
Roadwarden is an illustrated text-based RPG that uses isometric pixel art and combines mechanics borrowed from RPGs, Visual Novels, adventure games and interactive fiction.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
About
A brave stranger putting your life on the line to make a difference in this grim fantasy world. While most people would never risk a solitary journey through the wilder parts of the land, you willingly accept the struggle. You guard travellers, connect isolated villages, support merchants, and repel attacking creatures, bandits, or even undead.
A powerful merchant guild has called on your services, sending you on a journey into the unknown planes of a mysterious peninsula in the hopes to expand the guild’s influence even further. Explore this world and gather as much information as possible to reveal the secrets surrounding the area. It’s a dangerous task, but an equally respectable one.
Roadwarden is an illustrated text-based RPG that uses isometric pixel art and combines mechanics borrowed from RPGs, Visual Novels, adventure games, and interactive fiction, such as inventory puzzles, dialogue choices, character abilities and progression, hit points, simple survival mechanics or quests restricted by in-game time.
Face the vast challenges of a hostile fantasy world in the 30-hour story-campaign
Create your own background, abilities, beliefs, and personality
Embark either as a warrior, mage, or scholar and define your character‘s attitudes
Immerse yourself in profound dialogues and sidequests with dozens of NPCs
Collect hints and investigate the true nature of this world
Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.74−75% | 5.2Kreviews | 94% | — | $249.3K |
| $2.75−75% | 159ratings | 88% | #236 | not modelled | |
Engagement
Reviews
Themes across 157 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
先说这个游戏好的地方: 1.叙述是循序渐进的,随着主角的探索慢慢展开地图的一小块,不会被大量资讯砸到眼花缭乱。 2.难度有分三等,最简单的级别......真的很简单。不会出现要长期重复刷钱的煎熬时间,稍微规划一下路线,钱完全就是走着走着就顺便赚了。steam成就也很容易达成。 3.音乐适配这个游戏,听着就很有代入感。 再说我觉得可以改进的地方: 1.希望给每个重要npc加个像素小人的图,随着剧情的展开,npc太多了实在是记不住名字。(脸盲非常痛苦。) 2.希望可以有图钉或者简易标记之类的,让玩家放在地图上,这样规划起来比较方便。又或者是任务列表可以自行排列任务顺序,游戏前中期会更方便查看(金鱼脑容易漏东漏西😢) 3.快速存档如果能有3个会更好,有时候按「旅行」会不小心按到快速存档,导致关键存档被覆盖。(手残是这样的😢) 4.「旅行」的标志应该单独列出来做一个显眼的按钮,甚至再加上快捷键,因为会很常用。 这款游戏是GPT推荐给我的,的确很有趣......但是GPT不知道我的英文很差啊😭 用的民间汉化mod(感谢大佬无私奉献)。 因为是机翻,翻译文学的味道很重,有点冗长、抓不到重点。尤其是玩到一半会突然出现输入框问我要打听谁 / 哪里,让人有点不知所措,因为名字和地点都被翻成中文了😭 必须要一边问GPT一边玩。(这一部分实际上还蛮有趣的,因为要从不同的蛛丝马迹里去推理和尝试,但是英文水平差真的很煎熬) 即使如此,这个游戏还是很推荐! 作为一个巡路人(跑腿),看着这个地区因为自己一点一点变好,慢慢把路障清掉和解决大家的问题,很有满足感😊 一周目刚打完,游戏时间大概在15-20小时以内,纯文游。每个村落的npc都会有自己的故事和关系网。这种挖别人八卦的探索感也很好玩hhhhh 有空会刷二周目的!
