Rogue's Tale is a single player turn-based dungeon crawling game. The game takes place in a place called Frostmourn Keep and its underlying dungeons located in the World's End Mountains. The goal is to overthrow the current king of the Frostmourn Keep and become the new king.
リリース日: 2014年3月28日
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Version 1.08

2014年4月9日

Including a bunch of new features, such as:

- Additional set of hotkeys (Tab).
- Shortcut to view chat only (Ctrl+G).
- Hoods to keep them wizard baldies warm.
- Most of the requested features are now there.
- Most of the known bugs are now fixed.
- Woof is now a BFF!

Full details can be seen when you start the game.

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ゲームについて

Rogue's Tale is a single player turn-based dungeon crawling game.

The game takes place in a place called Frostmourn Keep and its underlying dungeons located in the World's End Mountains. The goal is to overthrow the current king of the Frostmourn Keep and become the new king.

  • Classless character building where you can be the kind of rogue you want.
  • Seemingly unfair, untimely and unforgiving deaths which are also permanent.
  • Ways to counter these deaths by learning the game mechanics.
  • Random dungeons and encounters.
  • 24 talents to build your character with.
  • 30 spells to build your character even further.
  • 50 heritages that make your next character stronger.
  • 30 challenges to complete once you get the hang of the game.

システム要件

    Minimum:
    • OS: XP/Vista/7/8
    • Processor: 2GHz Intel or AMD
    • Memory: 2048 MB RAM
    • Graphics: Nvidia Geforce 9600 or similar ATI/AMD card
    • Hard Drive: 200 MB available space
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一言で言ってかなりハードコアなローグライク
運が悪いときはゲーム開始後、
2~3ターンで死ぬという鬼畜っぷり。
流石に少しゲームバランスの調整というものを
放棄してしまっている印象を受けます。

しかし稀に上手いことゲームが進んでいくこともあり
ついついリプレイしてしまう不思議な感覚はあるかも。

トラップがかなり痛いので引っかからずに
避けることが大事ですが 発見には一歩進む度に
サーチボタンを押さないといけないのはストレス面の方が大きく、
テンポが悪くなっていると感じます。

各条件をクリアすることによってアンロックされ
次回プレイに持ち越し可能な要素があり、
それによってゲームの進行が楽になっていく要素も
あるようですがそもそもまずその条件をクリアーするのに
かなりの苦労と運を要します。

現状、ゲーム内の8割方は運に左右されるといってもいいぐらい、
いわゆる運ゲーと言われても仕方ないぐらいの状態なので
バランス調整のアップデートに期待したい所。
投稿日: 2014年3月30日
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気をつけていても理不尽な死や絶体絶命のハプニングに突然見舞われるのはローグライクの醍醐味ですが、
このゲームにはその醍醐味を彩るものとして機能するはずの、死を回避する為にスキルや持ち物を駆使して潜り抜ける余地や、一手一手を熟考する場面は殆どありません。
というのも、あまりにも運要素が強くて、キャラがダガー一本持ってスタートしてから装備が充分に揃い、そういった選択肢が可能になるまでキャラが生存する可能性がとても低い為です。

まず、キャラは最短でスタートから2ターンで死にます。また人型の敵と戦えばもれなく殴り合ってだいたいは辛勝です。ダガー一本では勝利オッズがかなり低い相手などが1Fから全力で殺しにかかってきます。キャラがまだ何も持っていない殴り合いの序盤から、とにかく死にまくります。装備が揃ってきても双方の一撃は重く、またあっけなく死ぬので、じゃんけんを勝ち進んでいく感じに似ています。

ハードコア自体は歓迎なのですが、このゲームは投げっぱなしのただの運ゲーで、キャラの方向性が決まる前に何度でも殺してプレイヤーを試す事をハードコアと謳っているきらいがあるとすら感じます。
何度もそうした死線をくぐり抜けた先は確かにローグライクらしい腕試しの要素があって楽しいのですが、ボーナス要素のヘリテージが揃っていても、1時間プレイして1キャラがその境地に到達できれば非常にラッキーであるという感じです。実際にそこからが楽しいだけに、残念な作品と言えます。
投稿日: 2014年7月28日
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Roguelikes (or at least roguelites) on Steam are almost a dime a dozen nowadays. What exactly sets Rogue's Tale apart from the heavyweight in this category on Steam - Dungeons of Dredmor? Honestly…. not much. If you want an in-depth experience with multitudes of classes, skills, and items types, don't look here. Rogue's Tale is, simply put, a roguelike distilled to the genres' simplest concepts:

