
Frogue is a stylish turn-based action platformer with bits of roguelite, bullet hell and time manipulation. Dash through your enemies, freeze time and throw your sword to solve every situation in YOUR way.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 31 → 0/day in the week after.
About
Genres
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99 | 46reviews | 91% | — | $9.9K |
| $4.99 | 11ratings | 85% | — | not modelled | |
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
literally just scourge bringer but turn-based and it is awesome
Very nice roguelike with an extremely well designed tension between turn based decision making and a combo timer that pushes you to think fast. Well done and thanks for the game. Also runs perfectly on Steam Deck and eats 0 battery.
Bom demais meus amigos, só que eu sou muito ruim. Mas vou melhorar, e arrebentar esse game no futuro.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil, Korean, Simplified Chinese, German, Spanish - Latin America, Russian
| $4.99 |
| 5ratings |
| 92% |
| — |
| not modelled |
| $10.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Liked the game overall, would recommend playing with mouse + keyboard rather than controller because it's rather easy to accidentally jump to the wrong spot. The art is really exciting and vivid, the music really hypes you up. I really enjoyed the boss battles -- wish there were fewer rooms and more boss fights. Wish I could jump at a wider angle at times.
meant to play frogger but got this instead, game rules
Undergraveをプレイ済みだったので期待していませんでしたがシステムが気になったので買ってみた結果、やはり微妙でした。 とにかくネガティブ要素が多過ぎて良い所が全部死んだ結果、ただ長ったらしい地味な移動ゲームを遊ばされるだけと言う内容になります。 あとUndergraveもそうでしたが、半端にマウス対応になっていて、マウス1本だけで遊べないのもマイナス。 弾が当たるかどうかがまず分かりにくく、撃ってくるタイミングもなんかイマイチ把握し辛い。(予告が無いのに撃たれたり等納得いかない事もしばしば) 近づくとすぐ弾を撃ってくる上に、次の移動先で思った所に動けない事になる場面が多く積みやすい。 相変わらず1つミスしたら取り返しが付かない状況になりがちなのに、敵に特攻していくスタイルを要求してくるので、とにかくずっと左右に動いてちょっとした隙に体当たりするだけという動きを全体的に永遠とやらされて、無駄に時間だけを浪費させられ、何を楽しんでいいのかが全く分からない。 その上、敵との接触ダメージがある事も相まって、剣を回収するのが大変で剣を投げられず、かと言って近づくと弾を撃ってくるので、とにかくちまちま移動してタイミング見るだけになる。 距離感間違えると移動中に予告と弾撃ちが連続したりとか、とにかくどこを楽しんだらいいのかと言うのが本当に分かり辛い。 ただただちまちまと右往左往してちょっと触っての繰り返しで、駆け引きも何もなく、同じステージを同じような立ち回りで毎回遊ぶことになる。 答えの無い運ゲーパズルをやらされるのはUndergraveとなんら変わらずだが、結局たまっていくストレスを発散する爽快感要素が無く、動かなければ時間が止まるシステムなのにも関わらず倍率メーターがなぜか止まっていても減ると言う謎仕様で、無駄に焦らせ操作ミスを誘ってくるのもイライラ感に一役買っている印象です。 1画面分の部屋が並べられたマップをボスと出口を探す形になるが、倒して敵が出て来ない部屋も無駄に移動行動をさせられるなど、いまいちかゆい所に手が届かない不親切な部分も相変わらず。 ゲーム開始時に移動させるのもちょっとUndergraveでなぜかすぐ入り口が開かずにゲームが始まるのが地味に遅かったのを思い出します。 また、回復や時間停止ゲージを回復させるアイテムが出ますが、なぜか無駄に消えるのが早い。 なんでこんなに早いのかがちょっと理解できないくらい早いです。 移動先が分かり辛く少し間違えただけで消えるのに、なぜ出た時点で回収できないのか。 てか武器投げて取れても良かったのでは? 全体的にそう言う派生した動きと言うのが無くプレイの幅がありません。 出て来るスキルも非常に効果が薄く、正直そこまでプレイに影響あるかと言われると微妙なものが殆ど。 空中で1度だけ軌道を変えられるとか、投げた剣を爆発させるとか反射させるとか敵の玉を撃ち返すとか、そう言った目に見えて強化されると言うものが無く、スキルが出た時の楽しみすらも無い。 ローグライクならばもう少しスキル同士の相互作用も考え、自分ならではの戦い方ができるようなデザインを考えないと、繰り返し遊ぶのは厳しいかなと思います。 移動したら敵に当たるかどうかの予告も非常に見辛く、剣が取れるかどうかの判断や移動先の表示がイマイチなので、もしかしたら付けたくなかったのかな?と言う印象で、全体的にマイナス要素がゲームの全てを削ぎ落しており、モヤッと感が強いゲームでした。 Undergrave同様にやり方によっては面白くなりそうなシステムなのに味付けに失敗している印象です。 ただし、システムは面は可能性を感じるのでグッドにします。
Frogue Go Boingue
I like the game but in 30 mins of playing i've gotten stuck in invisible walls, dashed through enemy sprites without damaging them but taking damage myself and fought a straight up immortal enemy much potential for a fun and unique roguelike but needs some fixes or something along those lines
The game is easy to recommend due to unique gameplay (and no competitors), but I feel like it's not worth the price. In fact if a single competitor with minor improvements comes out I think this game will stand no chance. [h1]No settings or QoL features[/h1] Controls are clunky for no reason (other than maybe this being some sort of port). Map could be significantly improved. Special attack and interact should be decoupled and rebindable. Introduce borderless full screen. Maybe support higher resolution to reduce pixelation, because the game looks great in small screenshots and not so great when streched out on a big screen. This is a very convincing "old school" looking game, but there's a reason some of those old school design choices were left behind. [h1]Poor roguelike randomization[/h1] There are things things that give minor in-run benefits and permanent upgrades. Permanent upgrades require solving puzzles, ALL of which so far simply required I have time-stop ready, as they were impossible without it. In run upgrades don't make dent on how I play the game. Example: Slightly bigger time-stop (resource prohibitive). Slightly longer time-stop. Slightly longer sword throw. Slightly bigger sword collection range.
ПРОСТО ВЕЛИКОЛЕПНЫЙ И МАКСИМАЛЬНО НЕДООЦЕНЁННЫЙ РОГАЛИК! https://youtu.be/G8B-x04NBuQ
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.4K | 16 | 94% | $3.99 | |
| $483 | 4 | 25% | $4.99 | |
| — | 0 | — | — | |
| $0 | 5.8K | 91% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.9K | 69 | 67% | $4.99 | |
| $9.9K | 123 | 49% | $3.99 | |
| $9.9K | 174 | 67% | $1.99 | |
| $9.9K | 51 | 90% | $7.99 | |
| $9.9K | 53 | 75% | $7.99 | |
| $9.9K | 950 | 86% | $0.99 |