Rogue Fable III 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.
Recent Reviews:
Very Positive (26) - 100% of the 26 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (88) - 98% of the 88 user reviews for this game are positive.
Release Date:
Dec 28, 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'd want to keep building on the game, adding new content and mechanics. Receiving feedback is extremely important for me throughout the development process.”

Approximately how long will this game be in Early Access?

“4-6 Months.”

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

“I'd like to approximately double the amount of content in the game from where it currently stands. This will include new classes, races, talents/abilities, monsters, and entirely new zone types. I'm planning a ton of new mechanics, traps, and interactions, while still maintaining the streamlined combat focus of the existing game.

I want to really focus on making each run as unique as possible. Creating sub-themes within existing zones such as Graveyard levels within The Crypt or Waste Treatment Plants within the sewers is one example of how I'd like to achieve this.

There are also tons of balance changes, tweaks and general polish that need to be worked on before full release.”

What is the current state of the Early Access version?

“The early access version is picking up right from the free web release which is already a completely playable, winnable and reasonably well balanced game. Though there are still some lingering bugs, the game has been played over 300,000 times now and is generally very stable. The following content has already been implemented and tested:

- 9 base character classes and 6 races
- 65 unique talents and abilities
- 13 distinct dungeon branches
- 120 monster types
- 150 items and equipment”

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

“Prices will be constant throughout early access and might increase slightly for the full release.”

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

“Since the start of development I've been helped by a growing group of fantastic testers who have provided a steady stream of feedback and suggestions. I'd like to continue and expand this process on Steam. We have a community discord where I can be reached directly for suggestions and feedback and I will also be using the Steam Discussion boards to gather feedback.”
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Recent updates View all (22)

February 20

February-20-2019 - Update 1.16

A bunch of bug fixes with this one, working my way towards clearing as many of the reported issues as possible by the end of the month.

- Spawners will now spawn in wide open locations so that they arn't crammed into corners or hallways.
- Spawners will 'close' the tiles around them so they cant get surrounded by stuff like fire shrooms.
- Player can no longer sell traps, allowing him to exceed the trap cap.
- On discord someone reported 'warping' through a timed gate. I wasn't able to replicate it but I've changed the gates so they won't close if someone is standing on them. My only guess is that you walked into it at the same time it closed maybe?
- Fixed: timed gate message doesn't show up if another message occurs at same time when entering a level.
- Fixed: if a terrain tile is placed where you are standing, it was taking a turn before you became unstable.
- Baby slimes will now 'float' on water (they were to small to see).
- Fixed: hellfire on enemies in water was causing Los to be lost due to steam and the hellfire didn't hit everyone it should have.
- Starvation damage will no longer free you from webs / nets
- Constrict will now block stair use, even if you are constricted on the same turn you try to use the stairs.
- Fixed 'available talents' list so that it resets its position when starting a new game.
- goto-stairs keys should prioritize the main dungeon rather than the branches.
- Putting on a helm of telepathy (or other item) will now instantly reveal the map, rather than taking a turn.

- Added a proper message queue to handle the bug above where messages would be 'overwritten' if two popped up at same time. Now any number of messages can be sent to the player and they will simply open one after another.
- Monsters will now show up as red dots on the mini map if they are in your LoS.
- You can now mouse over to get a desc of monsters on the mini map.
- Most text menus will now allow 'accept' and 'escape' buttons to trigger their buttons if its a simple yes/no question.

- Monster glyph rooms will no longer spawn on the first floor of the dungeon.
- Changed ring of sustenance to unenchantable since there is currently no bonus to enchanting it.

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February 18

February-18-2019 - Update 1.15 - Bug Fixes

Hello everyone! Just a bunch of bug fixes, balancing and more rewriting of messy underlying systems.

After some consideration I've decided to use the rest of this month to try to clean up a bunch of the stuff we already have and just try to fix as many bugs as possible. Now that we have the stat server tracking win % its also a good time I think to do some preliminary balancing work just to try to keep everything in line. Speaking of the stat server, me and it are going to have to have a round 2 during this time as well since there's definitely some issues with it.

I'm continuously having to reassess what to prioritize since this is by far the largest project I've ever worked on, so I'm learning new things every day. At the moment, the bug and crashes list has gotten a bit out of hand, so I'd like to take some time to fix all these little issues before moving forward and making more of a mess. I continue to be amazed at just how much work is necessary to clean and polish all the little nooks and crannies of this game, not to mention the massive amount of new content that still needs to be added. So with that in mind I'll be doing a bit of cleaning and polishing for the next week or two in order to try to stay on top of things.

For those interested here are the stats from our server roughly from the time of writing:

Wins: Deaths: Win %:
TOTAL: 348 5949 5%

DUELIST: 50 490 9%
RANGER: 54 681 7%
BARBARIAN: 30 469 6%
ICE_MAGE: 33 534 5%
NECROMANCER: 47 757 5%
WARRIOR: 33 692 4%
ROGUE: 33 633 4%
STORM_MAGE: 30 579 4%
ENCHANTER: 19 534 3%
FIRE_MAGE: 19 580 3%

It actually doesn't look nearly as bad as I was expecting so it would appear that the work we've been doing has had an effect. As a rough guide, I'd like to get the classes as balanced as possible with each other, since this would imply that their talents are roughly equally powerful. I think this is important since one of my goals with this game is to make multi-classing actually a viable option.

