
Rutrum is a physics roguelike about dropping gems, popping rocks, and unlocking chests. Build a deck of gems, inscribe them with runes, merge them together to cause damage, touch them to acquire loot from enemies. DROP, POP, UNLOCK!
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About
Rutrum mixes drop-and-merge gameplay with rogue-like deckbuilding. Get two of the same gem to touch, and you got yourself a fancier gem! Plus, you pop any nearby rocks, damaging uggos who want to take your stuff.
Or touch two different gems to unlock treasure chests and take their stuff instead!

Equip relics and then attach special handles to create a unique blend of powers.
Inscribe powerful runes to create a powerful deck of gems.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Reviews
I played the demo and was hooked, a roguelike Suika with gems and fun music? Sign me up. And I still like it, and I'm still going to recommend it, the main game expanded on the demo a lot and I'm very much enjoying it. [b] EDIT: [/b] Since my post, the Developer responded to me and has addressed the criticisms I had listed below, and a stability patch has seemingly fixed my crashing issues. A lot of my criticism or what I thought was a bug, was a skill issue on my part, I just did not understand all the mechanics! Which honestly now that I understand them makes me enjoy it even more. And because of that, since my last post, I can pretty much say this game is even better than I thought with a level of complexity that definitely rewards those who dig into it. Keep at it uncertainkey, you have a great game. original review below. ------------------------- [strike] With that said, at the time of this post, there's bugs. Quite a lot of them! Sometimes I'm halfway through a set of waves and the game just full on crashes. Or, my crate gets filled up with copper coins that won't merge for some reason even if they're touching, unless I have 3 copper coins touching? Then they merge into a gold coin? Like I said, bugs. [/strike] [strike] The developer has stated they're aware of bugs and have been working on them. The difference between the demo and the main game is substantial, and a lot of bugs I ran into in the demo were fixed. [/strike] It's very satisfying to line up turns where everything pops and you do a million damage, or unlock a bunch of treasure chests at once. If I had to give criticism on any of the core gameplay itself it would be the following: [strike] You can sometimes get yourself stuck by clearing out all the rocks which is the only consistent way to damage enemies, I lost a run to a boss because no rocks were spawning, by the time they did spawn my crate was so small they all slid off and I couldn't kill the boss. Maybe that's by the game's design, but it can feel frustrating to pass 3 turns doing essentially nothing and then dying. [/strike] [strike] It's not immediately clear when more rocks will spawn; I see them in my draw, but I don't know what causes it. Is it random from my coffer and having a bigger coffer is detrimental to rock drops? Not sure. [/strike] Criticisms aside: I like this game. A lot. I haven't gotten very far into all the things this game has to offer either. I want to see it succeed and I have no doubt once the bugs are patched and a few things tweaked, this will be a solid game I'll continue to play. Despite all the bugs and crashes, I'm *still* booting up the game to keep playing, that's how much I enjoy it. And once it's on steam deck like they plan, oh baby I'm gonna be happy as a clam.
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Languages: English
Wow, ok... bizarre game. Confusing elements when it comes to strategizing, not having any idea how my purchases & plays would effect the game, yet still fun and I still won my first run somehow. The bear chest is funny and kind of a d*ck tho (he's a poor hater) & has a cute little butt. I'd say it's worth trying if you're into these merging type games like Dogpile, but while that game has me totally locked in with strategy, this one seems to have a more unpredictable nature. Still have a lot more to play but what I really do appreciate is that it's original and unique, like REALLY unique, and that's always refreshing. Still not 100% on exactly how I feel tho but it's a recommend.
The game is fun and the dev is constantly working to improve it. The animations during gameplay as well as the effects are solid, the animations for items when they trigger are a bit lackluster however. Combined with some items changing core parts of gameplay (one makes it so 3 copper coins merge into 1 gold, rather than 2 copper coins turning into 1 silver for example) can make a few of them be confusing. As for why it is fun: There are a lot of items and as such a lot of builds you can go for. Each character has its own ability, starting items and difficulty modifiers. This further makes it so there is a lot of variety between runs. Even without items, you can quite easily setup big forge chains which feel super satisfying. And with items you can get these to new levels. There is also a good amount of strategy involved. Having to choose between 2 modifiers per boss, which also decides what other nodes on the map you get, having to choose between damaging the enemies or trying to unlock their chest, etc. There are a few "noob traps" however: Most new players will try to get the gems/coins they start with to be as big as possible, and while this can be a good build with the right items/character it isn't always what you should go for. Bigger gems take up more space in the crate and running out of space is obviously bad. Bigger gems also cause more stones to get dropped during a refill. Making it sometimes even more problematic. Instead, go for gems that work with your character/items and make sure they stay easy to forge. Same with adding as many gems/coins to your "coffer". Stones only drop once you have gone through all your gems/coins. And while more drop based on both the tiers and the amount of gems/coins you have, adding more of them does mean they drop less often.
Finally, a Suika themed RPG)
Fun game! It's satisfying and challenging enough
The game is fun. Played it and suddenly an hour had passed without realizing. You match gems and the gems pop rocks around them. The rocks that pop are then applied as damage to the enemies. There are some cool mechanics like the box of rocks getting smaller (losing sidewalls) as you take damage. Some shake your box and cause you to spill, some throw bombs inside that must be dealt with quickly.. and other cool gimmicks. I won my 2nd run and maybe it was just the item I got, but it seemed like once you hit a certain point of power, the rest of the run is just trivialized. I was never concerned about losing, even to the final boss. I think some tweaks to the difficulty would benefit the game. Or maybe just the item I got needs to be nerfed? The item in question was a spring that essentially makes it so that you can bypass the small rocks. That said.. The game is great as it is. I will definitely be playing more of this and look forward to any changes as time goes on.
the game in enjoyable BUT NOT WORTH 20$ IN THE STATE IT IS IN RIGHT NOW there are many more better games for this price though im hoping this is like a investment and a lot more things get added later 1.I kept waiting for more but there simply wasent more EVERYSINGLE RUN in through the sameish layout and its a pretty short one you dont defeate the boss of the first map then move on to the next map or anything its just start the run again in what could be the exact same map it it just dosent go on for long enough 2.It seems to introduce characetrs through modifers and quests that you just dont ever see again (maybe in later updates?) 3.There is variations in run but i dont feel its great enough there arent any events you can trigger its ony what upgrade stuff you choose its like laying mario kart only ever on one track sure your opponents are different and you can choose different vechile parts and mystery boxes but it gets boring 4. unless im stupid the story is incomprehensible
Fun and clever twist on the suika game formula by a caring dev. So many modes, characters, and variations on the rulesets in this that you could replay it for dozens of hours and still get something new.
I love how the game does risk and reward very well. Instead of quickly rushing down monsters, you can take your time, and go for chest unlocks. Sure it might make you take some hits, but it can be highly rewarding. Same with the shovel and handle system, you can fix a handle early on to gain power quickly, or go for risky upgrades that might take a while to complete. These decisions make each run feel unique and interesting. Overall, the game feels really good to play. Merging gems is satisfying, and discovering broken synergies is always a treat. A buried gem waiting to be uncovered.
A fun roguelike Suika game with great art and fun music. Great variety of item combinations between the shovels and handles. Very recommended for fans of roguelike games.
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