Exit Interview: Roguelike
Turn-based corporate dungeon
$6.99 · Designed for iPad. Not verified for macOS.
Your resignation is waiting upstairs. Plan each move, combine relics and turn the office hazards against your bosses.
Your last day at work is going to take a while.
Exit Interview is a turn-based roguelike about climbing a corporate tower to reach the CEO and quit. Every run rearranges the journey through 23 civilizations across five eras. Read the room, manage your supplies and decide when to risk one more floor.
OUTSMART THE ROOM
Lure enemies into each other's shots, ignite oil, or bait a charging guard into a cracked barrier. Enemies act when you do, and marked danger tiles give you time to plan.
CHOOSE YOUR SPECIALTY
Each character has two skill branches to choose from after three ordinary enemy defeats. Build around 120 relics, each with distinct pixel artwork. Discover equipment combinations, pin a goal and request missing gear from a merchant for a clearly displayed price.
MAKE THE NEXT RUN COUNT
Preview your starting kit's effects and class affinity, then plan a new approach after defeat. Meet Mara from Facilities and Ivo from Records: their stories remember your decisions. Death ends a run; your knowledge and permanent unlocks help you try again.
COMPLETE YOUR PROBATION
Explore five compact floors, try a tactical encounter and defeat the final department head. Finish this shorter assignment with its own ending and separate records, or take on the full tower.
Pixel art, office satire and tactical dungeon exploration. A one-time purchase, with no ads, in-app purchases or subscriptions. Play offline; progress is saved on your device. Choose your language in Settings or follow your device.
more New in 2.2: expanded language support, including regional Spanish, Portuguese and Canadian French. Choose your language in Settings or follow your device. Saved games are preserved.
Also included: the v2.0 "Outsmart the Tower" update.
• Choose one of two skill branches per character after three ordinary enemy defeats.
• Bait friendly fire, ignite oil and lure charging guards into cracked barriers.
• Discover equipment combinations, pin goals and request missing gear from merchants.
• Preview and plan starting kits for your next run.
• Meet Mara and Ivo, coworkers whose stories remember your decisions.
• Complete five-floor Probation, with its own ending and separate records.
• Discover distinct pixel artwork for all 120 relics, clearer combat effects and improved phone layouts.
Thanks for playing. HR has been notified.
2.2.0 Oct 6
v2.0.0 — Outsmart the Tower
Your next performance review is an opportunity to get creative.
• CHOOSE YOUR SPECIALTY — Each character has two skill branches, offered after three ordinary enemy defeats. Leave a cardboard colleague, prepare a counterattack, change your requisitions, strike from hiding, or reshape a Shield Bash.
• MAKE THE ROOM WORK FOR YOU — Bait Friendly Fire, set up a Fire Drill, or lure a charging guard into a cracked barrier. Marked danger tiles give you time to respond; ordinary combat remains an option.
• PURSUE A BUILD — Discover one ingredient to reveal a synergy recipe. Pin your goal and request missing equipment from a merchant for a clearly shown price.
• RETRY WITH A PLAN — Starting-kit previews explain effects and class affinity. Select an experiment after defeat and confirm it in your next satchel.
• PEOPLE REMEMBER — Meet Mara from Facilities and Ivo from Records. Their short stories remember your decisions. Your recap also points toward unfinished encounters with your former self.
• COMPLETE YOUR PROBATION — Explore five compact floors, try a tactical encounter, and defeat the final department head. A successful ending and separate records await.
• CLEARER, MORE RELIABLE PLAY — Distinct room floors, worn tiles and grounded grass; clearer shots, blocks and cardboard collapse; hits and sounds timed to contact; readable phone layouts; fresh-run recovery fixes; saved choices, unlocks and rewards.
• RELICS WITH CHARACTER — All 120 relics now have distinct pixel artwork in pickups, choices, your character sheet, the journal and single-offer shrines. Long reward dialogs open at the top, including on small phones with Large Text.
Thanks for playing. HR has been notified.
2.0.0 Oct 2
v1.8.0 — Full Disclosure
Legal has reviewed every item description. They now say what the item does.
• FULL DISCLOSURE — Every consumable, weapon and relic effect spells out its real numbers. "Heals 30 HP." "Melee attackers take 2 damage." Revives state the rule before you rely on one, and a second revive is refused instead of wasted.
• NEW RUN MODES — Gladiator: triple the headcount, same loot. Escalation: every floor is a boss floor. No Hunger: catering provided, so poison and combat take center stage. Pick one on the character screen.
