Bring civilization to Sproggiwood, a story-driven, turn-based roguelike set in a humorous world inspired by Finnish mythology. Grow your civilization and plunder procedural dungeons with six unique classes. Outsmart mischievous monsters who work together in unexpected ways. No two dungeon dives are alike.
User reviews:
Overall:
Very Positive (206 reviews) - 90% of the 206 user reviews for this game are positive.
Release Date: Oct 24, 2014

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About This Game

Bring civilization to Sproggiwood, a story-driven, turn-based roguelike set in a humorous world inspired by Finnish mythology. Grow your civilization and plunder procedural dungeons with six unique classes. Outsmart mischievous monsters who work together in unexpected ways. No two dungeon dives are alike.

Story

You’re a simple farmer from the peaceful island of Clog. One moment, you're tending your grove -- the next, you’re lured through a mysterious portal by a talking sheep. Now you’re the prisoner of Sproggi, a mischievous forest spirit who's built a whole village just for you. You have a simple job: tame the wild creatures that roam the forests of Sproggi's realm...


Watch Sproggi's plans go awry when you discover a rival civilization on the rise to greatness. Will you choose to befriend these curious Mushroom people and stand together, or will you crush them and claim Sproggiwood for your own? Seize the day and civilize Sproggiwood now!

Gameplay

Sproggiwood distills the roguelike genre down to its core fun ingredients: inspired character classes, loads of interesting loot, and procedurally populated dungeons with monsters and traps that combine to produce totally unique tactical challenges. In Sproggiwood, adventure sessions are compact and chock-full of interesting choices for you to make. Each dungeon dive follows the heroic rise of one adventurer from your civilization. Journey through teeming forests, haunted swamps, teetering cliffs, and glacial mazes to uncover your civilization's whole story.

Features

  • A wondrous and humorous setting inspired by Finnish mythology
  • Brain-churning tactical combat vs. an assortment of creative monsters and traps
  • Six fully unique, customizable classes: simple farmer, brave warrior, merry archer, cunning thief, brainy wizard, and creepy vampire
  • Procedural dungeons filled to the brim with scrolls, potions, swords, and staves
  • Town decoration mode with buildings, trees, roads, and villagers

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows® XP+
    • Processor: 1GHz or faster
    • Memory: 512 MB RAM
    • Graphics: Graphics card: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work.
    • Storage: 350 MB available space
    Minimum:
    • OS: OS X 10.6+
    • Processor: 1GHz or faster
    • Memory: 512 MB RAM
    • Graphics: Graphics card: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work.
    • Storage: 350 MB available space
    Minimum:
    • OS: Ubuntu 10.10+
    • Processor: 1GHz or faster
    • Memory: 512 MB RAM
    • Graphics: Graphics card: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work.
    • Storage: 350 MB available space
Customer reviews
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Overall:
Very Positive (206 reviews)
Recently Posted
zaaldian
( 8.6 hrs on record )
Posted: June 12
Simple and addictive!
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sushi
( 10.2 hrs on record )
Posted: May 30
To keep this short; a simple yet refined roguelike, with enough variation in equipment and characters to encourage replay.

Fairly short core game, even for somebody as incompetent as me, but combined with a sale and a variety of possible play styles and play throughs I got my money's worth.
Elements of the game, such as the overworld village feel like they could have been expanded upon and perhaps were originally intended to be.
Don't go into this expecting brutal difficulty or enormous depth, just a stripped-back, cheery timewaster.
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mitternachtgoblin
( 3.9 hrs on record )
Posted: May 18
...quiet short and casual, but well designed and beautiful in every way.
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Zekkass
( 8.6 hrs on record )
Posted: May 4
This is one of the most elegantly designed roguelikes that I've ever had the pleasure to play. It's simplified, true, lacking the crazy depth you'll find in most roguelikes, but in its simplicity you get to the very heart of a roguelike: a turn-based dungeon-crawler that offers you interesting decisions.

