
Build unique class-and-race combinations, shape your talents, and test your strategy in a tactical roguelike dungeon crawler packed with campaigns, challenge runs, loot, bosses, and replayable depth. Your plan may be brilliant. The dungeon may disagree.
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 25 → 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 2,402 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

Choose from multiple races and classes that meaningfully change how your hero fights, survives, and grows, then tackle a traditional roguelike built around tactical turn-based combat, procedural dungeons, persistent unlocks, and multiple ways to play.
Rogue Empire combines classic dungeon-crawling tension with a more modern interface, different game modes, and high replay value.

Build your hero from race, class, and difficulty choices, then grow through a mix of class identity, player choice, emergent talent offers, spells, loot, and rare rewards.
“Some builds become legends. Others become lessons.”


Choose how you want to play. Follow the main campaign, chase optional quests, explore the world map, discover points of interest, or push into special modes where the stakes rise the deeper you crawl.
“One more floor is always a reasonable idea. Until it isn’t.”


Fight through turn-based grid battles against dangerous enemies, champion variants, and unique bosses, using positioning, talents, magic, items, traps, and resource management to turn each encounter in your favor.
Uncover forgotten secrets, claim legendary items, and complete powerful item sets.
“A strict no-refunds policy applies. Mostly to your life.”

Unlock new perks, discover illustrated story paths, reach different endings, and climb the leaderboards.
“Your hero may fall, but at least they were useful currency.”

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Underrated roguelike. Definitely recommended!
Hmmm. I think I am going to be damning this game with faint praise! Just beat the Eghoss (prologue) campaign (which is a 20 level deep dungeon crawl) on Normal/Iron Man on my first go. Even got second highest recent score on leaderboard! Usually in a roguelike I die a zillion deaths before getting some kind of win! So I am borderline on this roguelike. It seems very simplistic and easy relative to many others, kind of like a weaker version of ToME or maybe Dungeonmans crossed with a diluted DCSS. The gameplay as warrior consisted mainly of pulling enemies into corridors and chopping them into kibble with few moments of tactical variation and very few moments I felt even mildly threatened. I regularly used my consumables even, mainly to try and cut down encumbrance(!) but didn't feel the need to do it to enhance my survivability much. I ended the game never having used more than the smallest healing potion and I had dozens of each kind of healing potion in my inventory 'just in case'. So I am not sure if I will try the main campaign or not, as I have a lot of other, probably better roguelikes to try out... But it was an ok time killer for the price. I borderline recommend, particularly if you looking for a more casual or beginner roguelike. If I do try the main campaign and change my opinion, I may revise this review.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It is the most user friendly version of this genre that I've ever played. If you are new to turn based roguelike dungeon crawlers definitely give this a try
[h1][b]6/10[/b][/h1] Reminds me a little of some other Roguelikes, but slightly better. Some other Roguelikes feel punitive & unnecessarily unfriendly to new players, while this one is a little more plain *fun*... though apparently it can be quite challenging if you'd like it to be. It does have significant autoexplore issues, item/enemy visibility issues, and unnecessary complexity that hold it back from a higher score. Rogue Fable 3 is much better in almost every category. It'll be tough for another Roguelike to ever dethrone RF3. Maybe possibly RF4 will. [h2]Pros:[/h2] - Good music - Can zoom in/out a *massive* amount - Tons of difficulty and game/campaign options, including no permadeath - You can actually change movement/autoexplore speed. This is *huge* for me as I hate when it's so fast my character is effectively teleporting & I don't know how they got there - Lots of character stats, equipment slots, etc. There's a lot of depth, but it's not overwhelming - Nice color palette. Not boring or murky like many games - I love the glowing effects you see with some spell effects, leveling up, portals and whatnot - Really cool levelup sequence. You also get "cards" which are semi-random skills, usually passives but not always - Has a combat log, which is fantastic for knowing what's going on and for learning the game [h2]Mehs:[/h2] - Characters extremely ugly with massively huge heads. I wish there were more character appearance options since you're staring at them for countless hours - Good enemy variety, but it feels bizarre. Why on earth are all these different things working together in the same room/level? Rogue Fable 3 does this much better with 4 levels at a time with a theme of enemies [h2]Cons:[/h2] - Biggest one: it's often very difficult to see items on the ground. Sometimes it's because the height of the tile in front of it blocks your view of it, sometimes it's because background items like rocks look like items, and sometimes it's because it's a similar color as the background. Autoexplore does take you to items on the ground, but only once so if you're not paying enough attention, you could miss stuff. At least gold is automatically looted - Similarly, sometimes enemies are hard to see because they blend in and/or are partly shadowed due to partial vision (though your character knows they're there) - Autoexplore takes you to the previous exit when a level is cleared. Rather annoying when you want to go forward, not back... which is almost all the time - If going back to a previous level, autoexplore takes you to every little thing you had to drop because you couldn't carry it or because it wasn't worth enough to pick up. Very annoying - Autoexplore stops for barrels, which never seem to have anything useful in them - Can't stop autoexplore once it's going - Too difficult to learn new spells early on - Tons and *tons* of unnecessary items and spells. Rogue Fable 3 is much better at this with fewer but more versatile spells and with fewer garbage items - Locked door mechanics are unnecessary. Why does the Unlock spell take health from the caster?? Why so many keys? Why does kicking a door do more damage vs literally breaking my leg when exploring on the world map? None of it makes sense and none of it adds to the enjoyment of the game - Energy system isn't explained and is altogether unnecessary - Druids can't use any ranged weapons at all? Not even a staff? I don't remember it warning me of that. Lame - All pets kinda suck. Either they don't follow you or you have to keep casting something to teleport them, and/or they're quite weak. Also, Druids likely won't be learning any summon for a long time, and Mages not for a very long time - Dev seems so concerned with "balance" that it makes the game less fun for most classes. It's unfortunate - Boss fights aren't terribly fun
Just boring. There's very little enemy variety and the later dungeons are just mashing through giant rooms and corridors absolutely filled with the same 10 enemies. On enemy spellcaster turns they have a little missile shooting animation that takes like a quarter of a second, which turns into a huge pain in the ass when you're fighting through a room with 10 of them that shoot every turn. Despite that there was pretty much no chance of dying as long as I didn't just sit there.
i cant really give it a proper try due to gui being soo bad, sorry
Incredibly boring.
this is a rogue game that tries to be as fair as possible (instead of assuming that you will play 500 hours to learn its most obscure secrets and will eventually make a perfect run in order to beat it) it is very class based, in the sense that the most important decission is your class from where your skills and most of your stats derive, the base game offers assassin, ranger, druid and mage. it makes the game quite replayable because playing as a mage is totally different in terms of strategy and feeling that playing a ranger or a druid. the good thing is that if you are careful and you chose the skills accordingly when you level up the game is doable (at least for easy and normal, i have not played in hard mode) there is a bit of meta progression in the sense that once you complete the game or you die you acumulate a currency that unblocks small improvements, nothing game-breaking but makes your chars better as you make a few runs the graphics are crispy and the ui is good enough (easily accessible quick keys and no weird shortcut keys to do basic things, almost all the usual things can be done easily with the keyboard or keyboard and mouse)
堅牢な状態を作っていくタイプで、スキルやアイテムはルーチン化した行動の一部といった感じのゲーム。
An ok roguelike. Pretty straightforward and is fine enough on sale. I got it for $3 and had a decent time. Good for a change of pace if you get a bit tired of the classic favorites.
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.
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