Rogue Fable IV is a traditional rogue-like game which combines the depth, complexity, and challenge of the genre classics with a shorter, more tightly focused game length.
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發行日期:
2024 年 1 月 26 日
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備註:這款搶先體驗遊戲尚未開發完成,且內容可能會有所變動。如果目前的開發進度未使您產生興趣,建議您等待本遊戲開發至下一階段再決定是否購買。了解更多

開發者的話:

為何採用搶先體驗模式?

「Roguelikes in general tend to be developed over vast spans of time with lots of feedback and input from players. The Rogue Fable series is no exception and Rogue Fable IV is really just the latest iteration of a project that has been in continuous development for nearly a decade.

Early Access gives me the chance to do the bulk of development work out in the open with regular feedback and suggestions from players. I believe its only possible to grow, balance and tune such a complicated and unpredictable beast with the support of the people actually playing it.」

這款遊戲的搶先體驗時間大約會持續多久?

「Approximately 3 years.」

正式版預計會與搶先體驗版有何不同?

「The plan is to focus primarily on expanding the scope of the game. I believe that the basic foundation is pretty solid and so I'd like to spend most of Early Access adding as many new classes, races, talents, enemies, bosses, zones and special levels as possible. There will likely still be some minor tweaks and adjustments to the core gameplay but my plan is really to focus on scaling up the amount of content in the game.」

搶先體驗版目前的開發進度如何?

「The game is fully playable with hundreds of hours of content. Rogue Fable IV is really just the latest iteration in a long running series and so carries forward much of the design, mechanics and content of previous games.

  • Runs lasting about an hour ending in a climatic boss fight with The Wizard Yendor himself.
  • A procedurally generation dungeon built out of 13 unique zones.
  • Over 250 monsters and 30+ bosses to engage and defeat.
  • 10 Classes and 8 races
  • Over 60 talents and nearly 200 items with which to build and equip your characters.

遊戲售價在搶先體驗期間前後會有所變動嗎?

「The game will gradually increase in price over the course of Early Access.」

在開發過程中,您打算如何與社群互動?

「Community feedback and suggestions are critical to my design process and I believe are basically essential to growing and tuning something as complex and unpredictable as a rogue-like.

The Rogue Fable series has always thrived in an atmosphere of heavy community involvement and our Discord has remained highly active for years.」
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The legendary Goblet of Yendor. Some say it grants immortality while others claim its infinite power will drive those who seek it to madness, Whatever it is, that Yendor guy sure seems pleased! Many a rogue and scoundrel have dared to brave the depths of the Dungeons of Doom in hopes of swiping this most coveted treasure. None have survived. Will you be the first to succeed?

Rogue Fable IV is the latest iteration in a project that has spanned nearly a decade of work. The series overarching goal has been to squeeze every last drop of juicy depth, complexity and challenge from traditional rogue-likes and pack it into a tight and polished experience with short, one hour, runs that are approachable by new players while still scaling to challenge even veterans of the genre.

PLAYER SKILL AND MASTERY:

The heart of Rogue Fable IV is a tactical combat system in which YOU, the player, are vastly more important than your character. Mastering the games mechanics, 'leveling up' your own skill level and learning how to best approach each unique combat encounter is what will ultimately lead to victory, regardless of your characters raw stats.

Players have beaten the game without ever upgrading their character, without ever equipping an item and even without ever taking a hit! Every run is winnable, every build is viable, every combat encounter can be overcome with a bit of cleverness, knowledge and daring. YOU, the player, are what matters!

ACTIVE DYNAMIC COMBAT:

Despite being entirely turn based, Rogue Fable IV draws much of its inspiration from action games and old school shooters and so combat is incredibly active and dynamic. Trading hits with enemies or facing tanking damage is almost never the optimal approach to a fight.

  • Movement is critical and constant! You can dodge projectiles, avoid explosions, escape from damaging clouds, run circles around slow moving brutes, dive into the enemy backline or make a hasty tactical retreat. A universal Speed Point system allows movement without ending your turn and makes the player the most mobile character on the battlefield.

  • Your positioning and the environment matter! You will need to flow around the battlefield leading enemies into unfavorable terrain, choke points, and over traps. You can take advantage of corners, and pillars to block ranged enemies or hide behind cover and take pot shots at melee enemies as they lumber their way around. Beware of getting knocked into pits, lava, or toxic slime while taking every opportunity to give your opponents a friendly push.

  • Target selection is essential! Most enemies appear in mixed groups often with high priority healers, supports, and dangerous damage dealers mixed in with the slow moving tanks and cannon fodder. Identifying and picking apart the enemy backline is like a little puzzle that must be played in every fight.

  • The tempo of combat can suddenly flip! You or your enemies can activate powerful, temporary status effects. Enemy supports can turn a previously harmless minion into a terrifying foe with a single buff. Reinforcements can wander in and join what was supposed to be an easy fight and even the walls themselves can blow open and reveal a host of burly lads right where you were planning to retreat.

MASSIVE CONTENT VARIETY:

With nearly a decade of development comes a veritable mountain of content that, when crammed into one hour runs, means that there is a nearly endless amount of variety. Every playthrough really is unique and you will still be finding new things even after dozens or even hundreds of runs.

  • There are currently 12 classes and 9 races with 60+ talents that can be mixed and matched to create your character build.

  • 300+ items many with totally unique properties, effects and abilities.

  • 350+ monsters almost all of which have unique abilities or properties. Many can be roughly classified as supports, damage dealers, tanks, summoners etc. so that novel, synergizing encounters are created by mixing and matching them in groups.

  • 30+ bosses many of which are very elaborate fights taking up entire levels and featuring special unique mechanics.

  • The player will travel through 6, totally distinct, zones in each run that are randomly selected from a pool of 13. These zones themselves are further divided into sub-zones which are randomly selected each run and this makes each game vastly different.

  • 40+ Ranked Modifiers to make every ranked game a uniquely challenging experience.

    RANKED PROGRESSION:

    With so much focus on player skill and mastery we needed a way to keep the game challenging as players progress while still remaining accessible to genre newcomers and so Rogue Fable IV prominently features a ranked progression system. This is a totally optional game mode that ties a Skill-Rating to your wins and losses and lets you progress up a number of increasingly difficult ranks. The base game remains balanced for new players or veterans looking for a more relaxed experience.

    Instead of each rank making the game harder across the board, a number of modifiers are randomly chosen each run that either boost specific enemy types in some way or introduce some new mechanic or variation that changes the way the game plays. The exact set of modifiers and the way in which they interact makes each ranked game not only more challenging but also totally unique.

系統需求

Windows
macOS
    最低配備:
    • 作業系統 *: Windows Vista, 7/8/10
    • 記憶體: 2 GB 記憶體
    • 儲存空間: 300 MB 可用空間
* 自 2024 年 1 月 1 日(PT)起,Steam 用戶端僅支援 Windows 10 及更新版本。
    最低配備:
    • 記憶體: 2 GB 記憶體
    • 儲存空間: 300 MB 可用空間

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