In Sproggiwood, you're going to spend most of your time playing as a single boxy warrior fighting through various single-shot dungeons, but unlike other roguelikes, the character is not persistent. The amount of loot and your town is. Every run in a dungeon produces gold, which you then take to the town in order to upgrade its facilities and buy better equipment. Every run starts by choosing what kind of kit you want to bring along - pick your class, pick your weapon/armor/accessory, and you're off to the races. There's no tedious inventory management - again, it's simple, but elegant. Choose if you want an offensive or a defensive character - in the last run I did, I played as a wizard who summoned yetis and fled from every combat encounter so I could watch my help chump the opposition. In other runs I favor the warrior, who has a great crowd-control skill.

So, the dungeons! This is where the game shines. Each one is a puzzle and a race - you have limited health and stamina/mana, and there's a boss waiting at the end, and there's no escape but victory or death. Health potions and shrines are rare finds, and you need to somehow guide your little box fellow down to the boss and destroy them. No dungeon will take longer than half an hour at the absolute most, but actually beating it will take a lot longer between the multiple runs, the many deaths, and the moment when you figure out how to play better.

The graphics are cutesy, the aesthetic is adorable, and it's all meant to lure you into a sense of safety - this is an easy, cute roguelike, you'll think. No. It has teeth. It has three difficulty modes: Easy, Normal, Savage. I'm not good enough for Savage. I'm honing my skills on Normal instead, where I have a chance at making it through.

Now, that leaves one last facet to consider: there is a story in this roguelike! It's strange and surprisingly sad, and I enjoyed playing through it. You're not buying this game for the story, but what's there is interesting and non-intrusive.

In conclusion, please get this game! It's distilled roguelike, stripped down to the interesting decisions and dangerous situations, and absolutely worth your time.
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Sami
( 9.2 hrs on record )
Posted: May 3
Product received for free
This is a cute little roguelike with some light progression but nothing that breaks the game. On harder modes this game gets quite challenging and the varied classes all play differently. Sproggiwood doesn't have a ton of depth or character customization but it's an excellent "coffee break" roguelike, perfect for quick games.
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dk_meister
( 9.7 hrs on record )
Posted: April 22
In one word: shallow.

There's essentially only three types of weapons and three types of armor, just with larger numbers on the more expensive versions. All six classes use the same equipment.

The screens, while procedurally generated, are completely predictable. You know before you go in which 2 or 3 kinds of enemies you'll meet, the size of the floor, the sizes of the rooms, the number of items. Nothing ever changes. There's no surprises after you've played through a level once, which defeats the purpose of a rogue-like.

It's very charming and well-made for what it is, but you can see everything this game has to offer in 4 or 5 hours. Not worth the price.
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Vyrx
( 0.8 hrs on record )
Posted: March 31
If you prefer deep, complex roguelikes similar to their other game(Caves of Qud), you may not find enough here to hold your interest for very long.
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Magnetto Man
( 9.5 hrs on record )
Posted: March 30
Amazing game. For Rogue Like RPG fans, playing it can be described in one word : delicious.

Makes you want to keep playing it over and over.

Fluid , simple and easy to learn gameplay , yet as you progress the challenge gets progressively ( and balanced ) harder.

You can simply do a quick rush playtrough without thinking much , or you can plan you every move. Many ways to enjoy.

Recommend!


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zeranixaimar
( 6.6 hrs on record )
Posted: March 28
I really would like to give this one a neutral opinion without having to choose from positive and negative...
Sproggiwood is a rogue-like game in a cute cartoon shell. There are 10 stages each with a unique boss and 6 classes each having 4 special skills, and you can unlock global upgrades with your hard-earned coins from the dungeons.
These elements are typical for most of the popular rogue-like games, except for the cute art style. However, Sproggiwood fails to offer more. The sound effect and music are okay, but nothing impressive. The story is barely better than nothing. The difference in environment is purely aesthetic and does not influence the battle. Although it may still be an exciting challenge for hardcore fans of this genre to finish all the stages on the savage difficulty with all classes, the game play quickly become old because of the lackness in variety of the enemies, loots and equipment.