• WEAPONS AUDIT — "of Thorns" and "of Frost" weapons now actually do something. Fire weapons burn hotter. Poison lingers longer. The Old Timer's vending machine stocks nine drinks instead of three.
• PHONE HUD — The top bar no longer clips hunger and status icons on iPhone Pro-sized screens.
Mechanics make the game. The satire is a perk.
1.8.0 Sep 23
v1.7.1 — Orientation, Revised
HR has reassigned onboarding to its most qualified representative.
• NEW-HIRE REPRESENTATION — The Union Rep is now the starter and preselected colleague. The Old Timer is also available from day one.
• A BETTER FIRST FLOOR — Your starting room now includes a ranged weapon and consumable, so your first tactical choice arrives immediately.
• TOUCH CONTROL REVIEW — Dash follows your movement direction. A blocked Dash no longer costs a turn or starts its cooldown. Tap yourself to wait; help now explains distant-tap auto-walk.
• LEGIBILITY INITIATIVE — Larger, clearer phone controls and inventory text. Settings now scroll properly on shorter screens.
Your first day should feel like a game, not paperwork.
1.7.1 Sep 8
v1.7.0 — Quarterly Review
Management has approved a restructuring. Every floor now carries more ways to win, lose, and be named for it.
• NEW DEPARTMENTS — Procurement upgrades your weapon (or modifies it without authorization, odds printed). Legal offers an NDA. A transfer tube trades two items for one better one. Facilities sells unmarked boxes. The Broker takes stock-option wagers. The Auditor doubles expense reports, or denies them. A bonus wheel spins after every department head. Fridays host the office party.
• YOUR RECORD — Your build now names you (Junior Courier, VP of Risk Analysis, Chief Sales Officer). Every departure files an Exit Interview: who ended you, how you performed, what you carried, one piece of HR feedback. Shareable.
• PERSONNEL FILE — 66 relics, items and colleagues unlock as you climb. Progress tracked in the journal.
• Five new colleagues and three stations with dedicated art. Style bonuses for stylish terminations.
Keep climbing. The CEO remains unavailable.
1.7.0 Sep 3
v1.6.2 — Onboarding, Revised
An internal review found that early-floor managers were conducting performance reviews at executive intensity. New hires were... exiting. HR has intervened.
• MENTORSHIP, MANDATORY — floor managers on floors 1–6 have been enrolled in the New Employee Onboarding Program: they hit exactly as hard as before, but pace themselves against junior staff. Upper management remains at full contract speed. The CEO remains unavailable.
Your first week should be survivable. Barely. Keep climbing.
1.6.2 Aug 26
v1.6.1 — The Compliance Audit
Corporate sent inspectors through all 23 floors of civilization. Findings were... extensive. Everything below has been remediated.
• DANGER, MARKED — bosses now telegraph their big attacks with glowing red tiles. If you stand in them anyway, that's between you and HR.
• BOSSES, UNCHAINED — a clerical error had every boss working at half speed. Payroll noticed. They move at full contract speed now. Good luck.
• FAIR SIGHTLINES — if you can't see an enemy, it can't see (or shoot) you. Ambushes from around corners have been written up for misconduct.
• SMARTER PURSUIT — enemies route around water, pillars and corners instead of walking into walls forever. Some now flee when wounded. Guards actually patrol.
• VISIBLE REFRESHMENTS — using an item from the quick bar now shows it: the potion lifts, tips back, and the effect floats up over your head. No more mystery sips.
• IMPACT, CERTIFIED — hits squash, slams shake the screen properly (a rumble, not a buzz), dodges say DODGE, and every sound has natural variation. New "reduce flashing" setting for photosensitive employees.
• YOUR SAVE IS SAFE — the game now autosaves every few turns, so a crash costs you moments, not a floor. App updates no longer clear active runs. iOS saves moved to more durable storage.
• NO TAKE-BACKS — loading a manual save now consumes it. The tower remembers. Choose bravely.
• PAPER TRAIL — the combat log records every hit dealt and taken, and history holds 4x more. Know exactly what killed you, in writing.
• SUNDRY REMEDIATIONS — bigger touch targets everywhere; rare loot is actually rare; no more unreachable rooms; water slows you instead of stealing whole turns; tall grass finally looks like something you can't see through; the Gorgon's Eye no longer resembles ordnance.
The audit is complete. Your employment continues. Keep climbing.
1.6.1 Aug 20
v1.6.0 — The Compliance Audit
Corporate sent inspectors through all 23 floors of civilization. Findings were... extensive. Everything below has been remediated.
