GEO-SLEEPER is a tactical roguelite deckbuilder set on real-world city maps. You're a burned operative, hunted across actual streets pulled from OpenStreetMap, dodging sleeper-cell agents who patrol, investigate, and pursue you with a mind of their own.

Every run is a fight on a real map. Draft your deck from Movement, Intel, Tactics, Combat, and Fieldcraft cards. Generate signals as you move — walking is louder than hiding, transit leaves a station ping, a sprint down a commercial street lights up the whole block. The agent's belief in your position shifts turn-to-turn based on what they hear; your job is to keep them guessing long enough to extract.

FEATURES

  • Real cities, real streets. 37 curated cities — Dublin, Prague, Barcelona, Tokyo, Buenos Aires, Auckland, and more — precomputed and served from a CDN so maps load in about a second. Practice mode also lets you drop into any city you can type.
  • Agent AI with real belief. Enemies patrol, investigate signals, pursue when they have a lock, and lose you when intel goes stale. You can see their current belief level in the target panel and plan around it.
  • Deckbuilding with attrition. Build a deck across the five card categories. Every round ends with a forced card drop — pick one of three to send to HQ. Thinner deck, fatter wallet. Push your luck or extract.
  • Extraction is earned. Collect passphrases scattered across the map, reach an extraction point (airport, train station, port), and keep your exposure under 35% to get out clean. Make it home and you can shop at HQ between rounds; die and the run's over.
  • Passives, items, and misdirection tools. Subway Surfer to mask transit. Radio Scanner to hear the agent's movements. Misdirect, Stage Exit, and Doppelgänger to feed the enemy false intel. Overwatch to set a roadside ambush. Combat that rewards preparation and punishes panic.
  • Practice mode. Load any city and play freeform without the run-mode constraints — useful for learning cards or just seeing what your hometown looks like.

ALPHA BUILD

This is an early build under rapid iteration. Expect rough edges, missing content, and balance tweaks. Feedback is gold.

Development log

Comments

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what a cool concept with sleek execution

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Map generation takes quite a while

Had a sniper and went behind the agent on a major road, said I still need line of sight, am I not understanding how it works?

Hey thanks for playing! I'm working on getting those load times improved. Also the Sniper by default is only usable on a rooftop. 

So you need to get either a lock pick or the Rooftop Access card and get withing 50m of a commercial building (colored lighter and slightly yellow on map) then you can get on the roof and setup your sniper at an angle.

I am about to add a new combat card called Overwatch which will be playable with Sniper on the ground. It will let you hold an angle on a specified street at ground level  for a certain turn count to set up an ambush.

Appreciate the feedback, I am looking for as much as possible and making updates oftten.

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After the update I began a new run, the loading was stuck at 1/4 for about a minute, then it started going and stopped again at 3/4. After 3+ minutes it's still stuck. Before the update it took around a minute. 

I really want to play more but until the loading times are improved I'm gonna wait for an update.

Otherwise the game seems fun for the little time I've played it

Hey thanks for trying again! Depending on when you try to load a map it can take a variable amount of time because its pulling from the OSM API and they can be slower or faster depending on the time of the day or random factors. I'm going to try to pre-download the maps on my own server in the future to make it faster.

Glad to see this update, started a Hawkeye run and it immediately put me on the map (it took a few seconds to load but that's nothing). Got the drop on the agent and won. What's weird is that on the second round that loading took 30~ seconds, and after that the map like the first one took a few seconds to load which was normal. 

A few things I noticed are that now the game feels abit more laggy/jittery, I'm not sure if that might be because of the update or maybe it's a me issue.

Also felt like I was getting maps in which all the item drop locations and others were waay further apart than before (which was slightly annoying because it would take me a few turns to just get somewhere) , but that might be due to how those specific maps just are build.

One other thing was I entered a safehouse, and after ending my turn, it disappeared from the map, so I kind of lost track where I was, I'm not sure if that's intentional (don't remember it doing that before). 

Thats great feedback. Item drops definitely need tuning. It is a bit of a factor of the real cities density of points of interest but it for sure can be improved. Weapon drop especially can all be scattered right next to each other far way from the player. 

Definitely makes sense to have a different state of the safehouse map marker once you've entered it. 

Will definitely factor this into future updates.