Roman Sands RE:Build blends hotel management horror with ocean base exploration
Serenity Forge's debut pairs a chaotic resort sim with a cybernetic deep-sea crawler, both exploring themes of exploited labour through starkly different gameplay styles and aesthetics.

Roman Sands RE:Build arrives September 17th, 2026 as a deliberately fractured experience. Developer Arbitrary Metric and publisher Serenity Forge have created two interconnected games that mirror each other thematically while diverging sharply in tone and mechanics.
The first half is a time-looping hotel management simulator. You tend to increasingly demanding guests in a garish, phantasmagorical resort threatened by an approaching sun. Activities reset each moonrise when you wade into the sea. Guests make escalating requests throughout the day: fetch hair curlers, mix drinks, find books. The interface aggressively reinforces completion through quest tabs, interaction counters and hyperkinetic sound effects. Completing tasks earns XP that unlocks new options across playthroughs, gradually making the "impossible" loop feasible. The game acknowledges its own system design: each day begins with "Work harder!" followed by "...motherfucker". Progressing through this half requires deciding whether to embrace the loop's gamification or resist it by hacking the scenery and pursuing an underlying occult mystery.
The second half shifts into a meticulous ocean base exploration sim steeped in cybernetic horror and existential dread. You don't tend guests but instead lumber about in a void suit, armed with a PDA and spanner, attempting to purge a radioactive honeycomb infestation by repurposing machinery. Between descents, radio communications from another base dwell on themes of decay and deterioration. The design becomes more elegant and diegetic: pneumatic doors require valve twists and handle pumps to open. Blueprints and technical systems replace the frantic service industry pace.
Beneath these surface differences lies shared conceptual ground. Both halves explore maintenance versus transcendence, depicting ground-down workers subjected to rigid, doomed structures that depend utterly on their labour. Aesthetically, the games share a carefully considered visual language described as breakcore meets vaporwave, dominated by pink through purple hues. Both environments layer in baroque interface design, planetary symbols, magic circles and recurring references to the number three. As each setting fragments through play, the worlds begin echoing each other directly: discarded, meat-clogged pipes in the base recall mounting luggage in the hotel lobby. Sometimes the barrier between the two games becomes permeable, allowing players to glimpse across the divide.
The resort absorbs most of the 10-hour playtime. Guests are represented as spaghetti noodle caricatures paired with anime dialogue portraits. Betty and Harold, a hectoring older couple, contrast with Bunk, a lecherous middle-aged drunk constantly vomiting on himself, and Sylvia, a sophisticated predator who meets your service efforts with seductive scorn. The game tests how thoroughly videogames have conditioned players to chase unlocks, with higher-level rewards including simply the status "NPC" and the ability to finally check guests into the hotel.
Roman Sands RE:Build releases at $13.49 across regions. According to Rock Paper Shotgun's review, it executes both component games with significant prowess across art, sound, design and writing, creating what the reviewer describes as "a gorgeous, ugly thing" that deliberately resists easy categorisation.
Sources
- Rock Paper ShotgunEstablished publication · recorded Sep 19, 2026Roman Sands RE:Build review: A unique and obliterating blend of resort sim, engineering horror and alchemic ritual
