
A Roguelike JRPG. Unlock classes, engage with a deep and finely-balanced battle system, explore 25 unique biomes, unlock 27 classes, and slowly earn power and knowledge. Every battle is a puzzle to be solved. How many generations of heroes will it take you to defeat evil? Perfect for the Steam Deck!
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
JRoguePG takes the turn-based battles of a JRPG and combines it with a true Roguelike. From a seasoned JRPG developer, expect a robust and finely-tuned battle system that you will want to dive into again and again with the new classes you unlock, biomes you discover, and randomized equipment you receive during the run.
Evil plagues the world using fear and suffering to gain power. The world's only hope lies within a rift that opens only every decade. This rift allows four heroes to enter and attempt to battle their way to the source of the evil. Upon failure, a portion of the resources and any knowledge gained are left for the next decade's heroes to try again. How many heroes will you sacrifice to the rift in order to defeat Extol?
Unlock 27 classes including Ninja, Elementalist, Paladin, Thaumaturgist, Samurai, Hexblade, Battlemage, Lancer, and more!
Each class unlocks 3 class abilities other classes can equip
25 different biomes each with different themed monsters to learn how to defeat
Expect to use your brain to win battles. There is no mashing A to attack and win or an overpowered ability that kills everything
Randomized equipment chests, enemies, dynamic choice chests, and biomes
How you build your party matters tremendously with class composition and how you equip them
Use resources you gather in the previous run to unlock upgrades like starting with more weapon experience, more frequent rare chests, manipulate the randomized biomes, start with more gold, and more!
PERFECT for the Steam Deck!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
What if you could play a JRPG totally focused on battles? That’s what JRoguePG is all about. But there’s a twist: the battle system works in a “rock-paper-scissors” kind of way, so only choosing basic attacks or spells over and over for every enemy won’t work here. You need to experiment and discover for yourself what kind of attack works better with each different monster. It’s a very creative battle system that demands some thinking and works very well. The gameplay loop, as the name suggests, is like a roguelite with meta-progression. Nothing new progression-wise, and at this point it’s something that is being made since the release of the original Rogue Legacy, but I haven’t seen a good JRPG-like game with this approach like JRoguePG. It’s also worth mentioning that this developer is the same behind [url=https://store.steampowered.com/app/1139160/Divided_Reigns/]Divided Reigns[/url] and [url=https://store.steampowered.com/app/553760/Einlanzer/]Einlazer[/url], which are well rated. At a first glance you can think that this is just another RPG Maker game, but it’s more than that, and it also have some custom artworks for characters that give this game a bit more unique visuals here and there. Last, but not least: there’s a demo, and it’s still available! That’s a huge plus in an age where many developers are quick to remove their demos when the full game is released on Steam, so feel free to check it out. You can also transfer the progress you make from the demo to the full game if you wish (more info about that on the [url=https://steamcommunity.com/app/2996020/discussions/]forum[/url]). And the cherry on top is that the developer is super responsive and the game’s price is very affordable. Over all, JRoguePG is a nice game to have in your library for sure.
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Languages: English
Hours played at review time, across 23 reviews with recorded playtime.
Easy purchase reccomendation from me. Its basically what if classic FF had a battles only randomizer. This game avoids the pit fall of deck builders by not tying your abilities to RNG while still allowing RNG to change your play style mid run via gear that adds skills and Power Fragmets that offer spells. Game is being worked on near daily based on the dev feedback in the discussion threads, which I've been honestly spamming the past few days. The best mechanic for me personally is the class skill system since you have 27 classes, and each class gives 3 skills by the time you reach level 15 so you havr 81 options by the end of it all. Personally i do hope we get a little more power player side as this game is rather difficult, but i do think its a good thing there's a challenge to it. Lastly my play time is like 1/4th just being idle listening to the sound track. Great tracks all around.
Ultimately it's a pretty good game for what it's asking and what you get. You get a more in depth turn based system than most and a fair amount of fun classes and equipment to mess around with. Sometimes you just want to build a squad without having to go through the whole rpg formula. Would be great to see some quality of life changes to make some things smoother. For instance you can see what each class can equip when choosing them but then you have to remember because its not in the status screen after. I have a few small complaints like that but it's easily overlooked because the core of the game is solid. Solid game, will look into this developer's other games when I have the time
Welp, that's the end of the run (of the normal game anyways, there are even harder challenges to go) At this point I have a few too many hours in NAD's games for the somewhat gritty, mechanically tight and extremely difficult nature of this combat to phase me but if that's something that sounds up your alley you're in the right place. Overall, the game really is a nice capstone on the combat of Divided Reigns with a lot of extra polish on everything (you could often die in Divided Reigns just because the boss pelts you with 2 AoE spells on the same turn this basically never happened here). The balance is surprisingly tight though overall to a point that I'm scratching my head if the game's hardest achievement is even feasible (I'll have to cross that bridge) But yeah overall excellent game for me to pick up and down the nature of roguelikes really fits the developper's combat style allowing you to actually embrace failure more than the standard JRPG format with liberal saving allows which has proven a huge boon to the experience overall. The format and general balance also makes the game way more approachable than the developper's other titles for more casual players which is largely a good thing (boot up divided reigns on the highest difficulty and see what happens this is NOT that at all lol) you don't just die out of nowhere.
