A Roguelike gameplay and action system combined dungeon game.
All Reviews:
Very Positive (429) - 93% of the 429 user reviews for this game are positive.
Release Date:
Sep 4, 2017

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Buy 红石遗迹 - Red Obsidian Remnant


Recent updates View all (34)

July 30

Adjustment: Uniform 1.0 version number for each platform, the game is still updated as a non-full version.

Repair: seal or badge used out, to the next level to save and exit. When reading the file will appear again

Fix: trigger achievement [valuable soul]. and player was not killed and was equiped the [yellow crystal] .

Repair: demon treasure box to kill the monster (still left the case of BOSS) will lead to the portal will disappear

Repair: Avenger task, chose option 2, kill the Avenger and pick up the sheepskin coupons , will lead to the portal will disappear

Repair: [Lava Lumbricus] and [Death Blossom] incapable of action after freeze

Repair: [Iron-Cutting Dagger] enchanting property will double the increase when load the data,

Adjustment: [Lava Lumbricus] single trumpet damage to the body to reduce the rate of damage to the body, [Death Blossom] attack faster

Adjustment: for the window shrink into a very small situation, now after running the game, will automatically restore the default resolution.
26 comments Read more

July 26 ~

Newly Added: Add “Save the Game” function
Newly Added: Add Level 5
Newly Added: Add a new Boss and new title

Adjustment: Reset and balance most of states, effects and suits
Adjustment: Enhance prop and ultimate effects
Adjustment: Adjust the number of rooms in a single level
Adjustment: Adjust the using time of the Strengthened Table to be 5. The price will be increased by 10 gold coins for each strengthened time. (Initial price is 50 gold coins)
Adjustment: There’ll be 2 seconds of invincible time when the player gets up after falling to the ground.
Adjustment: Combo reward adjusted by 150% at the most.
Adjustment: Game manual added to the menu panel in the combat.
Adjustment: The eyes between the player and the enemy won’t be interconnected, which only happens among teammates.
Adjustment: Only when the player suffers personal attack will a special red font displayed. (Red front was displayed in the special effects of teammates and cloaks before.)
Adjustment: Add cloak as well as the sound effect (activated when the hunting clip is broken or triggered)
Adjustment: Weaken all monsters’ HP in the following levels as well as weaken the equipment’s basic attack growth.
Adjustment: Remove the action when using life portion (Recovers instantly and won’t interrupt the current action)

Repair: For the revenge task, when the NPC is also in the team, the portal will disappear after you get the Scroll until you deliver the Scroll to the NPC.
Repair: The bug that the dialog is blocked and the NPC will encounter the same weapon while initializing the left initial soul value has been fixed.
Repair: The bug that the key B of the gamepad is bound to "confirm" and "weapons 3", but the actual use of the key B to pick up will make the weapons appear in the slot of weapons 1 has been fixed.
Repair: The bug that for Resonance + Caliburn part, the use of Dual Blade combo cannot trigger the special effect of the Caliburn has been fixed.
Repair: The bug that the Boss is still unable to move even after the Freezing effect has been fixed.

The next step will be to develop online content, thank you for your support!
18 comments Read more

About This Game

Red Obsidian Remnant is now on official sale with enhanced features!

Red Obsidian Remnant goes on official sale now, with more enhanced content and features. Six months have passed since the release of the EA stage, Red Obsidian Remnant has grown more mature. The most expected multiplayer mode will also be added recently. In the following period, we’re hoping for more suggestions and feedbacks from you. Thank you for all your support. Please stay tuned for more updates.

Thank you.

Game System Introduction

  • ★ A Roguelike gameplay and action system combined dungeon game.
  • ★ Up to three weapons—used alternately in the battle, forming intricate attacks.
  • ★ Props with many varying results to enrich your decisions in adventure as well as your outfits.
  • ★ Monster differentiation system—the same monster may be affected by various differentiation elements, becoming tough to deal with.
  • ★ With similar event mechanism like TPRG, all kinds events contain a certain choice and randomness.

What are the creative motive, game plot and game mechanism of the Red Obsidian Remnant? Which games do you use for reference in the process of designing?

As our first independent game, we choose the Roguelike dungeon type, because it is relatively well controlled. All the game experience is concentrated in a single hour of the game time, so that we can be more focused to make it rich and harmonious. Faced with the emerging of more and more roguelike dungeon games, what we can think of is to combine our game with ACT in order to make a difference. We hope the finally added plot can make the game more complete though the story is not the main part of the game.

Speaking of reference, we’ve seen a lot of good works and I think that encourages us to make our own. So, you may feel intimacy while playing the game. Since we all have been more or less influenced by Falcom, I think our game style is somewhat similar to that. In the aspect of Roguelike elements, we borrow a lot from The Binding of Isaac. I am an old player of the retro arcade games. I played a lot of SNK’s classical fighting games and the Last Blade is my favorite. I like to play on the arcade fighting platform occasionally, to recall the past.

What elements of the Red Obsidian Remnant do you think are interesting and innovative? In your opinion, what’s the core of the dungeon exploration roguelike game?

It’s our first time to make a Roguelike game, but we played a lot and we learn from others. The Roguelike game is the concentration of the long-term RPG, in which players have to experience a time to develop, and to develop changing routines in order to maintain freshness in each play.
The Red Obsidian Remnant is an action game and its fighting routine changes reflect more in moves. Besides, the equipment in the Red Obsidian Remnant is the key to influencing the development of the role. So we let the roles carry more weapons. The moves of each weapon can be used alternately and the combination of different weapons can directly form a fighting style. This can be counted as a solution, which just solved problems in the design. I think rules are born under various restrictions.

What are the characteristics of the monster system in the game? How to keep the balance of the monster system and the difficulty of the game?

As the action game, its basic part is to design monsters with different moves, based on which we add monster differentiation system. The differentiated monster will be attached around with spinning balls and each kind of the balls carries various effects, which may cause the monster explode or parasitize, split after death. You can simply do the math. Besides, there exist no monsters with pure armors since the armor will lead to the invalidity of the ACT basic system after the attack, and the failure to attack consistently, which will make you feel suck. Therefore, the characteristic of armors here is only adopted as part of the monster’s moves.
As for the difficulty and the relationships among monsters, we will enhance the AI initiative of the monsters, times of differentiation and the probability of the emergence of dangerous houses in the high difficulty mode. The premise is to maintain the basic value of monsters.

Sina Weibo


System Requirements

    • OS: Windows XP/7/8/10
    • Processor: 2GHz
    • Memory: 2 GB RAM
    • Graphics: GeForce 8800
    • DirectX: Version 11
    • Storage: 300 MB available space
    • Sound Card: Any
    • OS: Windows XP/7/8/10
    • Processor: 2.8GHz
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX650
    • DirectX: Version 11
    • Storage: 500 MB available space
    • Sound Card: Any
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