If you want a short enjoyable time of about 5 hours immersing yourself in a rogue-like game with good arts, I recommend this game when it's on sale. Otherwise it's a no.
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Ssenkrad_II
( 1.8 hrs on record )
Posted: March 27
Got the game on sale for 50% off and wish I hadn't... will write a more in depth review later, this game is a FTP phone game with nothing new added to the genre and simply bad combat mechanics from top to bottom... would suggest you save your money and play a different game- the genre is super saturated to settle with this overpriced fiasco!

UPDATE: Just requested a refund, literally the first time asking for a refund via Steam or any other video game purchase in my life (been a gamer for over 15 years) and have created a list explaining why you shouldn't purchase this game.

1. The cost: seriously though, for almost 9$ on a 50% off sale this game is brutally overpriced. People like to compare the cost of games to the cost of movies, so hey, I'll do that here and let you know you could have gone to two movies for the cost of this game and two movies might net you 5 hours which is what this game is as far as length.

2. The length: you think that sometimes the cost isn't bad because you can get your money's worth out of the game think again with Sproggiwood, in two hours I have completed 4 missions and replayed each of those missions at least 3 times, there are around a total of 9 missions which means if you don't replay any missions you are talking about beating the game easily in under 5 hours. The game then by all accounts would become a grind game to get enough gold to turn into money to turn into items so that you can play the same missions again on harder difficulties, which brings me to

3. The game is by all accounts designed from the ground up as a FTP phone game: the in game city which amounts to nothing more than the "in game store" coupled with missions that are designed to be grinded over and over again to build up frustration levels to the point that you will just pay real money to buy the items, the "touch screen screen drag", and on and on... After putting in only a few hours it was crystal clear what this game was.

4. Champions (if you can even call them that) don't retain level: meaning this isn't your typical dungeon crawler where you level up and get stronger and stronger as you go along in the game- no, this is broken up into nine "missions" and each mission you start at lv 1 each and everytime you play it you have to relevel up your champion and refind the same items to equip on the same person (that is, unless you went and bought the items in the store, then you can equip said items before the mission, otherwise you go into each mission lv 1 and "naked" again).

5. Ridiculously long tutorial designed to get you over the 2 hour mark on Steam and/or pad out this short, short, short game. This one is self explanitory, it is a very very very long and indepth tutorial for one of the simplest dungeon crawlers you will ever play. Didn't appear like there was any way to skip it so replaying the game seems like even if you wanted to (don't see the reason to as you just replay the same missions over and over again) it would be a nightmare.

6. Reused assets: played in 3-4 missions (50% of game) and I saw the same world, same creatures, same trees to cave to trees in every single mission. People complained about Heroes of a Broken Land having reused assets, this game takes it to a whole new level... This is like The Banner Saga without even trying to be tactical and without an awesome Viking storyline...

7. The "build your town" screenshots and video for the game are a hoax, the city building is nothing more than aestetics that has no impact on the game itself... Like I said before, it is just a "store front"...

8. First strike = the entire game: this game's combat is entirely based on the concept of "first strike", meaning "wait a turn for the enemy to move to the space beside me and then kill it in one hit". Everything dies in the game in one or two hits which means 95%+ of all battles pre-boss fights are just waiting for enemies to come to you and first striking them, the boss fights (the four I fought) were all designed to have you be leveled up (remember you have to level up again each time you play a map) and pick all the "ranged abilities" when you level up so that you could just kill the boss from a distance (as the first four bosses killed you basically in a single hit if they got within range). This is frankly totally unexceptable for a 15$+ game! It is like we just want to pretend that Terraria never happened!