• DANGER, MARKED — bosses now telegraph their big attacks with glowing red tiles. If you stand in them anyway, that's between you and HR.
• BOSSES, UNCHAINED — a clerical error had every boss working at half speed. Payroll noticed. They move at full contract speed now. Good luck.
• FAIR SIGHTLINES — if you can't see an enemy, it can't see (or shoot) you. Ambushes from around corners have been written up for misconduct.
• SMARTER PURSUIT — enemies route around water, pillars and corners instead of walking into walls forever. Some now flee when wounded. Guards actually patrol.
• IMPACT, CERTIFIED — hits squash, slams shake the screen properly, dodges say DODGE, and every sound has natural variation. New "reduce flashing" setting.
• YOUR SAVE IS SAFE — autosave every few turns, so a crash costs moments, not a floor. App updates no longer clear active runs.
• NO TAKE-BACKS — loading a manual save now consumes it. The tower remembers. Choose bravely.
• PAPER TRAIL — the combat log records every hit dealt and taken. Know exactly what killed you, in writing.
• SUNDRY REMEDIATIONS — bigger touch targets; rare loot is actually rare; no unreachable rooms; tall grass finally looks like cover; the Gorgon's Eye no longer resembles ordnance.
The audit is complete. Your employment continues. Keep climbing.
1.6.0 Aug 13
v1.5.2 — The Performance Review
Facilities rebuilt the elevator timing from the ground up. Everything moves like it means it now.
• SMOOTH OPERATOR — the turn engine was rewritten the way the classics do it: your pace is YOUR pace. Walking speed no longer changes when enemies wander on screen. Every step lands on the same beat, on every phone.
• ACTUAL WALKING — your character now hops tile to tile (a professional little hop) instead of teleporting, and the camera glides along instead of snapping. Damage numbers stick to what you hit.
• HITS THAT LAND — swings connect when they visually connect. Impact, numbers, and screen rumble arrive on contact, not before.
• ONE-TAP COMBAT — a big ATTACK button appears by your thumb whenever an enemy is in reach, showing exactly who you're about to hit. Interrupted on your way somewhere? A RESUME button takes you back on the road.
• A BAR YOU CAN REACH — inventory and skill moved next to your thumb; the top bar grew and got proper corporate iconography: the floor plan, the employee handbook (journal's back!), and the break-room coffee that pauses everything.
• CLOSER TO THE ACTION — default zoom is a notch tighter, so tiles are easier to tap.
• SOUND ON iOS — the game now plays audio even with the ringer switch on silent, like a game should. Your podcast keeps playing underneath.
• FIXED — taps near the bottom-right sometimes did nothing; closing the map sometimes sent you on an unscheduled business trip. Both written up and let go.
Your movements have been reviewed. They are exemplary. Keep climbing.
1.5.2 Aug 11
v1.5.1 — The Onboarding Memo
HR reviewed the exit interviews of everyone who quit quitting in the first 20 minutes. Action items below.
• GENTLER FLOOR MANAGERS — the first bosses no longer treat new hires like quarterly targets. Early bosses are tuned for the level you'll actually be; from floor 7 up, business as usual.
• SEVERANCE PACKAGE — death finally pays out. Your deepest floor permanently upgrades the pre-run lost-and-found: more offers, better gear. No stat grind — every run still starts equal.
• YOU START ARMED — your starting weapon now begins equipped. We found out some of you were punching skeletons. Respect.
• READABLE TEXT — a proper reading font for descriptions, logs, and menus (the pixel font keeps the headlines), bigger minimum sizes, brighter colors, and a Large Text setting that now works everywhere.
• KNOW YOUR ENEMY — long-press anything: real stats and traits, not just flavor. Inventory shows green/red arrows vs your equipped gear. Burning finally has a status icon — and standing in water puts you out.
• SAFER FEET — stepping on a trap you can see now asks twice. Auto-walk stops when something really hurts.
• FEEL — crits look like crits, pickups sparkle, heavy hits rumble the screen (lightly — we're professionals), and there's a volume slider.
• Plus: tips that stay until you dismiss them, taps that don't get eaten by jittery thumbs, a skippable intro, and the graveyard on the title screen.
1.5.1 Aug 7
v1.5 — The Big UI Overhaul
Your performance review came back: "amateurish, but endearing." We fixed the first part.
• SOUND — the Tower is no longer silent. Combat, loot, stairs, level-ups, and your increasingly concerning heartbeat.