The only way I've been able to explain this game to friends is "if the screenshots activate something in your lizard brain, follow that urge" and so far no one's been steered wrong. Great feeling of fascinating Knowledge Progression rather than pure number progression (in how you uncover enemy strengths/weaknesses over time), enjoyable class typing and differentiation. Sometimes you get to a new biome and just get Absolutely Owned but buddy that's roguelikes. If you've got an itch to scratch while waiting for Time Break Chronicles to update again, or if you want something more about building This party, Today, instead of rotating through a relatively-static-but-expansive cast...check it out. In fact just buy both of them, they're worth it.
I would leave my thoughts of this game as Netural if I could but since I can't, it would be unfair to anyone else interested in this game for me to leave this review as a positive one with caveats. If you're anything like me you see this game and immediately think that you're looking at an RPGMaker project that is a turn-based Roguelike with classes, something like a modern Final Fantasy 5 and you'd be right but only to a point. This game does a good job skinwalking the concept on the surface but then absolutely goes out of its' way to make sure that none of the choices in design philosophy, player agency, and overall fun are there the further you push into the experience. This obviously isn't an entirely negative experience and there is some fun to be had as the game is by far strongest at the beginning when you're starting out. The enemy artwork is decent, the music ranges from pretty good to serviceable, and the story is kind of there but not too boring nor too in your face. Learning enemy weaknesses and how to approach different biomes is different from the normal turn-based game on Steam which provides some good variety, but unfortunately, the fun doesn't last as you're inevitably going to be pushing against wall after wall with strongly diminishing returns to the "ah-ha!" factor the farther you progress. Let's talk about some of the negatives: - Difficulty jumps. As you move from biome to biome to progress, you would expect a jump in difficulty, but the farther you go there is less of a jump in difficulty and more of a cliff of difficulty that you need to climb. Get to a new area and you don't immediately know what a new enemy can do or what their weaknesses are? Sucks for you, time to get your ass beat with little to no recourse (since you didn't plan for what you couldn't possibly know) and then restart from the beginning. Well that's a knowledge check, right? Sure, you can learn from that and attempt to anticipate...just to get funneled into a different biome at that point in the game instead and then run into an enemy that is an elite, has bonus stats, and goes multiple rounds per turn and just so happens to cast an AOE phys/magic attack that one-shots 2 or 3 of your party members on its first turn and then immediately follows up with the same attack to kill the remainder of your party. This is not a knowledge check and happens far more often than it should. Runs are not short, either. This can happen an hour or two into every run you get into based upon what team you run and what biomes you find and every single time you're going back and manally creating a party from square one, all with the grating experience of buying initial equipment and manually assigning unlocked Active/Passive ability to each character. This is just one of many examples, however. I could talk at length to having strong runs with good equipment where one or two unfortunately encountered enemies invalidate the strongest aspect of my main damage dealer and either end a run outright or cause one fight to stretch excruciatingly long but I think my point is more or less made. Simply put - there is too much that the game expects you to know without telling you or giving you any resources to understand immediately, especially mid-run and quickly at a glance without requiring you to pull up external resources or scour notes you took yourself after failing before. - Class Unlocks/Meta Progression. JRoguePG has both class unlocks and meta-progession unlocks and while I initially liked both I eventually learned to hate both of them for different reasons. Class Unlocks initially start pretty simply and the game does a good job telling you what you have to do to unlock classes initially. Where does this go wrong, you may ask? Class unlocks unfortunately become more involved with much more specific unlock requirements (specific abilities used x times in multiple battles, beating later biomes with specific classes, etc) and once you start a run you'd better have a guide pulled up to remember exactly what you have to do as they get more complicated because otherwise you can't see class unlock requirements again until before you start another run from scratch. What about meta-progression? Well, starting out the unlocks are very slow to come by and may not seem to add up to much. Pushing through the game will give you more and more materials to unlock permanent bonuses like more chests, better items from chests, start with more consumables, and items that will let you choose for your next battle to be harder but give you an additional character level after winning it. As time goes on you start to see a major issue issue, that being that the majority of these unlocks are going to be mandatory to not have a miserable experience in later biomes. Then the reality sets in - the grind for unlocks is a massive time sink and then right when you feel like you've had enough runs where you've saved enough materials for the important bits, the game throws an second unlock shop with even more expensive unlocks and no better way to achieve that grind. JRoguePG does not respect your time as a player. So I've talked about both systems, and what do both of these have in common? As a normal player interested in playing this game, BOTH of the systems are absolutely mandatory to progress - which brings me to: - You, as a player, are funneled to play certain party comps/playstyles. If you want to play a fun game which sounds like it might be something like a Rogue-lite Final Fantasy 5 where you can pick your favorite team comp and have multiple ways to approach almost any scenario the game throws at you then hit the back button and find another game to play. This is not it. The deeper you go into completion the more you realize that you are specifically going to be funneled into playing with certain party comps, most of which are going to necessitate going through numerous excruciatingly boring class unlock paths and saving enough meta-currency to make sure that each run provides your party with enough levels, equipment, and gold to fun what you weren't lucky enough to have drop for you during the run (if the right equipment even shows up at the special vendor). Don't have the classes that can provide a barrier that reduces damage to your part by an absurd amount every turn or a DPS class that doesn't require ramp-up to function? Sounds like it's time for you to start from the beginning and maybe next time you'll be smart enough to spend another 10 - 15 hours going through the same places with the same enemies for the privilege to unlock more classes that, let's be honest, don't require you use your brain to overcome the previously mentioned mechanics and challenges, they instead just let you skip most of the challenge entirely. But you may think to yourself - surely it can't be all that bad, right? Well, when you can go into the game discussions right now and see the dev say that (to paraphrase) "Half of the game is learning it" but bring up an example of literally one other person outside of themselves who "[...]knows the game well" and "[...]can beat it in just 3-4 runs" it's pretty obvious from this explanation that this is a design philosophy that misses the forest from the trees. Most players aren't going to want to learn every single nuance of every single enemy and fight composition for each biome and then commit all that to memory just to try and make it to the end of the game. In summary: Contrary to this game skinwalking as something that should appeal to a very broad audience considering the games and concepts it borrows from, the more you look slightly beneath the surface while playing JRoguePG, the more you begin to realize that the overall package appeals to nearly no one. Chances are you aren't going to be the person that it will resonate with past the 2-hour refund window and I strongly advise you to go somewhere else to scratch your class-based RPG itch.