1) Turn and grid based play, randomly generated dungeons and encounters, and perma-death.
2) Unnecessarily clunky and cumbersome controls.
3) Unyielding difficulty, unfair and frustrating deaths that encourage you to punch holes through your monitor.
4) Addictive as crack.

There's no crafting, only a small number of different basic item types, and essentially only three different archetypes you can play with the limited number of skill choices in the game - mage, fighter, and archer. Yet this simplicity is a large part of what makes this game so addictive. It's just so easy to walk through a dungeon, floor by floor, killing monsters and discovering treasures until you inevitably get killed by a lucky arrow or random spike trap. Just one more death until I sleep, I swear!

Seriously though, you will die in this game. And you will die a lot, often within 5 minutes of character creation. Don't expect any handholding, other than some sparse tutorial messages. Your deaths will be unfair. My record is actually a death within two turns, less than 10 seconds into the game. Human and humanoid NPCs in this game have similar stats, skills, and equipment as you, after all. The difference is the human controlling your character. Thus, the only way to improve is to master the game mechanics and unlock different heritages, skills and equipment that carry over to your future characters. At least until you get flattened by a cave bear.

As part of the challenge, nothing in this game is identified. Sometimes this is nice - you'll find that your sword is causing status effects on your enemies, for example. But other times it's just plain annoying. In most other games, you wouldn't think twice about drinking an unidentified potion if you're really in danger of dying. In this game, the potions are more likely to kill you than not - there are a total of 24 potions in this game, 5 of which are beneficial, 19 of which are poison. An additional problem with requiring identification is that storekeepers simply will not buy unidentified items from you. This is a severe disadvantage through your first couple of playthroughs before you unlock any heritages. It doesn't help that 90% of items you find will cost more to identify than how much you can sell them for.

There certainly are many complaints that I have with the game. Those aforementioned heritages are far too difficult to unlock after the first couple. Just an example - I played over 15 hours on a single character, grinding through dungeon after dungeon, before I was able to unlock the enchantment and ring heritages. Yes, everything is randomly generated, but it really should not take that long to unlock. It's extra difficult because the game does not give you a list of the items that you've already found or identified. So if you see a missing item in the town store or a travelling merchant, you may not know that you need to purchase that item. Frankly, this was the reason I got tired of the game. At some point (admittedly 40 hours into the game), you just feel like the rate of reward and advancement becomes far too slow.

The controls in this game are also pretty terrible and needlessly complicated. Different weapon types have different keys you need to press in order to attack with them. Controls that work in the equipment screen don't work in the shop screens. It seems like the only reason that this control scheme was used is to pay homage to the classics of this genre. There's honestly no reason otherwise.

I left this game a "recommanded" rating, but I would really only recommend it to people who enjoy playing punishing roguelikes. Everyone else, please stay far away. As the reviews on Hack, Slash, and Loot indicate, if you aren't looking for a game in this genre, you will not like this game.
投稿日: 2014年3月27日
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Death Simulator 2000. I hate this game. I hate it with every fiber of my being. I die over and over again. Then, like a ray of hope, I start to progress. Level 6, then 7. Level 9.. could it be? Level 10. Fully geared. Reset the dungeon twice. Im finally making progress.

Then I open a door to 3 orcs and a wolf. Well, theres 2 hours of wasted progress.

Screw this game.

...

Alright, one more go.
投稿日: 2014年4月2日
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Another dev mistakes randomness for difficulty. You'll be wasting hours dying trying until you will finally get some lucky streak. Absolutely no skill or strategy involved. Just roll the dice and 9 out of 10 times you die. And even if you're lucky to live more than 20 minutes you'll eventually will be killed by some unexpected thing that RNG will throw at you without any logic behind it.

Pure fail and garbage in a pile of roguelike wannabees.
投稿日: 2014年3月29日
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