9. Roguelike genre is super saturated: there are a ton of these games, some of them are great some of them are terrible and some are simply overpriced- Sproggiwood is two of those three...
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Most Helpful Reviews  Overall
90 of 104 people (87%) found this review helpful
Not Recommended
14.3 hrs on record
Posted: November 25, 2014
At first glance, it seems like a nice, pretty rogue-like game and you will probably be addicted to it for several hours, until you realize that there really isn't that much content in the game. The only "quests" that you receive are basically just "go to the next level and defeat the boss", nothing more. The villagers that you 'rescue' or acquire from clearing the levels have absolutely no impact on the game. They are just trophies who wander aimlessly in your village, walking on water and spouting nonsense. There's a moderate amount of classes to choose from, which is nice, but some are clearly outshined by others. For example, the vampire is a pretty weak class compared to the wizard who is extremely powerful compared to the rest. Each class has the exact same equipment, which I can only chalk up to laziness.

I was fascinated by the game at first until I realized all of these points mentioned above. I like rogue-like games, but this game honestly needs some polishing. As far as I know, there's not even a Hard difficulty setting, only Easy and Normal. I don't hate the game, but I probably won't be clearing all stages with all classes after beating the game, since it has gotten redundant by now.

Here are my suggestions as to how the game could be improved:

- Make class equipment more unique. Seriously, it's pretty lame to have every character with a weapon that shoots fire or freezes enemies. It shouldn't take much creativity to come up with something less generic.

- More difficulty settings. I'm a sucker for unfair challenge, and I can never understand when game developers don't implement a brutal, hard difficulty option in their games. It shouldn't be a difficult task and it will surely please hardcore gamers.

- REDO THE VILLAGE. I don't even want to look at it, it's hideous. Aside from the villagers being pointless drones walking around (on water I might add, for some inexplicable reason), the quest system serves no purpose either. If you're gonna have a quest system in your game, MAKE ACTUAL QUESTS and not just a pointer saying that I have to kill the evil mushrooms in the next level, which is the only thing I can do anyway!

This could be a good game if it was more polished and had more content and effort put into it, but as it stands now, I wouldn't recommend it, especially not for 15€.
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43 of 45 people (96%) found this review helpful
Recommended
17.6 hrs on record
Posted: May 29, 2015
PROS:
*Great variety of skills across unlockable classes
*Balanced combat, with perhaps some minor exceptions
*Persistent upgrades for health, experience, etc. across playthroughs
*Dungeon sizes are just right
*Amusing, somewhat dark story and dialogue
*Three difficulty settings that can be changed at any time, the last of which changes enemy behavior instead of merely increasing health or damage
*Good art and music
*Changing weapons and armor affects character appearance
*Monetary incentives for finishing each level with each class

NEUTRAL:
*Optional town-building elements have no practical value

CONS:
*Enemy variety is a little disappointing; many are re-used across the game
*Some classes feel weaker or less versatile than others
*One boss is used three times
*A couple of enemies are not well-designed
*Balance issues on later levels on savage difficulty
*Perhaps too long
*Only a handful of environments
*A few harmless bugs

GAME LENGTH:
With the new savage difficulty update, achievement hunters could easily need over 20 hours to finish. Those who simply want to finish the game with a single class could need as little as 4 hours.

SCORE:
7.8 out of 10

At the beginning of the game, the player has only a single class (farmer) and no special equipment. By finishing levels, the player unlocks new classes (warrior, archer, rogue, vampire, and wizard), each with 4 unique and appropriate skills that genuinely make them feel different. By opening chests, he unlocks mostly class-specific equipment in the shop that, once purchased, is permanently available for future runs.

Items don't boost damage or defense directly, but affect gameplay. Weapons might recover a small amount of the player's health upon enemy kills or cast chains of fire, armor might simply offer more health or recover health upon breaking pots, accessories might boost fire damage or give a 20% chance to revive with full health upon death, and consumables might heal health or stamina or turn all nearby enemies into pots. The variety of consumables here is excellent and, while I would not say the same about the weapons, armor, or accessories, they still provide players with strategic options: maximize damage and area of effect, prolong survival, or stop enemy movement. Finally, if the player finds any of these items during a run, he has the option to discard or equip it immediately. If it's a consumable item, he can use it, keep it (only one at a time), or sell it on the spot.

