Out there you find gold to use at the shop, magic cubes to draft new cards from, adventure events with weird consequences, and combats to flex your deck's muscles against.Ī new run is a chance to experiment with the characters you pick. With your two picks you move into the book's blank pages, a hex grid, and explore by spending limited brushstrokes and ink splats to reveal unmapped parts of the book. Your deck is a combination of two out of the four characters, each with their own unique card set and talents. Its familiar parts are arranged in a new way with a few clever twists. To its credit, and to its detriment, nothing in Roguebook is particularly novel. Your deck itself even levels up, with your card count giving you points to spend on randomized talents. It even relies on an old deckbuilding staple, asking you to mix-and-match two card pools each run, which was used to such great effect in Monster Train. It has Slay the Spire's flurry of weird artifacts to collect and use. It pulls in a Hades-esque buffet of advanced challenges to mix and match after you first "beat" the game. Roguebook launches on Steam and all major consoles on 17 June.Roguebook lifts some great design from other recent roguelite games. It plays fast and fun and it had me saying “just one more run and I’ll write the review” for hours. The one time my game crashed, I was able to continue where it left off.įrom the moment you click “new run,” almost nothing gets in the way of you having fun. I can’t think of a more polished roguelike than this one. If it gets post launch support and additional content it’ll be a must-play. Roguebook’s a pretty good game right now and well worth the purchase. Nothing really stood out except the enemy designs (top marks for whoever drew those up). But without looking at a screenshot right now, I honestly can’t remember exactly what most of the game looks like. I will say they stand out as bright and super easy to read. They’re a bit… mobile-friendly… for my taste. But there needs to be more levels and bosses to wield that power at, and more allies to dress up with gear and items. Most of the mileage you’ll get from this game comes from the joy of becoming powerful in different ways. The levels are a bit sparse and there isn’t much in the way of build up. I like almost everything about Roguebook, I just wish there were more of it. And by the time I’d unlocked all the characters, I was already wishing there were more. I know it’s a roguelike and beating it over and over is sort of the point, but I dashed through in about an hour and a half on my first play through. The voice acting is limited to battlefield shouts, but they’re well executed and enjoyable. Each one is very nuanced in both their gameplay and overall lore and attitude. You choose a team of two heroes from a team of four distinct characters. I was also intrigued by the character mechanics. Where Faeria was mostly a multiplayer showdown game, Roguebook is a single player experience. Make no mistake however, you don’t have to play one to enjoy the other. It exists in the same game universe as Faeria so players familiar with the previous title will enjoy the continuation. But this particular book is a special one. The basic premise is that you’re stuck in a book and you have to fight your way out. Sound values are great and the story is intriguing. The dev team has set the bar perfectly when it comes to challenge as I found myself cheering over close-fought victories more than a few times during my first full play-through and eager to dive back in after each defeat. There are depths to Roguebook’s gameplay that will take dozens of hours to truly discover.Īnd, like most roguelikes, this one has incredible replay value. This is an incredibly easy game to play, but with each successive defeat I felt like I’d exponentially increased my strategic knowledge. There were a few tense moments in the beginning where I wasn’t quite sure what I was supposed to be doing, but the game does a great job of letting you fail your way to understanding. What I like most about it is that literally everything you do (or don’t do) matters.įew games nail learning curve like Roguebook does. This is a game that plays smart and rewards players of all skill levels. In that way, it plays a bit more like a card scrapper than your average roguelike, but we’ve seen this formula before in similar independent games. You play entirely at your own pace, there’s never a countdown timer or short window of opportunity to react.
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