Impressively well designed. If you're a fan of randomizer roms or just roguelikes and jrpgs in general, definitely worth giving it a try. To be more specific- The loot spread is good. While many games with randomized loot often throw trivial modifiers at you like +3% damage on a full moon or whatever, the items here do cool stuff. A weapon that casts elemental magic when it hits, armour that grants 50% resistance to a type of damage, accessories that do things like make you 50% more likely to get hit, or give you 50% chance to counter attack when hit. And even weirder stuff like making the character auto-use a healing item when injured at the end of the turn. Great stuff. There's boring, weak items too, but the good stuff is common enough to keep runs fresh and interesting, incentivizing you to rethink your plans for the party. The monsters are good too! They have wildly varying stats; some will dodge basically every physical hit, forcing you to use magic or an attack that cannot miss. Some counter your attacks, or spells. Some can revive allies, or become invulnerable for a turn. And that's among normal enemies, the bosses are even better. And there's a lot of variety between runs; you won't be facing the same wind elemental enemies on the 4th floor every time like many roguelikes end up doing. The character build mechanics are cool! Each character gets only a single class for a run and has nothing to customize about that, but when you hit milestones every 5 levels you unlock an active or passive skill from that class that can be equipped by anyone. Combined with equipment, it gives you a lot of cool options, like giving the knight's taunting ability to a rogue, so they can taunt enemies after stacking a ton of evasion, becoming a dodge tank. Classes are unlocked through a variety of achievements, like using a particular ability X number of times, reaching a specific floor with a specific class, or using every single magical element at least once. Makes for fun side objectives during a run. You also unlock special physical attacks during runs with a sort of 'learn by doing' system, which resets each run. Basically, if your whole party is using longbows, they'll all unlock all the cool ranged attacks very quickly, whereas if everyone is doing a bit of everything, you'll take a lot longer to unlock high level moves. Speaking of unlocks, the meta progression system is fun too. You simply earn currency during the run you spend to unlock perks, but the perks do impactful stuff like unlock new gear at the shops or improve the loot you find. What I like though is that you can skip some upgrades- by taking the third tier of the 'start with some free gold' perk, you save currency compared to if you bought all of the first 3 tiers in order. Of course, you might get farther and earn more currency by taking those early tiers. Adds a bit of extra strategy to getting the most bang for your buck. The UI is done well, with proper information about what items and spells do, what stats your character has (including odd ones like item efficacy or chance to be targetted by enemies) and even a nice little bestiary that keeps track of things you learned about enemies you've fought before, like weaknesses and stats, along with a tip about how they behave. If you don't mind the simple graphics, lack of story and rpgmaker trappings, it's a fantastic game. Absolute win for anyone looking for gameplay above all else.
Came to this because I enjoyed one of this dev's previous game, divided reigns, love supporting RPGmaker devs, and love roguelikes. Definitely a great formula and glad to see someone of this pedigree attempting it. Impressed with this so far. Combat feels complex while being feasible, lots of meta progression, and the class system seems like it will keep things fun for a long time
This game is a blast! This game will be an icon on my device for many years. You can binge it for a weekend or play it 5 minutes during a break. Extreme strategic variety that doesn't grow tiresome.
It's basically a combat only old school RPG with roguelite meta-progression. I've put in a total of about 15 hours between the game and the demo. It's fun to unlock new classes and their active/passive bonuses, letting you experiment with new builds at ease. Having a diverse group of characters who can tank, use different attack types, spells, and healing is only the beginning, since there is 27 classes to accomplish that with. Or you could just run 4 berserkers and see how far it gets you. The only other game I can think to compare it to would be time break chronicles, which is a really good thing. Give it a try!
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