Pocket Rogues is a dynamic Roguelike Action-RPG, played in real time from a top down 2D perspective. Raid endless dungeons, upgrade your guild fortress, and develop your own heroes!
All Reviews:
Very Positive (69) - 89% of the 69 user reviews for this game are positive.
Release Date:
Oct 25, 2018

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I have been developing and improving Pocket Rogues for almost two years alone. A huge number of ideas have been brought life in that time, and even more content is in the works. Thus far, game development has focused on depth rather than length; new gameplay techniques were added, and old ones were polished, while the plot additions have waited in the wings. The game will not be considered complete until the final points, such as plot, have become part of its production history.”

Approximately how long will this game be in Early Access?

“It is planned to complete all key (plot) content no later than in 3-5 months.”

How is the full version planned to differ from the Early Access version?

  • First of all, the game will be passed from the beginning to the final titles: new locations will consistently continue the journey of the heroes to the depths of the dungeons and to solving the evil events comprehending the world of the game.
  • It is planned to introduce some multiplayer features in the game (but without the need for a permanent link to the online mode).
  • At least 2 new elite classes, as well as sets of primary and secondary weapons for them will be added.
  • A lot of new used items, generated interactive objects, new manually created locations, as well as additional NPCs and full-fledged plot tasks are planned to be added.

What is the current state of the Early Access version?

“Currently, Pocket Rogues is fully functional game, and it can provide dozens of hours of game playing (thanks largely to generated locations and the abundance of powerleveling of both your own Fortress and individual characters)

There are as follows in the game:
  • 6 classes of characters, each of which has 9 unique skills and his/her own set of primary and secondary weapons;
  • 18 available for building and improving buildings in the Guild Fortress, which are designed to enhance the power of all of your characters or discover new game playing features;
  • 6 full-fledged locations, each with its own rules of generation, unique creatures and loot;
  • special generated properties for gears and most enemies;
  • many additional activities, such as generated daily tasks, achievements, collection of gear recipes, the purchase of pets and mercenaries, as well as special locations, such as the Treasury, which can sometimes be found when moving between floors.

Will the game be priced differently during and after Early Access?

“It is planned to gradually increase the price as far as new content and features are added. After the release, the new content will continue to be issued for some time, but the price will remain to be fixed.”

How are you planning on involving the Community in your development process?

“For quite a long period of time, the game has a Russian-speaking and English-speaking groups in social networks, as well as topics on Reddit and 4pda forums. Polls are regularly carried out in the groups, and all news with regard to updates are published there. The community is actively involved in the development by offering their ideas and concepts, as well as reporting on emerging issues for their timely elimination. A development cycle consisting of a major update every 2-3 weeks and about 3-4 fixes with edits of stability and balance between them has already been well established.”
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Recent updates View all (10)

May 29

Update 1.25.1

Updated algorithm for generating the Catacombs, added many new elements of the environment and types of enemies in the Catacombs, added the function of cross-platform cloud synchronization!

UPDATE 1.25:

* [System] Added the ability to create a Pocket Rogues account to save progress to the cloud and cross-platform synchronization
* [Generation] Updated Catacomb generation algorithm
* [Generation] Almost three dozen unique generated rooms have been added to the Catacombs
* [Generation] Added new hostile creatures (Catacombs): Ancient Guard, Fel Source, Ratman-Warrior, Ratman-Archer, Ratman-Hunter
* [Generation] Added many new environmental elements to the Catacombs
* [Gameplay] After cleaning the floor in the dungeon now becomes a little lighter
* [Gameplay] Instant heal button now has animation and description (when you hover over PC)
* [Gameplay] The health bar now plays the animation when the stock of health drops below 20%
* [Gameplay] When you open the Minimap to full screen, you can now zoom (with buttons or with mouse wheel), as well as scroll through it. The displayed size of the map and the maximum distance in this mode is increased
* [Settings] In Settings, you can enable "Vertical Sync" (section "Video")
* [Settings] The Android version adds the function of automatically creating backup saves upon entering the game (if local saving was created earlier, then autosave works only if the current guild level is not lower than the old one)
* [Settings] Removed "decimal values" of pop-up damage values - now they are always on by default
* [Settings] A new one has been added to the list of available screen resolutions - 1680x1050
* [Misc] Added several alternative display sprites for barrels and crates
* [Misc] When you try to sell an item unavailable for sale, the required level of Merchant will be displayed
* [Misc] When you turn on Other Lighting in Settings, the light source on the character is now slightly muffled, so that for better visibility of external light sources
* [Misc] Altars and many other objects of the environment now have their own light source (when you turn on "Other Lighting" in Settings)
* [Misc] Animation of pop-up messages (location name and floor, for example) is now played a little longer
* [Misc] Added hints for character attributes on the Characteristics Screen
* [Misc] Added shot animation for Guardian Statue
* [Misc] Changing the field of view has become a little smoother
* [Misc] Camera shift off when opening inventory is disabled
* [Misc] Several visual changes in the tutorial
* [Misc] Arrows no longer move through Suspicious Pipe if shot angle is too big
* [Misc] On the map screen, the "Next" button is replaced by the "Start" button
* [Misc] Partially redrawn sprites of arrows and sword "Serrated Bastard"
* [Misc] Changed the color of the Candy icon (from pink to blue)
* [Misc] Winter Spirits temporarily removed from generation
* [Balance] The standard resistance to poisoning in the Warrior is significantly increased (from 7 units to 12)
* [Balance] The formula for calculating the level of creatures generated in non-standard locations (for example, in Ambush) now corresponds to the standard
* [Balance] Arrows trapped in the Suspicious Pipe now lose half the damage and can harm even the person who released them
* [Balance] Decreased turning speed of the Guardian Statue and the Corrupted Guardian
* [Balance] Slightly reduced search target radius for Cursed Soul skill
* [Balance] Battle madness now increases damage by 3% for each enemy killed (was 1%)
* [Balance] Many small balance edits
* [Fixed] Items in cell 6 of the Personal Chest disappeared after the game was completed
* [Fixed] Guardian statues could not turn towards the target
* [Fixed] When opening the Minimap, it could be displayed incorrectly
* [Fixed] On the Minimap one could see the walls of the dungeon through the "fog of war"
* [Fixed] The formula for calculating the bonus damage when killing enemies under the influence of "Battle Frenzy" was inaccurate
* [Fixed] Character could fall into wall during dash
* [Fixed] Some sound sources did not respond to changes in volume in Settings
* [Fixed] Numbers showing the number of items in the inventory cell could partially overlap the bottom cells
* [Fixed] When controlling the gamepad, it was impossible to open the pause menu from the inventory (it immediately closed)
* [Fixed] Several fixes in the descriptions

