
Rogue Legacy is a genealogical rogue-"LITE" where anyone can be a hero. Each time you die, your child will succeed you. Every child is unique. One child might be colorblind, another might be a dwarf with vertigo. But that's OK, because no one is perfect, and you don't have to be to succeed.
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.
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): 0.56/day in the week to Aug 4 → 4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Genres
Sums Steam only; PlayStation, GOG, Nintendo, 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 | $14.99 | 18.8Kreviews | 92% | — | $7M |
| $16.99 | 28.2Kratings | 91% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 839 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ох как же сильно мне нравится Goth Mommy ASMR, каждый раз я представляю как мамочка готка с 5-ым размером нашептывает мне на ушко какой я хороший мальчик своим ангельским голосочкем. Я лежу и получаю удовольствие ведь я чувствую её слюньки у меня в ушках, как она обволакивает мои барабанные перепоночки по самое небалуй. Я очень сильно возбуждаюсь и мой член быстро принимает стойку смирно, я представляю, как она сосёт мой член медленно и полностью засовывает его по самые гланды. Когда она насасывается я кончаю ей в ротик своей густой спермой, и она с ехидной улыбкой слизывает всё и проглатывает, как хорошая девочка. Потом начинается доминация, она говорит, что для неё это недостаточно, мамочке готке недостаточно было сделать только минет, она начинает полностью раздеваться и я вижу её в полной красе. Её идеально круглые сисечки, такие белоснежные и большие, хочется выпить из них всё молоко. Её бёдра и попка просто блеск, я представляю как засовываю свой огромный член ей в кисочку. Её выпирающий чуток животик так и манит пожамкать. А эти ляжки просто атас, они такие толстенькие и сладкие на вид. Но не успел я оценить её тело до конца, как вдруг она запрыгивает на мой огромный член своей упругой попкой. О да, мой член зашёл ей по самую матку. Она начала жёстко стонать, и я пристанывал от удовольствия, именно это я и представлял, когда слушал Goth Mommy ASMR. Мы перебарахтались в разных позах, я вылизывал ей киску, потом анус, она повторно сделала мне минет, но мой пенис стоял как богатырь. Спустя 2 часа скачек я несколько раз кончил ей во все дырочки, но решил я закончить именно в позе наездницы. Она умоляла меня продолжать, но я к сожалению выдохся. Я помню её похотливое, смазливое личико когда кончил ей на животик. Было очень много спермы, я думал, что осталось на ней ни одного живого места. Я представлял, что у нас будут здоровые детки, много мальчиков и девочек. На прощание мы поцеловались, и я в экстазном угаре проснулся на своей кровати, одинокий, никому не нужный. Это был всего лишь сон - плод моих сексуальных фантазий...
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, Polish, Portuguese - Brazil, Russian, Simplified Chinese
| $1.49−90% |
| 668ratings |
| 82% |
| #75 |
| not modelled |
| $14.99 | — | — | — | not modelled |
| $14.99 | — | 92% | — | 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 847 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
contact damage sucks
absolute horrible clunky game. its one of these "roguelikes" where you want to progress but its basically impossible, you always get a bit of gold to get out, and then upgrade a very boring skill tree where its mostly , life / armor / damage, until you can smoothly run thru. i wouldnt mind it being grindy, but the real issue is the horrible controls, where its hard to fight enemies cause the only directions you can attack is left or right or down, and you can jump. thats it. you cant hit diagonally, makes this gameplay so clunky and stupid, i dont wanna bother with it anymore. i thought im gonna like this cause i played alot of DEAD CELLS... but just get dead cells if you didnt. the difficulty lies in not accidently jumping against an enemy which counts as a full hit towards you and trying to hit flying enemies with the clunky controls. i dont mind elden ring, but this is a joke.
