Why does tanking suck in MMOs?
Because too often, tanking gets treated like a responsibility instead of a power fantasy.
I grew up tanking in games like WoW. I loved controlling chaos, protecting the team, timing interrupts, holding pressure, and being the reason a run survives instead of wipes.
But almost nobody was building games centered entirely around that feeling.
So I built one.
Donโt Lose Aggro is my solo-developed action roguelite built around the tank fantasy. I wanted to make the kind of game tank players rarely get, where protecting the team, holding aggro, and controlling the fight are the whole point.
The reviews have been very positive so far, which has honestly helped me stay sane as a solo developer trying to keep this thing moving.
Now the game is being featured in the Insider Gaming Showcase tomorrow, and any support around it would mean a lot.
A share, a comment, a wishlist, checking out the game, or just helping more people see it all helps more than you probably realize.
If you believe tanking should feel powerful again, Iโd appreciate the support. ๐ก๏ธ