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 (10) - 80% of the 10 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (98) - 96% of the 98 user reviews for this game are positive.
Release Date:
Dec 28, 2018
Developer:
Publisher:

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Curator Review

Recommended
By Ѕtеам 250 January 16

“Rated 236th best Steam Hidden Gem, with 97% positive reviews from 107 gamers!”

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 (30)

March 13

March-13-2019 - Update 1.22

More bug smashing! Bugs from before, bugs from previous bug fixes, new bugs! Christ I just wanted to be a game developer and make cool dungeons and stuff, now apparently I'm moon lighting as a bug exterminator :P

Despite the occasional new issues introduced, we are however making some serious progress here. I'm taking the time to do a lot of rewriting behind the scenes whenever a crash report forces me into some dark, horrifying section of the code base. So the hope is that not only are we getting all the current bugs worked out but the code base will be much easier to work with going forward.

My strategy has generally always been to write stuff as simple as possible when first implementing it without any consideration for future expansion. This tends to let me move quickly when adding new content or mechanics and not litter the code w/ prematurely generalized systems.

Typically later on I'll find that there's some new mechanic or special case that needs to be added to the previous base code. In this case I tend to just hack it in. I'll do this a few times and sometimes I never need to touch it again in which case it just sits there.

However, and this is whats happened with a lot of these messy parts of code, eventually some of these things turn into just a mess at which point I go in and actually 'systematize' everything in some clean way that handles all the special cases, variations etc.

So far this method seems to be working out. It lets me play with new features quickly, grow and change them quickly, and as long as I do periodic clean ups like these last few weeks, everything tends to stay reasonably clean.

Anyways, enough of that, onto the update:

BUGS_AND_CRASHES:
- Ballistas and other rotating enemies will now save their orientation.
- Cannons are no longer partially visible when out of view (they were treated like turrets and other stationary enemies).
- Flying characters will now take damage from spreading electricity when in steam (previously steam was handled like water and it assumed a levitating character was 'above' the steam).
- Polluted water now makes characters 'wet'.
- Drachnid archers will no longer attack-step their way out of nets.
- Fixed auto explore not attacking crates
- All stationary enemies are now unstableImmune i.e. they won't become unstable if some ice gets under them.
- Fixed a crash w/ hellfire (and other spells) when way to many enemies are on screen at once. tape & scissors had reported this as due to teleporting while charmed (which I still need to investigate), but this was actually due to mousing over your hellfire scroll with some absurd number of slimes on screen and there weren't enough targeting boxes to display.
- Fixed the charge lock up (happened every time).
- Turn count is now saved and loaded correctly
- The 'Partially Explored' auto explore should now correctly try to take you to the trap or obstruction like it was previously doing.

MERCHANT:
- Rand-arts will now sell for 1.5x the base value.
- The merchant will now stock rand-arts.
- The merchant will now sell keys

SLOW_MOVEMENT:
- Changed slow movement from orthogonal only to just take twice as long as normal movement.
- We're gonna have to play with the balance a lot on this one, I'm sure ogres will be running out of food now and slow enemies are going to be quite a bit easier to kite.
- This was probably a long time coming. Originally, when the game was much simpler, I wanted to avoid variable turn timing just since it added unnecessary complexity imo.
- However w/ fast movement already doing this and the necessary introduction of squeeze moves and all the additional special cases and exceptions that introduced its basically become more complicated to have it.
- So despite the fact that I still like the idea of slow movement being orthogonal since it opens up interesting movement strategies, this is just going to be a cleaner option moving forward imo.
- Curious to see what people think of this change and any suggestions for balancing / improving it.
- This also fixes like 100 bugs related to both pc and npc pathfinding, auto-exploring, all sorts of odd interactions w/ multi-moving abilities etc.

Oh yes and a reminder that I'm on discord every Wednesday and Saturday at 4:00pm PST to hang out and chat about the game.
12 comments Read more

March 11

March-11-2019 - Update 1.21

Another big ol pile of bug fixes!

Getting very anxious to start working on content again, every time I get a chance to chat with everyone on discord, or I read through some of the suggestions, or I just sit awhile and think about stuff I'd like to add I get super excited and want to press forward. Nonetheless I'm trying to maintain a bit of discipline here and just keep pressing through all these bugs and crashes. As mentioned before, I'm hoping to get the bulk of it done by this Saturday so that we can get back to the regular schedule of real content updates.

That being said, just based on my own testing / playing, we've def made some serious progress here as far as general stability and squashing all the little annoying bits. Still a ways to go but we're getting there! Thanks as always for everyone's support through this somewhat tedious time! I promise we'l get back to the cool stuff soon!

SPAWNERS AND SUMMONERS:
- Fire bat nests can now spawn their bats over lava
- Fire bat nests can now spawn their bats over pits
- Summoning swords now treat lava, pits etc. as safe.
- Lich king will no longer summon his skeletons over pits, killing them instantly.
- In general I just rewrote the way that spawners and summoners detect 'safe' tiles. They now actually look at the type of monster their about to summon and determine based on its inherent properties.

SWIMMERS: LAVA AND WATER
- Swimmers will no longer follow the player up stairs if they are adjacent.
- Swimmers will now slowly die if knocked out of their element.

MISC:
- Summoned swords (player or NPC) will now cross lava
- Fixed a crash where getting 'pulled' by tongue or tentacle w/ strafe attack resulted in a crash.
- You can no longer jump into a pit when webbed or otherwise immobile.
- Fixed a strafe attack crash when descending stairs.
- Resting will 'pause' now if a status effect wears off.
- When crit hitting an enemy, their blood will never fall on the player. This is to deal with enemies that 'bleed' oil landing directly on player and possibly insta killing them. I've noted before that I'm looking to eliminate any of these stupid unavoidable deaths.
- Fixed a bug where a pyromancer was killed by his own fire storm and the targeting squares never disappeared.
- Clicking on the mini-map to fast move will now perform a 'safe move' i.e. the player will never attack if an enemy is at the end of the path. This stops the possibility of clicking on say a fire pot and dying due to attacking it. Again this is a stupid death that should be eliminated.
- Skeletons killed on pits will no longer leave corpses.

DESCRIPTIVE_TEXT:
- Added descriptive text to the draining status effect
- Updated cleaving weapons text to note max of 3 targets.
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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 Itch.io. 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

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

What Curators Say

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