Rogue Legacy by Cellar Door Games is a captivating roguelike platformer that manages to blend challenging gameplay with a fresh, inventive twist on the genre. Unlike many games where death means starting over from scratch, Rogue Legacy turns this concept on its head by making each death the beginning of a new adventure through the eyes of a descendant, each with their own quirks, strengths, and weaknesses. This core mechanic injects both humor and unpredictability into the game, encouraging players to adapt their playstyle based on the unique traits of their current heir. Whether you’re controlling a character with colorblindness, a fear of heights, or a particularly small health pool, these traits affect your experience in meaningful and often amusing ways, making every run feel distinct. The setting of the game, Castle Hamson, is procedurally generated, ensuring that the layout, enemy placement, and traps shift with each playthrough. This randomness keeps the gameplay engaging and prevents it from becoming repetitive, pushing players to think on their feet and explore carefully. The castle is divided into several themed zones, each filled with its own enemies, secrets, and powerful bosses that pose formidable challenges. Exploration is rewarding as you gradually unlock new abilities and equipment that allow you to access previously unreachable areas, creating a satisfying sense of progression and discovery. Movement mechanics such as double jumps and dashes evolve over time, adding layers of complexity and freedom to traversal that feel both responsive and precise. Combat in Rogue Legacy is tight and gratifying, combining classic platforming with a variety of weapons and magical abilities. Each weapon type has its own feel and attack patterns, allowing players to tailor their approach to combat encounters according to personal preference or the demands of particular foes. This versatility, coupled with the random traits of each heir, means that no two combat experiences are ever the same. Players must weigh risk and reward constantly, deciding whether to engage enemies head-on or cautiously navigate the environment to conserve resources. The game balances difficulty well, offering a challenging but fair experience that motivates players to learn from mistakes and keep pushing forward. Visually, Rogue Legacy adopts a retro-inspired pixel art style that is both charming and meticulously crafted. The environments feel vibrant and alive, with detailed animations that bring the castle’s inhabitants and hazards to life. The aesthetic perfectly complements the game’s old-school gameplay roots while incorporating modern touches that enhance immersion. Accompanying the visuals is a dynamic soundtrack that shifts tone depending on the situation—whether exploring the castle’s halls or facing off against a boss—further deepening the game’s atmosphere and emotional engagement. One of the most compelling aspects of Rogue Legacy is how it handles progression across deaths. Instead of resetting everything, players earn gold that can be invested in permanent upgrades, improving stats and unlocking new abilities that make subsequent runs more manageable. This system strikes a delicate balance between punishing failure and rewarding perseverance, transforming what could be a frustrating cycle into a gratifying journey of growth. The unpredictability introduced by the heir system ensures that even with upgrades, players must remain adaptable, as each character’s unique conditions force new strategies and approaches. In essence, Rogue Legacy offers a distinctive and richly rewarding roguelike experience that stands out due to its innovative character inheritance mechanic, challenging but fair gameplay, and meticulous design. It’s a game that respects its genre’s traditions while daring to innovate, creating a deeply satisfying loop of exploration, combat, and progression. Whether you’re drawn to its whimsical character traits, its tough but fair challenge, or its charming pixel art and music, Rogue Legacy delivers a memorable adventure that continually invites players to jump back into the ever-changing depths of Castle Hamson. Rating: 8/10
Я убил всех в замке, сожрал каждую курицу на люстре, обыграл эльфа в нарды, избил клоуна за мухлёж, перебил всех в лесах Абхазии и разможил череп Александра, а также много чего ещё... Но я устал и пошёл играть в Rogue Legacy
I believe this is the first roguelike i ever played, so i'm not experienced with this genre, but i loved my time with this game so much! Really enjoyed the story too! Now that i finished it, i understand why so many people love this game. Awesome game!