Combat is turn-based, with the player always moving or attacking first and all enemies moving second simultaneously. The player can use a normal attack that costs no stamina or one of his four skills, which cost anywhere from 1 to 3 stamina out of a pool of 5. Since killing any enemy recovers 1-2 stamina, almost all non-boss enemies die in one or two hits, and skills have no cooldown, combat consists largely of skill usage, unlike in games where the player is forced to use normal attacks most of the time or drink mana potions just to be able to use skills. This does wonders for the feel of combat and lets the uniqueness of each class shine.

The player obtains skills upon leveling up, which grants a single point. The first three skills are immediately available and max out at the third upgrade while the fourth skill unlocks at level 5 and maxes out at the second upgrade. Most skills feel useful and each upgrade definitely is. For example, the archer's first skill allows him to shoot any visible enemy at level 1, but the next level grants him a 5% bonus (and at level 3, a 10% bonus) to critical hit chance for every empty square around him. However, the developer kept balance in mind, so the player cannot simply upgrade the same skill with each level. The archer must wait another level or two before he can get his second upgrade and then another level before he can get the third. Of course, the player's level is reset after death or killing that area's boss.

The game is split into 10 areas, each with a quest connected to the story, though that quest always comes down to defeating a boss. Dungeon sizes are fairly small, consisting of 5 or fewer floors of varying sizes, including a floor devoted to that level's boss. All of this means that, while there is a lot of game here, the player is only forced to sit through a few levels at a time, allowing him to return to town to spend money at the shop for persistent upgrades or to stop playing if he has other things to do. This feature and the constant use of skills in combat make the game perhaps a bit more casual, but that is not unwelcome.

Unfortunately, despite being broken up into 10 levels, the game drags on a bit, especially if one is interested in completing every level with every class, which is a requirement for some of the achievements. This is largely attributable to a lack of enemy variety. From the first to the last level, slimes make up the majority of enemies, and while different slimes have different properties on death (exploding or leaving residue behind that might cause damage), it becomes tedious to deal with them constantly. In fact, they even come in larger varieties that spawn three smaller ones on death, some of which leave behind residue that spawns more of them if the player does not walk over that residue. (On savage difficulty, they create three times more residue, which even further compounds the problem!) It does help that every enemy has its own unique property, like a goatman that charges or a frog that can pull the player or other monsters to it, but most enemies are used from the early game all the way to the end. For story-related reasons, one boss is even used three times in a row. Little variety is bad enough, but it's worse when one feels like he has been fighting the same monsters for the entire game.

Additionally, I have to question the design of some of the enemies. First, there is a fish that spawns with a connected, identical companion. The two must be killed at the same time, otherwise they immediately respawn. The trouble here is that the player may lack equipment or skills that do damage over an area, either because he hasn't unlocked them yet or because he made a strategic choice to focus on equipment or skills that are better suited to single encounters. Second, there is a mushroom in the later levels who can summon portals that release 3 more monsters each. The trouble is that this mushroom runs on sight and continues to summon portals every few turns. If there is a group of enemies or another such mushroom in the area, a crowd can quickly form, preventing some classes from being able to kill the mushroom. And this is just on normal difficulty. An easy fix to both cases and to the respawning slimes on savage difficulty is to limit the number of times that an enemy can summon a portal or respawn. These enemies would remain obnoxious, but they would no longer create impossible scenarios or force the player to flee, underleveled, to the next level of the dungeon.

Right now, some classes do have an advantage against such enemies without any real weakness against others. The wizard, for example, can teleport to any tile on the screen, summon 3 minions, and use a powerful area attack. Once I unlocked him, I equipped him with a staff that does additional area damage and breezed through the entire game. I could pull it off with the archer, too, but I would have much more trouble with classes like the farmer and vampire, particularly on savage difficulty.

Finally, there are some minor bugs (e.g. spawned wisps sometimes do nothing) and annoyances (e.g. being unable to drop items to use them later), but they have no real impact on my score.

