
The world has been thrown into chaos, and it's up to you and your friends to battle the corrupted beasts of the Rotwood. Upgrade your gear, choose your preferred weapon, and hone your skills to defend your safe haven.
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About
The world has fallen into chaos, and it’s up to you and your friends to battle the corrupted beasts that threaten your home. Choose your weapon, upgrade your gear, sharpen your skills, and get ready to take on the frenzied foes of Rotwood!
Surviving Rotwood is no easy task. You’ll need practice, strategy, and refined combat skills to tackle the game’s toughest encounters.
Featuring rich and varied combat mechanics, play solo or co-op with up to three friends, fighting increasingly challenging encounters as you battle your way through 8 unique locations.
Rotwood focuses on combat mastery and gear progression to defeat enemies that you once thought impossible.
Pick your target carefully and sharpen your skills as you face increasingly difficult encounters. Battle your way through deceptively vicious rots in search of your true foe, a powerful, corrupted boss battle that will put your abilities to the test.
Experiment with various gear combinations and refine and perfect your build to best make use of these strange powers. However, true success comes from skill, adaptability, and strategy.
Button mashing and decent gear will only get you so far. Practice and perfect combo attacks for each weapon type to reach your destructive potential. Discover and upgrade different weapons and armor to further enhance your combat effectiveness.
Master a variety of weapons or specialize in the one that suits you best. Each weapon type offers its own distinct combat style and benefits. Get in close to smash, slam, pierce, or hang back and blast your foes from a distance.
Boss fights are not just a test of strength but also a test of skill. Each boss has unique attack patterns and mechanics, requiring careful analysis of their weaknesses and precise mastery of your weapons to tackle Rotwood's toughest foes. Victory grants you unique loot required to face ever-increasing challenges as you progress through the game!
While every run offers different powers and abilities, progression is built on skill and mastery rather than randomness. Through practice and proficiency, you’ll learn to take down increasingly formidable foes more effectively with greater efficiency and precision.
The challenges ahead may be unpredictable, but your fate is not. While Rotwood has elements of randomness, true mastery comes from skill, adaptability, and precise execution, not luck.
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 827 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Nothing here except for nice graphics. Lost castle 2 has way more and is a better designed game.
A gameplay é ótima e as artes são incríveis, sem dúvida um dos pontos fortes do jogo. Mas o grande problema, pra mim, é a falta de um sistema de matchmaking decente. O jogo usa um método bem estranho pra jogar com pessoas aleatórias: você precisa entrar em grupos da Steam pra que as salas fiquem visíveis pro co-op. É uma burocracia desnecessária e que complica o que deveria ser simples. Mesmo assim, dá pra deixar sua sala aberta ou entrar na de outros jogadores — mas aí vem o problema real: não existem filtros ou restrições. Você pode cair na sala de qualquer pessoa, de qualquer região e nível. Todas as vezes que tentei jogar online, acabava aparecendo alguém super forte que simplesmente destruía tudo. Meus mapas (iniciais, inclusive) eram varridos, e os chefes evaporavam em dois ou três golpes. Você acaba só assistindo o outro jogar no seu lugar, e isso tira totalmente a graça do co-op. Seria muito melhor se o jogo tivesse um sistema de matchmaking parecido com o do Monster Hunter, onde dá pra definir quem pode entrar na sua missão ou qual nível de jogador é permitido. Enquanto isso não for implementado, o jeito é seguir jogando solo — o que é divertido, mas claramente não era o foco principal. É uma pena ver um jogo tão bom e com tanto potencial no co-op ser limitado por um sistema tão mal pensado.
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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*, Italian*, German*, Spanish - Spain*, Japanese*, Portuguese - Brazil*, Spanish - Latin America*, Simplified Chinese*, Traditional Chinese*, Russian**languages with full audio support
Hours played at review time, across 827 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
手感扎实动画流畅角色可爱,远程武器有特色,动作部分无可挑剔。肉鸽方面最增加爽感的动作模组一局只能吃一个,还不一定每局都有,只能算个添头。 主观评分 7 不错 https://steamcommunity.com/sharedfiles/filedetails/?id=3750212034
好玩是好玩的 通关是简单的 更新是困难的 内容是一点不缺的 武器是单调的 装备是固定的 物品是溢出的 神力是用来装饰的 头目是精致的 怪物是多样的 人物是数值的 战斗是AWSD的 蒜头是弱势的 芋姆是操作的 牛蓝是脆皮的 蚁头是没有伤害的
第一次科雷让我失望的作品,首发尝试了一段时间,觉得游戏不是很完善,以为随着游戏更新科雷会让人满意,奈何到现在几乎摆烂不更新了,内容也依然不甚充足。看来设计底层还是有问题。
Rotwood suffers from limited content, shallow combat, poor balance between weapons and bosses, permanent multiplayer progression bugs and is simply overpriced. I cannot imagine further patches altering the game sufficiently for me to ever suggest a purchase.
任务就紧盯着你那弱智连击数不放呢,怪有多多动症你们自己心里没有点b数吗,毕业玩家更新后被迫回头打老关打人几刀就秒了拿你的老冯刷连击数吗?还强迫玩家体验其他垃圾武器,在通关任务里面限制武器类型,游戏是半成品的,任务要求是自己没试过的,进攻骰子是刷不出来的,挤牙膏的更新是少量的,恶心谁呢
谁能想到科雷的抢鲜体验也能烂尾啊
一坨大便,别看我只有11小时,我是从24年测试版玩起的,直到现在新内容几乎没有,所以极其不推荐,不好玩的烂游戏褒姒的
TLDR; Rotwood has a charming aesthetic and competent combat fundamentals, but shallow progression, repetitive content, and conflicting design goals keep it from becoming a lasting roguelike experience. Functionality: --- - Runs well on Steam Deck (~60 FPS) - However, the Deck tends to heat up despite relatively low system utilization - No crashes or major technical issues encountered Coherence --- - Strong visual identity: characters, enemies, and environments fit together well - Story is forgettable; NPC dialogue is overly long yet largely empty - Long meta-progression with little meaningful variation in playstyle - Many weapons and armor pieces offer mostly gimmicky or negligible abilities - Very few impactful abilities early or late in the game - Challenges initially reward meta-currency but quickly devolve into cosmetic rewards - Levels become repetitive (same enemies, similar rooms, limited ability and weapon variety) - Only five weapon classes — interesting designs, but far too few overall - Boss design suffers from constant add-spam that artificially prolongs fights - Weapon combo systems (focus attacks) provide some mechanical skill depth Expression --- - The game struggles with fundamental design conflicts - It attempts to be both a single-player and multiplayer experience simultaneously - Too little gameplay variety for solo play, hidden behind heavy meta-progression for multiplayer - As a result, the game becomes quickly forgettable: - playing only occasionally feels unrewarding - long play sessions reveal the same shallow loop - Ultimately too superficial for both playstyles - A solid but shallow game whose price is difficult to justify - The shadow-drop release suggests internal closure rather than long-term expansion - After two years in Early Access, development appears to have plateaued: -- limited gameplay variety -- heavy reliance on cosmetics -- meta-grind extending playtime artificially - Future patches or DLC are unlikely to address the fragile core design
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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