
Rogue Girl is a roguelike game that will immerse you in an exciting adventure, where you will play as a beautiful devil girl called upon to fight an army of sinister zombies. Your path of progress depends on your decisions. Various types of enemies, random rooms, and skills.
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 13 → 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.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
приятная героиня=классная игра
Чистый рогалик без какого-то развития персонажа. Удары и уклонение. Удары к сожалению нельзя прервать ни бегом ни уклонением. Третий (последний) удар в серии самый долгий, поэтому для медленных врагов лучше по два удара. Напрягает считать удары. Уклонение бесполезно - тратит энергию. От медленных врагов и так можно убежать, а от быстрых все равно не поможет. Враги постоянно усиливаются - быстрее чем ваши улучшения. На 4-7- комнате они все будут быстрые и героиня все равно помрет. В принципе в игре на это намекаеться "смерть - это не конец". Может это кому-то и понравиться, поэтому я не могу ставить отрицательный отзыв. Сам я потом еще может быть поиграю для 100% достижений. Наверное это не должно занять много времени. Каждое достижение - это бонус развития в игре. Но какая-то такая себе причина возвращаться к игре.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Russian, Japanese
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Неплохо, хоть и слишком однообразно. Похоже на зачистку подземелий из Diablo. Хотелось бы разнообразнее и побольше уровней, а так игра очень быстро надоедает
No es un mal juego, tiene potencial. Como aspectos positivos, el estilo de arte me parece bonito en lo personal, la estética es buena, las animaciones están bien a pesar de que la protagonita todo el tiempo la misma cara en la cinemática principal. Tiene además las bases de un Roguelike. Sin embargo, el sistema de combate pienso que podría mejorar al hacer que el personaje ataque dependiendo de dónde está mirando y no que lo defina la posición del mouse. También seería divertido un sistema de magia que te permita lanzar ataques a distancia, pero que las obtengas solo al subir de nivel. También estaría bien que hubieran combos de ataque y enemigos a distancia, o que lo enemigos no te persigan todo el tiempo para que los combates no se hagan tan repetitivos. De resto me parece que es un juego divertido para pasar el rato y si lo actualizan puede mejorar un monton :)
ein süßes spiel bei dem man sich durch ein labyrint voller zombies kämpft. rogue ist nicht mein lieblings genre aber ich hatte gut ne stunde spaß damit :D auch wenn ich den souls like oder nsfw marker daran nicht so richtig sehe.
Крайне базовая игра, роглайк без какого-либо внятного прогресса, выделяющаяся среди десятков подобных только красной сисястой тёткой с рогами со шпалой в руке и в латексных трусах. Просыпаеццо она как-то с похмелья в ящике в каком-то доме культуры с неясной географией и топологией и давай валить невинных посетителей, которые с энтим несогласны. Все, сужет весь. Кстати, без шуток - всегда было интересно: есть ли в аду свой Алиэкспресс, где одеваюццо суккубы? И ишшо напоследок: словил вайб Digital Homicide, если кто-то еще помнит такого "розроботчега".
The fact that this was made by one dev is outstanding, couldn't be happier with the purchase.
不好玩
Rogue Girl, developed by Kishi Games and published by Genet Games, is a compact isometric roguelike action RPG that centers on fast-paced dungeon combat and randomized skill-driven progression. Set in a bleak, monster-infested fantasy world, the game places you in control of a lone, devil-themed heroine fighting through procedurally generated chambers filled with undead creatures and increasingly dangerous foes. Its structure is built around classic roguelike principles: permadeath, randomized rooms, escalating difficulty, and build experimentation within each individual run. Gameplay unfolds room by room as you clear waves of enemies in confined arenas. Combat is immediate and direct, relying on movement, timing, and skill selection rather than complex combos or elaborate mechanics. Enemies approach in groups, forcing you to balance aggression with positioning. The isometric camera keeps the battlefield readable, though the intensity can rise quickly as enemy numbers increase. Each cleared room rewards you with skill choices that alter your current run. These abilities may enhance attack power, improve survivability, add status effects, or modify movement behavior. The build you assemble is entirely shaped by random offerings, encouraging adaptation rather than pre-planned strategies. The roguelike loop is central to Rogue Girl’s identity. Death sends you back to the beginning, wiping away temporary progress and requiring you to start anew. Because runs depend heavily on the synergy between randomly acquired skills, some attempts can feel dramatically stronger or weaker than others. A fortunate combination of complementary upgrades can turn your character into a powerful force capable of handling large enemy waves, while less favorable draws demand cautious play and careful management of limited resources. This unpredictability gives the game replay value, though the absence of deep meta-progression between runs may reduce long-term retention for some players. Visually, the game leans into a dark fantasy aesthetic. Environments are dimly lit, with dungeon corridors and grim arenas conveying a sense of oppressive danger. Character models and enemies are designed for clarity during combat, prioritizing readability over high-detail polish. Effects from skills and attacks provide visual feedback without overwhelming the screen. The soundtrack and ambient audio reinforce the grim tone, supporting the atmosphere without distracting from gameplay. The skill system is the game’s strongest feature. While mechanically simple, the variety of skill combinations introduces enough diversity to keep runs distinct. Offensive boosts can stack into aggressive builds focused on rapid elimination, while defensive enhancements create more durable playstyles. However, not all skills feel equally impactful, and some may seem underpowered compared to others. Combat itself remains straightforward, which can be both a strength and a limitation: it is easy to grasp and accessible for newcomers, yet may lack the layered depth of larger-scale roguelikes. Rogue Girl’s scope is clearly that of a smaller indie project. Enemy variety, environmental diversity, and mechanical complexity are modest, and the experience is best suited for short, repeatable sessions rather than extended marathons. Yet within that focused framework, it offers satisfying bursts of action and a steady rhythm of risk and reward. Its design favors quick engagement and experimentation rather than narrative depth or expansive world-building. Ultimately, Rogue Girl stands as a straightforward but functional entry in the roguelike action genre. It delivers a dark, dungeon-crawling experience built on skill selection and reactive play, rewarding adaptability within each run. While it may not redefine the genre or provide deep persistent systems, it succeeds as a compact, replayable action title that emphasizes immediacy and randomized progression. For players who enjoy short, skill-driven roguelike sessions with a moody fantasy atmosphere, it offers a solid and accessible challenge. Rating: 6/10
没有主动技能,没有级别继承,没有法术,没有装备,没有掉落,只有一把刀,从头砍到尾,死就是真死了,从0开始,生不带来死不带去,擦擦擦。。。。方向调整挺恶心。。。。
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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