有卡 有中文 有成就
Fun Fact: This game actually coined the term "Roguelite", to describe Roguelike elements while not actually fitting into the mold of the genre, which is actually a set of rules determined by Roguelike developers of yore in an event called the "Berlin Convention". This game is most-assuredly not an actual Roguelike, which is why "Rogue-LITE" is used in the marketing material, because it was a brand new term and style of game at the time. Most games people call "Roguelikes" don't actually meet the real criteria, and this has been a source of annoyance for actual Roguelike fans like me for over a decade, since the Roguelite boom, which this game is partially responsible for along with Binding of Isaac. I like Roguelites a lot, this isn't a slight against the genre, but people SERIOUSLY need to distinguish them better. If you want to know what a real Roguelike looks like, the Genesis game Fatal Labyrinth, the Game Gear version Dragon Crystal, Nethack, Caves of Qud, Angband, Path of Achra, Cataclysm Dark Days Ahead, Quasimorph, Tales of the Maj'Eyal, ADOM, why yes I did just skim Sseth's channel to remember half of these names. What these games all have in common, are grid-based maps, being turn based, permadeath, zero progression between runs, ("metaprogression" being out of run progression), a strong focus on being non-modal. meaning every action you can do is always available, peaceful options rarely exist, procedurally generated levels make up most of the game, and "emergent gameplay" is prioritized, meaning you have a ton of out-of-the-box options that are all generally accounted for in normal gameplay. I actually grew up with the 3DS VC version of Dragon Crystal and the PS3 Genesis disc that had Fatal Labyrinth on it. Although, gonna be honest, I played more Dragon Crystal, and when I was playing the PS3 Genesis disc, I was playing Shinobi 3 and Streets of Rage 2, a true classic. That reminds me though, the stellar Phantasy Star 1-4 was also on that disc, and also, the PS2 Shinobi reboot and it's sequel Nightshade are actually peak, despite getting sub-par reviews for the time. Time was very kind to those games despite their insane difficulty, and I don't think I'll have another opportunity to mention those games unless Sega puts them on Steam or something. Less faithful to the original criteria, but still great examples are the Pokemon Mystery Dungeon games, the other Mystery Dungeon spinoffs, and also Shiren The Wanderer by the same team, which has 2 releases on Steam. Also another strange example of a Roguelike is FF X-2 Last Mission, a pack-in on the HD releases of FF X+X-2, in case getting the previously PAL/JP-only vastly superior re-release version of FF X with 14 extra bosses and a better, much more open, Sphere Grid wasn't enough of a bonus. Rogue Legacy is a very good Roguelite, and it still holds up. As you can see by my playtime, this game was a staple for me in high school, and I still come back to this game and it's sequel. The "Neo" fights in this game are entirely unbalanced, but otherwise this game is very, very good. The Donation Box was a new feature to make the "Neo" fights less crushing, and it does help a lot, but the big problem is a lot of the Neo fights require playing against your play-style. The equivalents in the sequel are much better, since instead of having set strategies you're required to learn, it's a test of how well you can clear them as each class. Class dichotomy is also not as good in this game as in it's sequel, and the disabilities provide no compensation like in the sequel. Rogue Legacy 2 is definitely a better game, but that doesn't mean this game is BAD. After all, the sequel came out 7 years later, and hindsight is 20/20. For a while, this was one of the best 2D Roguelites out there, before we got Dead Cells, which I played extremely late, and this game still has plenty of really good ideas, even if it has some design flaws. A lot of those design flaws really don't become apparent until you've already beaten the game and are on NG+++, so in that regard, Cellar Door succeeded at making a sufficiently well-designed game. Also, as a bonus, Cellar Door included a copy of a fan-made overhaul mod, Lament of Zors, to the game, with permission, as an alternative launch option, and that fan-made mod is very interesting and adds a lot of new areas to the game, and rebalances a lot. In short, the sequel is a better game, but this is still a great game to come back to, even with the sequel existing. I recommend this game wholeheartedly. I know half the text here ended up talking about other games, and the distinction between Roguelite and Roguelike, but there's not really too much to say about this game itself other than that it's a well-designed action platformer responsible for the Roguelite boom.
эта игра сломала мою жизнь, рекомендую!
отличный спинномозговой рогалик. вопреки топорной анимации, слабой боевке и сомнительно работающим механикам выбивать из мобов монетки хочется часами
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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