I paid $2.75 for this game, and somehow I still feel like I got the short end of the stick. Roadwarden is basically a choose-your-own-adventure RPG where the biggest adventure is trying to guess what the developer was thinking. My experience went something like this: "There are roots blocking your path." I have an axe. "That's cute, kid.. No." I have fire. "Also no. We didn't script that." I have hands. Can I move the roots? Please? "Stop asking logical questions." "You inspect the roots. Type a phrase." Burn the roots. "I'm sorry, I don't understand that command." Use axe on roots. "Invalid input." Cry. "Accepted. You were eaten by a grue." Actually, I think I just described a text adventure from 1978. How far we've come! The actual gameplay is wandering around a map that looks like it lost a fight with MS Paint, endlessly making laps until you accidentally stumble into the one conversation where you happened to click the one dialogue option that unlocks the next conversation, which unlocks the next conversation, which eventually unlocks the privilege of continuing to play. There's also an incredibly immersive day/night cycle where you'll occasionally get trapped inside a town because it's too late to leave... but somehow too early to sleep. So your heroic fantasy adventure briefly becomes Waiting for Bedtime Simulator. I'm sure I could pull up a quest guide, but at that point I'm just reading the game instead of playing it—which, come to think of it, is almost exactly what I've been doing anyway. After two hours I wasn't trying to save the world, find my missing collogue or get past the roots. I was just looking for the quickest possible way to get my character killed so at least one of us could escape.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 22: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 2.11/day in the week to Aug 4 → 1.57/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
| $4.94−55% |
| — |
| — |
| — |
| 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 157 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game has so much going for it but it makes me quit in absolute disgust every time I try to play it. Filled with choose your own adventure turn to page 32 .... YOU DIED mechanics. Prompted for text entry to say what I want to investigate?! This isn't 1991, I'm not impressed with how many kilobytes of branching text you packed into this floppy. Don't make me guess your keywords at absolute random. The text is time consuming and rewarding, but then is paired with rogue-like mechanics that punish you and encourage you to start over. So tedious. Lack of controller support is obscene.
A truly wonderful game, changes the standard that can be expected of text based RPGs and shatters it. Absolutely cannot wait to see what Moral anxiety studio does next.
Charming game with very competent writing. The artstyle is simple, with a cohesive colour palette, but well thought out; especially the visuals of the interiors. It reminds me of those retro "choose your own adventure" type games. The characters are interesting, each with their own desires and history that you get to uncover the more you spend time with them. The world feels "full", it's fun to see how the towns connect with one another, finally forming a chaotic entirety. I was actually pleasantly surprised to see the story deal with the darker aspects of Hovlavan's past and future mark on the peninsula and how you, as the roadwarden, help them through your schemes and manipulations. Even if you try to do be the typical hero it is overshadowed by the fact that your good deeds are a debt that needs to be repaid. I would've liked to see more of that contrast tbh, I would've liked to have read more of what each town lost with their acceptance of Hovlavan's deal. The music is also good, though it gets a little bit repetitive if you get hit by a large chunk of dialogue, but maybe I'm a slow reader. Overall I liked it and would recommend it to anyone who's a fan of dnd and reading. I also like how the roadwarden loves his horse and hates walking.
和差不沾边,文字带来的意境很强,氛围也不错,但是故事太平了,主角的成长也没有太多,7-7.5.尚可一玩
Such a 90's vibe game. Simple, atmospheric, and consequential. The point and click nature of this game coupled with the storytelling style harkens to my experience of playing Quest for Glory 4. The various choices of: dialogue, weapons, pathways, etc.... really matters as future endeavors callback to your decision(s); quite a rare gameplay style for modern day games (hint: $$$). Further, the simplicity of the pixeled graphics and concise use of texts (without overburdening the player with lore) really aids in the enjoyment of the game. Very replayable for the achievement and enjoyment of the different outcomes.
My head is spinning from reading, but I freaking love the game. Reccomended if you like tabletop and don't mind reading a lot.
An absolute WALL OF TEXT with no hook or investment out the gates, I could not phsyically force myself to play this.
A sombre atmosphere throughout. The small pieces of music and ambience is quite calming and charming. The presentation is simple yet clean and effective. The writing is woven together tightly as a whole. The gameplay mechanics of travelling to and fro within a day-night cycle really make you feel like a messenger that has to prioritise whom they wish to talk to and work with. This encourages a streamlined play through and therefore good replay value. Sometimes I did feel frustrated by the dialogue and how tasks feel blocked off because of it. This is because the dialogue in this world can be quite unclear at times and people are suspicious of one another. Therefore, you may have to locate specific objects/items into enticing people to talk and work with you.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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