
The Only Eye
A pixel art action game with 20 playable Forms, different ability combinations, permanent progression, and its own post-campaign content.
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A BitRoot game
Action RoguelitePixel Art
A pixel art action game with 20 playable Forms, each with its own abilities and combat style. Find relics, combine abilities, and develop your character in different ways every time you play.
The game
The Only Eye is an action roguelite where each Form works like a different character class. Some fight up close, while others attack from a distance, use magic, or have mechanics of their own.
As you play, you find relics, improve your attributes, and create different ability combinations. New Forms, systems, and permanent upgrades unlock as you progress.
Even after you finish the campaign, a new progression system is waiting for you.
Every Form plays differently. You decide how to combine what you find along the way.
Media
Images from the current version of The Only Eye, showing combat, playable Forms, progression, bosses, and some of the game's systems.
Click an image to enlarge
Current content
Content available in the current version. The Only Eye is still in development.
Forms
Forms are the playable classes in The Only Eye. Each has its own attacks, abilities, range, and mechanics, completely changing how you play.
Each Form also has a Mastery, a specialisation that lets you explore a new version of its playstyle.

Some of the available Forms
These are some of the 20 Forms in the game.
Combinations
As you play, you find relics and upgrades that increase your attributes or change how your abilities work.
Imprint Fusion takes this further: it lets you combine the active ability of one Form with the passive ability of another.
There are many possible combinations, and figuring out which combinations work best is part of the strategy.


Progression
During the campaign, the Iris Tree provides permanent upgrades that stay with you every time you play.
Once you reach the post-campaign content, the Iris Constellation unlocks a separate progression system with new paths, specialisations, and choices that can bring both advantages and disadvantages.

Campaigns
The main campaign introduces the world, bosses, and original progression of The Only Eye.
After that, the Reverberated Campaign lets you take on the journey again at a higher difficulty, with special enemies, new boss phases, and resistances that call for new strategies.

Post-campaign
After completing the campaigns, you unlock O Grande Olhar, a new stage of progression for players who want to keep developing their characters and face greater challenges.
There, you enter Echoes, take on increasingly difficult maps, encounter new modifiers, and follow a progression path that is separate from the campaign.

O Grande Olhar: Echoes
Echoes are the maps in O Grande Olhar. Each one has a region, an objective, a boss, a threat level, and its own rewards.
They can also gain modifiers that increase the number of enemies, change the map's conditions, or improve the available rewards.
Greater challenges can bring greater rewards.

Final bosses
The greatest challenges in O Grande Olhar are five special bosses designed to test the ability combinations you use and the progress you have made throughout the game.
Projects
There is one project today. The structure was built for the ones that follow.

A pixel art action game with 20 playable Forms, different ability combinations, permanent progression, and its own post-campaign content.
View projectThe Only Eye is BitRoot's first root.
The studio
BitRoot started with a simple idea: get a game out of my head and onto a screen.
Bit comes from the digital — from pixels, from the small pieces that add up to entire worlds. Root comes from roots: from what starts small, grows slowly, and finds its own way.
Today BitRoot is a Brazilian independent studio run by Alessandro Palermo, making original pixel art games.

Behind BitRoot
Solo developer
My name is Alessandro Palermo. Before I started building worlds in pixel art, I worked in marketing, and I've spent more than eight years doing motion design.
The Only Eye started as a personal idea. Over time it grew well past what I imagined and turned into a project where I touch nearly every part of development: story, systems, gameplay, classes, progression, art direction — everything that helps this world take shape.
BitRoot came out of that same process: a place to turn ideas that only existed in my head into games other people can explore.
Alessandro Palermo
Follow
Behind the scenes, new systems, gameplay changes and whatever is being built show up first on the studio's and the game's channels.
BitRoot's channels will be announced soon.

Steam

A wishlist is the most direct way to hear about the release.
The Steam page isn't live yet.Contact
For press, content creators, partnerships or any professional conversation, send a message on BitRoot's Instagram.