• NEW HUD — a clean single-line bar with Minecraft-style hearts. Every heart = 2 HP, always; colors stack as you get stronger. Hunger drumsticks appear when you should worry.
• MAP — tap the map button (or it's under your thumb, we know) to see everywhere you've been on the floor. No more getting lost between meetings.
• CHARACTER SHEET — tap your hearts: full stats, equipment, relics, and every floor effect currently ruining (or improving) your day.
• INVENTORY — rebuilt for thumbs. Tabs at the bottom, consumables first, no more digging.
• VISUALS — floor tiles now vary like a real place instead of wallpaper; characters flash when hit; hearts chip satisfyingly when you take damage. Edge-to-edge display support.
• BALANCE-ADJACENT — the Tower Gossip now limits you to two consultations. She has other clients.
Plus dozens of fixes from your (genuinely helpful) reviews. Keep them coming — the complaints department is real and it ships updates.
1.5 Jul 28
The tower remembers your failures. Every death now leaves a tombstone on the
floor where you fell. Find your grave on your next run: pay respects for a
blessing, or disturb it and fight the ghost of your former self — at the level
you died, wearing your old gear. Beat it to reclaim your weapon, a relic from
that run, and severance pay. Plus 2 new achievements and a graveyard that
tracks every case you close.
1.4.2 Jul 23
Stability and performance fixes.
1.4.1 Jul 4
New look, new depth. Enemies, armor, loot, potions and shrines have all been
redrawn. Floors now remember you — backtrack and they're exactly as you left
them, down to wounded enemies and dropped loot. Every floor has a down-ladder
to retreat and regroup — tap any ladder to go up or down. Plus secret per-class
weapon affinities and cleaner one-tap controls.
1.4.0 Jun 22
New Features
- Floor Memos — jot notes on each floor, save mid-run thoughts
- Break Room + Casino — two new civs with relaxation & gambling mechanics
- Multiplicative Relics — relic synergies compound for bigger scaling
- Workplace Incidents — random events + elemental damage interactions spice up runs
- Daily Reminder — push notification to keep roguelike habit alive
Mobile Polish
- Autosave on suspend — resume exactly where you left
- Touch search — swipe-friendly item lookup
- Settings UI — tune volume, difficulty, other options in-game
- In-place toasts + compact layout — less screen noise
UI/UX
- Pixel-perfect icons in UI (not just sprites)
- Font bump ~15% — easier reading on phones
- Pixelify Sans font — crisp pixel grid at all text sizes
- Search feedback — visual confirm when find works
Fixes
- ~60 bugs crushed — softlock situations, exploits, dead features
- Spam reduction for event spam
- NPC/bounty state persistence in saves
- Boss summon theming + edge-case stun fixes
1.3.1 Jun 10
What's New
• New app icon — that's you, resignation letter in hand, climbing the tower.
• See what your items do, instantly. Use an item and the result pops up right there in your bag — no more backing out to the log to find out what that mystery potion did.
• Inventory rebuilt for mobile. Tighter layout that actually fits your screen, bigger buttons, and your bag front-and-center the moment you open it.
• Smoother & steadier — fixed the inventory jumping around when you use an item.
Now get back to quitting.
1.2.0 Jun 9
Launch offer — unlock the full tower for $2.99 (reg. $5.99) through May 20. Office bureaucracy became a dungeon crawler. No ads, loot boxes, or timers.
1.1.0 Apr 21
A turn-based roguelike where office bureaucracy accidentally became a dungeon crawler. Fight 22 bosses, 32 enemy archetypes, and 23 departments on the way to the CEO. 117 relics, 149 items, 13 synergies, 50 floors.
1.0.3 Apr 16
New in 2.2: expanded language support, including regional Spanish, Portuguese and Canadian French. Choose your language in Settings or follow your device. Saved games are preserved.
Also included: the v2.0 "Outsmart the Tower" update.
• Choose one of two skill branches per character after three ordinary enemy defeats.
• Bait friendly fire, ignite oil and lure charging guards into cracked barriers.
• Discover equipment combinations, pin goals and request missing gear from merchants.
• Preview and plan starting kits for your next run.
• Meet Mara and Ivo, coworkers whose stories remember your decisions.
• Complete five-floor Probation, with its own ending and separate records.
• Discover distinct pixel artwork for all 120 relics, clearer combat effects and improved phone layouts.
Thanks for playing. HR has been notified.
more Version 2.2.0 Oct 6
Data Not Collected The developer does not collect any data from this app.