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:
Very Positive (210 reviews) - 89% of the 210 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.


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!


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.


  • 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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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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Very Positive (210 reviews)
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173 reviews match the filters above ( Very Positive)
Most Helpful Reviews  Overall
131 of 151 people (87%) found this review helpful
1 person found this review funny
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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50 of 52 people (96%) found this review helpful
17.6 hrs on record
Posted: May 29, 2015
*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

*Optional town-building elements have no practical value

*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

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.

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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59 of 72 people (82%) found this review helpful
16 people found this review funny
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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50 of 58 people (86%) found this review helpful
2 people found this review funny
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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50 of 60 people (83%) found this review helpful
29 people found this review funny
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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44 of 51 people (86%) found this review helpful
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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34 of 36 people (94%) found this review helpful
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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37 of 41 people (90%) found this review helpful
3 people found this review funny
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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22 of 22 people (100%) found this review helpful
36.1 hrs on record
Posted: March 15, 2015
If you are looking for a fun and easy game to play for few days and you don't want to go through a steep learning curve to start having fun, then this game is for you. However, after few days, it will get boring.

1) Simple mechanics to master in few minutes
2) Relaxing to play. This game is adrenaline-free.
3) Six characters to unlock as you progress through the levels
4) Beat each level with a different character
5) very few weapons, potions, and spells to understand and master

1) the mechanics of using targeted spells can be improved
2) Some expensive spells are useless, and some very cheap spells are OP
3) I only found 2 of 6 characters fun to play (Farmer and Wizard)
4) After beating each level with 3 different characters, I lost interest in the game.
5) The game is a little bit over priced. Should be about half ($8).
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36 of 47 people (77%) found this review helpful
1 person found this review funny
7.9 hrs on record
Posted: July 20, 2015
Key supplied by developer for review.
(Read on for the full review!)

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.


+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

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

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


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?

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.


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:



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.

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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Recently Posted
16.1 hrs
Posted: October 15
Cute game and with a different story than we are used to from dungeon crawlers. Nice game balance at standard difficulty. Like many dungeon crawlers a bit repetetive but the changing surroundings and the story helps in this regard. Nice abilities for the different classes
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The Human-spider
7.1 hrs
Posted: October 13
GREAT GAME! Sproggiwood is a great game buuuuuuuut you should get it on sale,i wouldnt pay 15 for it
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14.3 hrs
Posted: October 6
Some great stuff here. Although I'm not usually a player of turn based games, the pace and style of this negates the sometimes slow and monotonous ways of a true turn based game. It makes you think differently than you normally would, like should I wait for these baddies to come to me, and precisely when the right time to use an ability is. The addition of the town building and shop makes it more interesting I think too.
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4.7 hrs
Posted: October 5
10/10 would civilize the ♥♥♥♥ out of everything again
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George Costanza
6.1 hrs
Posted: August 27
If you like rogue likes this is a great one with a wonderful art style and immersive world. I don't know if it's worth the normal price, but if it is on sale I would recommend it.
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Click Bait
1.9 hrs
Posted: July 30
I don't get why I'm playing it.
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4.0 hrs
Posted: July 27
I really wanted to love this game because the art really resonates with me, but honestly, while it's fun to smash enemies and pots, the game is way too short for what it costs.

The dungeons are too repetitve, so it gets a bit boring. I don't really want to go back and replay the dungeons with the other classes even though I did mess around with em for a little bit and they're all really fun (aside from the thief imo); however, like I said, the mobs and combat is too repetitve to make me wanna go back to it. I did enjoy the combat style though.

Story wise it wasn't that great either. Fairly entertaining dialogue but no character depth or intricate plot twist / story. Maybe I expected too much, but the storyline was a bit too straightforward for me.

If I remembered that Steam does refunds, I would have probably stopped before the 2 hr mark and asked for one :( I think it had a lot of potential, but fell flat. Hopefully the company continues to make games and improves em on a few fronts cause dat art style tho.

Overall, this was the first game of this type that I've ever played so I will admit that I enjoyed myself fairly well (will probably seek out this play style in the future), but I would not recommend buying it unless you were buying it really cheap like in the $2-3 mark.
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6.5 hrs
Posted: July 23
Product received for free
Super cute, relaxing, fun to play game with a great story!
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0.1 hrs
Posted: July 17
Product received for free
I have only played 7 minutes And in that 7 minutes i loved the art style the only thing i don't like is the combat system
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37.8 hrs
Posted: July 1
Love this game, can't recommend it enough!
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