UPDATE 1.25.1:
* [Balance] Slightly adjusted the size of all generated locations
* [Balance] Random gains for Spirits of Stone are disabled (by default they are displayed as reinforced, but without changing the characteristics)
* [Misc] When generating "Cave" type dungeons (Adamantite Garden, Burial Mound), the descent could be too close to the starting position
* [Fixed] One of the generated rooms in Catacombs might not have an input
* [Fixed] When trying to switch an account, an infinite device binding will occur
* [Fixed] The icons of the enemies on the minimap could be displayed with the wrong color
* [Fixed] Summoned Slime did not have icons, and could also be saved as enemies (when leaving the game or when visiting the Camp)
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April 9

Update 1.24.1-1.24.2

UPDATE 1.24.1:
  • [Fixed] Necromancer's skill "Seal of the Death" did not create shadow
  • [Fixed] The description of the Necromancer's skill "Seal of the Damned" at level 25 was incorrect
  • [Fixed] Mercenaries disappeared when re-visiting the Camp
  • [Fixed] In the tutorial it was impossible to pick up some subjects
  • [Fixed] In tutorial, when changing class, the armor and helmet could be gone
  • [Fixed] In the tutorial it was impossible to choose a starting class when playing on a gamepad

UPDATE 1.24.2:
  • [Generation] Added a new mechanism - "Corrupted Guardian" (Catacombs)
  • [Gameplay] Shells can now move when they hit the pipes (Catacombs)
  • [Balance] Dog's stun time increased from 12 to 16 seconds
  • [Misc] In the latest update, King of Bones could die many times due to a bug, so for all players who have this boss level above 15 his level will be reduced
  • [Fixed] Immortality of the Dog could not work properly if he died in a non-standard dungeon (for example, in the boss arena)
  • [Fixed] Many zombies and some other creatures could approach the player’s character and not start attacking him
  • [Fixed] Some effects could remain on the character even after removing the item on which they are applied
  • [Fixed] Grim Paladin could be attacked without entering his arena
  • [Fixed] Pumpkinhead gates could disappear not only after exiting them, but simply when loading save
  • [Fixed] Visual effects of poisoning could not be displayed and vice versa - displayed, even if disabled in Settings
  • [Fixed] Performance hints might not be fully displayed on the character selection screen (at the selected low screen resolution)
  • [Fixed] Bosses inflicted less damage to pets than they should have
  • [Fixed] Some sounds could be played even with the volume turned off in Settings
  • [Fixed] Retractable spikes could be displayed under other sprites (such as objects and descent)
  • [Fixed] Several fixes in the descriptions
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About This Game

Pocket Rogues brings old school Action-RPG flavor to the Roguelike genre. Here you must fight your way through hordes of monsters, explore unique and randomly generated locations, upgrade your guild fortress, and develop heroes of ever-increasing might if you hope to discover the lost secrets of a mysterious dungeon.

Pocket Rogues contains many different dungeons, each with its own unique loot and monsters. A wide variety of classes and dozens of specializations allow you to take alternative approaches to the game’s numerous boss battles, and each will test your skill in a new way. Add in Pocket Rogue’s traditional RPG components, such as character progression and exploration, and you will never feel bored!

“For many centuries, a dark dungeon has called to hapless travelers, whispering secrets and promising priceless treasure. None who enter have ever returned, and rumor says that each met an unspeakable fate at the hands of a true Evil. These gloomy legends, of course, only entice new adventurers to try their luck in the depths, eager for glory, fame, and riches beyond imagination. What are you waiting for? It’s time to become one of them!”


  • The game is played entirely in real time! Move, dodge, avoid obstacles, outmaneuver and outflank! Enjoy an elaborate combat system focused on character control and player skill.
  • Try your luck as one of many hero classes , each with unique skills, specific equipment, and their own progression tree.
  • Every descent is special! From locations and monsters to loot and chance encounters, everything is generated during the game. You will never see two identical dungeons!
  • The game includes unique locations , each with its own visual style, distinctive enemies, traps, and interactive objects. Once discovered, you can move freely between them all.
  • Construct and improve buildings in the territory of your very own Guild Fortress. Unlock new hero classes, strengthen existing ones, and gain access to an arsenal of fierce techniques.
  • Regular updates! The game has been supported and actively developed for a long period of time. The game’s creator works in close contact with the community and dedicated players to ensure a high-quality experience for everyone.

Mature Content Description

The developers describe the content like this:

The game from the middle distance demonstrates blood and scenes of violence in battles with monsters, that's executed in pixelated style.

System Requirements

    • OS: Windows 7 x64
    • Processor: Intel Pentium
    • Memory: 2048 MB RAM
    • Graphics: GeForce 820
    • DirectX: Version 9.0
    • Storage: 149 MB available space

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