For its combat, classes, persistent elements, art, and manageable dungeon sizes, but also for some questionable enemy design and a lack of enemy variety, I give Sproggiwood a 7.8 out of 10.
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57 of 69 people (83%) found this review helpful
13 people found this review funny
Recommended
6.6 hrs on record
Posted: October 24, 2014
The Good:
- adorable, beautiful art style in every map, dungeon, village, and loading screen
- multiple classes to choose from means replayability
- items have specific effects without complicating things by adding to your 'stats'
- story interwoven between the dungeons (something you don't see often in roguelikes)
- buying back items in the village adds another layer of progression to the game

The Bad:
- I'm addicted to this game
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48 of 55 people (87%) found this review helpful
2 people found this review funny
Recommended
3.4 hrs on record
Posted: February 18, 2015
Sproggiwood is a semi casual rogue-like, the art work is cute and the game play is solid. My favorite part about these type games is being a father I can spend 5 minutes or 5 hours and feel like I've accomplished something and had fun. Right before work I can try a few turns and next thing I know I'm almost running late ,or while my son is napping I can get some times in.

Overall I really enjoy it, the 14.99 pricetag is right on target as well. Two thumbs up from me

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48 of 57 people (84%) found this review helpful
29 people found this review funny
Recommended
0.9 hrs on record
Posted: December 7, 2014
It sure is cute. Cute like puppies, or kittens. It is also a rogue-like in the same vein as Shiren the Wanderer, or Chun Soft's other Mystery Dungeon games, so it is essentially a sweet little kitten that will kick you in the fork, steal your car, and then set fire to your house all the while you wonder how something so adorable could be so evil.
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43 of 50 people (86%) found this review helpful
Recommended
14.6 hrs on record
Pre-Release Review
Posted: October 24, 2014
This game is the perfect blend of difficulty and accessibility in a roguelike. The game never feels impossible but also isn't a pushover if you're looking for a good challenge. Sproggiwood's graphics and art style are colorful, bright, and really keep your attention as well.

The classes are all varied, require different strategies, and are each genuinely fun to play.

While I didn't spend a lot of time in the town decoration mode, it isn't a requirement and can be a nice distraction in between dungeon runs.

Overall I highly recommend this game to any roguelike veteran looking for something with a quicker pace and more modern flare and also anyone new to the genre that might be turned off by the more traditional roguelike game that can be intimidating to start with.
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33 of 35 people (94%) found this review helpful
Recommended
11.3 hrs on record
Posted: February 10, 2015
With its very soft on the eye aesthetics, charming music, and big friendly UI, Sproggiwood is a difficult rogue-like to place in regards to its peers. It wears the trappings of all rogue-likes, simple mechanics that hide a more complex, strategic element (especially in the later levels), procedural dungeon crawling without the sometimes overwhelming expanses of an overworld landscape to navigate, a focus on items and gear found as loot instead of crafting, and some light RPG elements.

But where it steps away is how forgiving the game is. It mixes a hybrid of permanent death with a progression saving 'village' from which new expeditions using previously unlocked levels of gear are possible, so dying means you go back to the start of the dungeon, rather than back to the start of the game. Even when you die in a specific dungeon, you keep the small amount of gold you might have accumulated, potentially allowing you to unlock a new item back in town that'll make successive attempts easier.

Additionally, Sproggiwood has a light hearted story running throughout, and I found myself often amused by the quirky, humorous shenanigans of Sproggi, the charming if hopelessly misguided spirit who seems to be at the heart of everything going on (and going wrong!) in Sprog. And although it is a short game compared to many other rogue-likes, and certainly less full in some ways, everything in Sproggiwood seems to fit well. Nothing seems out of place, or unbalanced that I've found, and I suspect it's precicely that quality that makes the game so appealing. Everything feels nice about the game. It's like a spoonfull of ice-cream for the soul :D

So, in conclusion: Sproggiwood is a fun, cute, and forgiving roguelike. It is perfect as an introduction to the genre, and offers more than enough hours of casual fun for serious rogue-like fans to be worth considering for the price.
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34 of 38 people (89%) found this review helpful
3 people found this review funny
Recommended
3.9 hrs on record
Posted: November 11, 2014
They call it a roguelike but it didn't necessarily feel like one to me. Here's why:

1) If you die you're right back on your feet and you simply just 'failed' your mission.