I'll be tackling race balance as a separate issue in the future (first bits of it coming with this update). Roughly speaking I'd like to see the human race be the default 'easy' race with a significantly higher win %. This should give new players an easier entry into the game.

I'd actually like to get to the point where the human race is a bit to easy for experienced players which has the added benefit of providing an option for experienced players when they just feel like say, cracking a beer and doing a few easy runs while relaxing.

I'd like to have a couple of races that are moderately difficult for players to 'graduate' to once they've mastered the fundamentals of the game with the human i.e. won with a couple of the classes. Finally there should be a bunch (the most) of races that are specifically designed to challenge experienced players.

So generally speaking, the classes should be equally balanced in terms of power, which means the talents are balanced, which means multi-classing is viable. Races on the other hand will act as an organic difficulty curve and provide 'alternate game modes' for expert players.

Also as a rough rule I'd like to get just the overall win % up a little bit i.e. make the game a bit easier. I'll be shooting for something like 10% overall. I think this is necessary at this point since we need to take into account that there are a significant number of 'expert' players either from the web version or from back in alpha that are inflating the win %s a bit. So, especially with the human, I'd like to see these average win %s increase quite a bit so that newer players arn't just completely destroyed from the get go.

- New clouds will now always destroy existing clouds
- Ice blocks (from the freeze spell) will always destroy existing clouds (they are on the same layer).
- Ice blocks will also now freeze the water below them.
- Summoning an item should never produce an item with greater than max mod.
- Summoning an item should never create an item you have already picked up.
- You can now descend into pits when flying using the [s] key

In response to a reported bug where some crazy combination of clicks and mouse movements on buttons in the acquirement menu could result in summoning multiple items, I've completely rewritten the buttons in the game.

All buttons will now only 'click' if the mouse is actually over them when releasing the click. This fixes the issue with acquirement menu and I'm sure fixes many other weird edge cases that are similar to this (I know we had a few like this before).

This 'rewriting' when fixing bugs is a policy that I've been adopting lately. In the past I would have just tried to fix the specific bug with some kind of little hack or quick fix. Now, as I'm noticing how massive the code base is getting, I'm trying to actually take the time to rewrite stuff to actually work correctly now and in the future. So hopefully, though it takes more time in the short term, it should pay off in the future.

As a side note, I'm finding it interesting to see with stuff like the menu rewrites, the state system, the button rewrites, the complete rewrite of handling input, etc. that I'm essentially getting what amounts to a 'game engine' out of all of this i.e. a whole set of generic components that handle all the common underlying functionality.

In general I'm still just doing rough balancing at this point. In the future I'll likely be devoting a whole chunk of time to each class, one after another, and working through and updating their talents and abilities to both get things balanced and to really try to reinforce the classes 'theme'.

- Buffed warrior hit points from 24-48 to 26-52 in order to give him a bit of a boost and build on his 'theme' of tankyness.
- All fire mage spell damage increased a bit. Fire mage should be easy to balance since he's basically supposed to be the glassiest cannon in the game. We'l just keep buffing his damage output until he seems 'right'.
- The human race now gains an additional skill point every 3 levels at 2,5,8, etc. This is the first part of making them the default 'easier' class.

I feel like we'l have the human 'right' if experienced players basically find them to easy and a bit boring, while completely new players are still significantly challenge.

That's it for now! More bug fixes coming next time. Thanks as always for everyone's support and feedback!
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About This Game

The legendary Goblet of Yendor, some say it grants immortality, but others say its infinite power will drive you to madness. Rumored to be made of solid gold, inlaid with gems of incredible beauty and size, it will surely fetch a fortune on the black market. Many a rogue and scoundrel, lured by dreams of endless riches, have set out to steal the illusive artifact from the depths of the Dungeon of Dread. None have survived, will you be the first to succeed?

Rogue Fable III combines the challenge, tactics and strategy of classic roguelikes with a modern interface and graphics. Designed from the ground up to be playable in a single hour, but with a huge variety between runs.

Key Features:

  • Build your character from 10 base classes and 7 races.
  • Adapt your build in response to the challenges and treasures of the dungeon. Every class can learn to use every talent, ability or item if it is found.
  • Over 60 unique talents and abilities. Raise the dead, blast enemies into pits, electrocute a pool of water, surround yourself in a shield of fire and much much more!
  • 13 dungeon branches. From haunted crypts, to putrid swamps and into the very heart of a volcano, Rogue Fable III offers a massive variety of distinct environments.
  • 120+ monster types each with their own abilities, behaviors, strengths and weaknesses.
  • 150+ unique items to discover plus randomly generated artifacts with special properties.

Game Demo:

To try the game out right now check out the free web demo on Kongregate, NewGrounds or The web version is now many updates behind but is completely playable from start to finish and does a good job of showing off the core mechanics of the game.

System Requirements

    • OS: Windows Vista, 7/8/10
    • Memory: 2 GB RAM
    • Storage: 300 MB available space

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