50 minute roguelike runs: place hex tiles to feed the Nexus, roll dice in the shop for new ones, and stack perks until the economy breaks.
223 of 300 characters
3. Store long description
It starts with one tile: the Nexus. It eats six resources, and every phase it wants more. Route production through its six veins, chain converters, duplicate producers and gamble on high-risk tiles to keep it fed for nine phases. Between phases, the shop opens and the dice come out.
A full automation game in one sitting. Runs take 15 to 50 minutes, and every mode has an Endless option.
A shop you play, not browse. Hold and reroll for a perfect triplet to unlock a fourth die, or shuffle the offer to hunt one exact combo.
92+ perks built to be broken. Pick one of three after every shop and bend the rules into builds that should not work.
Seven modes, five difficulty tiers. Standard, Sandbox, Compact, Star, Islands, Spiral and Daily.
85+ rotatable hex tiles across five rarities, plus 20+ skins unlocked through achievements.
Made to be played your way. Hyperlegible font, reduced visual overload, static background, configurable controls, no timed input required.
Code, design, pixel art and soundtrack, all by one developer. One more run. The Nexus is always hungry.
4. Tags
Group
Tag
Status
Why
Core genre
Automation
Keep
Top player tag and the core identity
Core genre
Roguelike Deckbuilder
Keep
Discovery lane for run-based shop games
Core genre
Roguelite
Keep
Run-based progression
Core genre
Roguelike
Keep
Broad roguelike audience
Core genre
Strategy
Keep
Parent genre
Core genre
Turn-Based Strategy
Keep
Phase-based, no timed input required
Mechanics
Hex Grid
Keep
Describes the board instantly
Mechanics
Resource Management
Keep
Six resources feed the Nexus
Mechanics
Dice
Keep
The shop is the signature system
Mechanics
City Builder
Keep
Network-building appeal
Mechanics
Procedural Generation
Add
Store copy promises no two runs alike
Mechanics
Sandbox
Add
Dedicated Sandbox mode
Theme and style
Pixel Graphics
Keep
Matches the art
Theme and style
Isometric
Drop
Not how the game presents itself
Discovery
Logic
Keep
Optimization and layout puzzles
Discovery
Replay Value
Keep
7 modes, 5 tiers, Daily
Discovery
Board Game
Drop
Sets the wrong expectation
Discovery
Crafting
Drop
No crafting loop in the store copy
Verified against the 20 live player tags on the Steam store page and Steam's official tag list, Oct 28, 2026.
15 recommended tags (13 kept, 2 added) and 3 dropped from the current top 20.
5. Press and creator pitch email
Subject: Vena: automation roguelike, 15 to 50 minute runs, free demo live, out Nov 9 Ask: Demo coverage before launch, launch key on request
Hi [Creator Name],
I enjoyed your [specific video], and I think Vena would land well with your audience.
Vena is an automation roguelike from solo developer loerting. You build hex-tile production networks to feed the Nexus, roll dice in the shop for new tiles, and pick perks that break the economy. A full run takes 15 to 50 minutes.
- Launch: November 9 on Steam (Windows, macOS, Linux)
- Free demo: live now at [demo link]
- 7 modes, 5 difficulty tiers, 92+ perks
Would you be open to covering the demo before launch? Happy to send a launch key and the press kit: [press kit link].
Thanks,
[Your Name]
This first sample predates the creator list and launch checklist sections. For a sample with a full 25-entry verified creator list and a dated checklist, see the House Dreams sample.
6. Launch-week social plan
When
Platform
Goal
Pre-launch, Oct 29 to Nov 8
Reddit
Demo plays and feedback
Pre-launch, Oct 29 to Nov 8
TikTok / Shorts
Reach and wishlists
Pre-launch, final days
Bluesky
Wishlists
Launch day, Nov 9
X
Day-one purchases
Post-launch, Nov 10 onward
X / Bluesky
Community and retention
1. Pre-launch, Reddit
Where: r/roguelites, from the developer's account. Check sub rules first.
Copy: "Solo dev here. I made an automation roguelike where a full run takes 15 to 50 minutes. The demo is free. What's the most broken build you can make?"
Visual: Screenshot of a sprawling late-run network with the stats panel open.
CTA: Play the free demo and post your build.
2. Pre-launch, TikTok / Shorts
Format: Vertical short video.
Hook: "An automation game where a whole run takes under an hour."
Visual: Sped-up timelapse of one run, lone Nexus to full map, run timer in the corner.
CTA: "Free demo on Steam. Wishlist for Nov 9."
3. Pre-launch, Bluesky
Where: Developer account.
Copy: "Spiral mode makes you build along an Archimedes spiral out from the center. Branching? Good luck. Vena, Nov 9."
Visual: Overhead shot of a Spiral map with a build snaking outward.
CTA: Wishlist on Steam.
4. Launch day, X
Where: Developer account.
Copy: "Rolled a perfect triplet. Unlocked a fourth die. The economy did not survive. Vena is out now on Steam."
Visual: 10 second clip: roll, hold, reroll, triplet, fourth die, big purchase.
CTA: "Buy on Steam [link]".
5. Post-launch, X / Bluesky
Where: Developer accounts.
Copy: "Daily mode: same starting conditions for everyone, new every day. Post your result and your worst decision."
Visual: Daily mode results screen.
CTA: Reply with your run.
7. Trailer beat sheet
70 seconds
Time
Visual
On-screen text
Audio
0-5s
The Nexus alone, pulsing
"It's hungry."
Low ambient tone, single pulse
5-15s
First tiles placed, resources flow through the veins
"Feed it."
Placement sounds, soundtrack fades in
15-27s
Network spreads, converters chain, demand climbs
"It always wants more."
Soundtrack builds
27-38s
Shop: roll, hold, reroll, triplet, fourth die
"Roll for it."
Dice SFX, beat drop on the triplet
38-50s
Perk pick, output spikes across the map
"92+ perks. Break the rules."
Full soundtrack
50-62s
Modes montage: Star, Islands, Spiral, Sandbox
"7 modes. 5 difficulties. 15 to 50 minute runs."
Quick cuts on the beat
62-70s
Phase nine cleared, pull back, logo
"Vena | Nov 9 | Free demo on Steam"
Music resolves, final placement sound
8. What we changed and why
Lead with the loop. The store opens with "a genre mix you haven't played before" and "production organism". Ours names the actual loop and run length first.
Borrow the best comparison. The developer's itch.io page already cites Factorio and Balatro. We made it the positioning line.
One set of numbers. The demo page lists 100+ tiles, 4 rarities and 50+ perks; the full page lists 85+, 5 and 92+. We use the full-game figures and recommend aligning the demo page.
Accessibility as a selling point. The options were spread across the page. They now get their own bullet.
Tags that match the promise. Drop Board Game, Crafting and Isometric; add Procedural Generation and Sandbox.
Unsolicited sample made from public information. Not affiliated with or endorsed by the developer. All claims come from Vena's Steam pages and the developer's own materials, as read on Oct 28, 2026.