2) Death has little or nothing to do with the progress you've currently obtained in terms of unlocks. You keep all of your upgrades you have purchased, all of your gold, all of your unlocked characters and all of your unlocked inventory.

That said, I really enjoy the game. I like that it's nice to me.

The enemies don't move unless you move which is similar to something like Crypt of the Necromancer so long as you're on the beat (However, there is no "beat" in Sproggiwood. It's your own pacing). Enemies have different attack patterns and some enemies even leave hazards that need to be avoided.

You unlock different classes which all feel different to play in terms of everything beyond the melee combat. The thief can swap spots with enemies or leave traps down whereas the farmer just flat out places a bomb or throws his melee weapon along with a heal. The knight has a circular swipe, a charge, and a move to tank damage.

If you find a weapon in the dungeon it'll be available for purchase (in-game cash, no microtransactions) back in your town.

I haven't put a ton of time into it yet so I haven't seen everything but I've seen enough to recommend it.
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34 of 43 people (79%) found this review helpful
1 person found this review funny
Recommended
7.9 hrs on record
Posted: October 30, 2014
Ah, a new day, a new roguelike. This time I’m reviewing FreeHold Games’ Sproggiwood. The title suggests we’re dealing with a more mildly roguelike here, but is that really true ? After all, looks can be deceiving. Continue reading and you’ll find my conclusion right here, in just a few minutes time:

Sproggiwood is a story-driven roguelike with turn-based gameplay. It has a bright presentation, unlike many other games in this genre, which is a bit surprising, but not unique.
You begin the game as a simple farmer and within minutes after starting the game you step through a portal that transports you to the land of Sproggiwood. Here begins your quest to thwart the spirit Sproggi’s plans by joining a rival civilization, or… you can choose to keep Sproggiwood all to yourself.
Sproggi will give you quests that you have to complete in order to be able to make progress. Each level has a quest and it speaks for itself that all of these levels are randomized, like what we’ve come to expect from the roguelikes of the last couple of years.
Each level lets you travel through several floors. The last floor usually has a boss fight. Getting there requires both skill and luck. Thankfully, you can improve your luck by purchasing better gear or upgrades. You see, killing enemies will earn your both experience and gold, and smashing pots and opening chests will also earn you money (and let’s not forget the random items).
After each game you can go to town to buy new gear or to upgrade your stats, like gaining more experience for killing enemies. These items usually come at a hefty price and you usually have to play a couple of times before you’re even able to purchase something worthwhile. But after that the game becomes a bit easier, if only for a little while, because the next quest will be even harder, take it from me. Weapons and other items like scrolls and potions are unlocked by smashing pots, by the way. Note that you won’t be able to purchase anything in the town before you’ve unlocked/found it during a game. After that it’s being added to the town inventory for you to purchase.
As I already mentioned killing enemies will also earn you experience that allows you to level up. There are four skills to unlock and each one has several stages. For example, there’s a skill to throw a pitchfork in front of you. The second stage allows you to throw it both backward and forward and the third stage lets you throw it in all directions. Because each stage gives you a better opportunity at killing your foes you can’t unlock them right after each other. I’m not sure but I think you have to level up two or three times before you’re able to select the next stage. This makes sense because it pushes you forward, always looking for more enemies that you can kill.
If you’re able to successfully finish a quest you’ll be able to buy a town upgrade. In this case it’s usually a building that unlocks a new class you can play with. The town itself has no real function but you can design it yourself by placing buildings, trees and roads. Completing quests will also add villagers to your town. They can say random (useless) stuff, but they can also tell you more about the (back)story. Overall, this is a fun addition that isn’t really needed in a game like this, but I can appreciate it nevertheless.
All in all, the game can be pretty unforgiving, despite its looks. Don’t think you’re dealing with an easier game here because it might be a tad easier; it’s still bloody difficult at times.

