# Exit Interview: Roguelike RPG — Turn-based pixel dungeon RPG

> Turn-based pixel dungeon RPG (iPhone/iPad app by hourafter.)

- Source: https://appshunter.io/ios/app/exit-interview-roguelike-rpg/id6761830159 (this page in markdown: same URL + `.md`)
- Developer: [hourafter](https://appshunter.io/developer/1792872292)
- Category: Games, Entertainment, Adventure, Role Playing
- Price: $6.99
- Age rating: 4+
- Requires: iOS 15.0 · 10 MB
- Languages: American English
- Released: 2026-04-10
- Data updated: 2026-08-27
- User reviews in markdown: https://appshunter.io/ios/app/exit-interview-roguelike-rpg/id6761830159/reviews.md

## What is Exit Interview?

EXIT INTERVIEW is an offline turn-based roguelike RPG where office bureaucracy has accidentally become a dungeon crawler.

Climb 50 procedural departments, loot cursed office supplies, fight department-head bosses, and deliver your resignation to the CEO. No ads, no loot boxes, no energy timers, no corporate wellness program pretending to be a reward loop.

You wake up at your desk. You don't remember how long you've been here.

BABEL Corp's org chart is vertical. Nobody remembers approving that, but the policy binder is taller than you and has teeth marks on it.

Every floor is a department. Every department is also, somehow, a civilization. Stone Age Accounting is below Medieval Compliance. Industrial Safety has been under review for eighty years. The snack machines require keycards. Everyone agrees this is probably normal.

Your resignation has been denied by six managers, three committees, and an automated HR portal that only accepts PDFs during a full moon. There is one remaining approver: the CEO.
A Tower Stacked With Content

- **23 civilizations** — from Stone Age Accounting to AI boardrooms, each with its own enemies, items, tiles, music, and lore
- **~50 procedural floors per run** — no two climbs look the same; the tower reshuffles civs and eras from a pool every run
- **5 eras** — Ancient, Medieval, Industrial, Modern, and Beyond — stitched together by the same exhausted office logic
- **22+ unique department heads** — multi-phase boss encounters with bespoke abilities, 2–3 tile footprints, and arena fights tied to their civilization
- **32 distinct enemy archetypes** — before variants, scaling, and civ-specific reskins
- **149 items** — weapons, armor, food, drinks, scrolls, tools, bombs, and cursed office supplies
- **117 relics** with stacking synergies — stats compound the more of a type you stack, Risk-of-Rain style
- **13 named synergies** — Berserker Rage, Plague Doctor, Void Walker, Gunslinger, Tech Operative and more, auto-detected when you equip the right pieces
- **4 playable characters** — The Intern, The Old Timer, The Tryhard, and The Union Rep, each with their own skill, starting kit, and unlockable talents
- **32 achievements** — tracked across runs in your permanent record
- **15 genre themes** — the tower rolls a tonal filter each run (deadpan office comedy, noir, slapstick, cosmic weirdness, etc.) that recolors flavor text and encounters
- **Daily Challenge mode** — one shared seed per day, global leaderboard bait
- **Ascension system** — 10 layered difficulty modifiers instead of permanent stat upgrades; peel them on, one at a time, forever
- **Persistent journal** — bestiary, item codex, relic library, synergy log, lore shards, and career stats
- **Graveyard** of every character who died on your way up, with procedural epitaphs


## Version history (last 5 releases)

### 1.6.2 — 2026-08-26

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.

### 1.6.1 — 2026-08-20

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.

### 1.6.0 — 2026-08-13

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.

### 1.5.2 — 2026-08-11

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.

### 1.5.1 — 2026-08-07

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.

## More apps by hourafter

- [Almost Chess](https://appshunter.io/ios/app/almost-chess/id6741071027)

All apps by hourafter: https://appshunter.io/developer/1792872292

## Related topics

[rpg game](https://appshunter.io/ios/topics/rpg-game)

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*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-08-27.*