The game has a very cartoony and charming look. Above all, it’s beautiful, colorful and sharp and looks just magnificent in motion.
The interface isn’t all that intuitive and it takes some getting used to, but once you get the hang of it it works perfectly fine. Still, it could use a little work.
There isn’t any real music except for a track that plays whenever you enter a dungeon. It’s limited, but what’s there is good enough. The sounds play a bigger part here and they do the job just fine. They all supplement the game nicely.

The game can last quite a while. I haven’t been able to finish it, but let’s say you could spend 10-15 hours here and still not be done with it. It also depends on your luck and skills, so it’s a hard thing to say, but as you can see you get plenty of bang for your buck.

Sproggiwood is a great roguelike that tries to add some new stuff to the formula. It only partially succeeds in doing this, however. But let it be clear that it definitely has its heart in the right place. It was clearly made with passion, you can tell by the fact that it tried something new.
The final product has become a polished and fun game. Newcomers to the genre will definitely have a blast with this and even veteran roguelike players will have a very good time with it, guaranteed.

[Rating: 78/100]
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Recommended
7.9 hrs on record
Posted: July 20, 2015
Key supplied by developer for review.
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Sproggiwood
(Read on for the full review!)
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TL;DR
Sproggiwood is a well made charming roguelike with cute graphics and mild RPG elements. While simple on the surface, it boils down to a good amount of tactical complexity.

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Pros
+Quick download
+Cute, clean & crisp graphics
+Good tutorial
+Great controller support, however, see cons
+Quick n EZ tutorialization
+Good writing
+Good sense of humor
+Fun storyline

Cons
-Awkward controller controls (I have a generic though.)
-Some minor bugs sprinkled throughout.

Neutral
+/-Difficulty scaling/class imbalance might be problematic.

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Introduction
Welcome to Sproggiwood, where you inhabit the island of Cog as a peaceful farmer. One day a talking sheep appears, and obviously you are beholden to it immediately. It tells you to follow it, you do. Monsters appear, you slay them. A mysterious portal appears. You are told to heedlessly waltz through it. You do that as well! Then you discover he is the evil Sproggi! Evil spirit of the realm, and you will do his bidding! What kind of bidding will you do, you wonder?

Gameplay
Sproggiwood is a standard modern rogue-like game with all the bells and whistles that come with them, distilled down to the simplest elements that add back up to tactical complexity. The only thing potentially stopping it from being a true rogue-like would be the permanent progression unlocks earned with gold. Otherwise it's all there. You've got your health, your enemies, your dungeons, your overarcing story, your traps, and a turn-based grid-based floor to slay hordes in.

In Sproggiwood you will, as previously mentioned, unlock permanent upgrades or better gear by getting gold. You get gold by beating dungeons, you get new gear (purchasable) by finding it in dungeons, and you get bonus gold the first time you beat a dungeon with a new class. These upgrades are very important and having the right gear at the right time can save your life. There are also building upgrades that will enable faster exp gains, more health, and more cryptic statues and things of that like.

Most of your adventuring will be the standard roguelike formula of diving into a dungeon and doing your damnedest to survive as long as you can, though. The difficulty curve spikes up well enough, and there's a good amount of enemy variety that forces tactical decision making, all in all Sproggiwood is a solid rogue-like that is simple to learn and only slightly hard to master, but is fun either way.

Graphics

The graphics in Sproggiwood are great! They're crisp, clean, and colorful. To me, they seem retro-inspired, but like they would fit in well on a tablet. They scale well with resolution so are likely based on vectors graphics. The simplicity gives off a great vibe and allows you to be immersed in the action.

You can see for yourself what they look like pretty clearly. To sum up my opinion on them:

Effective.

Audio

The sounds in Sproggiwood are pretty okay, but the music is great. It's upbeat. It's springy. It has mellow guitar and flute and stuff, hooray! There's actually some relatively nice ambient noise in the background as well, if you take the time to notice.

Conclusion
Don't be decieved by the cute graphics, Sproggiwood is a real roguelike with plenty of fun and challenge to be had, and the progression system will keep you moving forward.

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