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.
All Reviews:
Positive (39) - 100% of the 39 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 (11)

January 16

January-16-2019 - Update 1.8

Hello everyone! Big, chunky update today!

Will be finishing up a bunch of stuff this week with another update or two. Next week (week 4 since launch), I'll be dedicating most of the time to bug fixes, reading through all the suggestions and balance issues on forums/discord, working on performance and just generally trying to polish everything up as much as possible. I'm gonna try to make it a habit of spending every 4th week on 'clean-up', balancing and just general polish type issues so that this stuff doesn't get out of hand.

- Added a librarian NPC type that will spawn as part of the library vault.
- She sells 10 talents that the player can choose to buy individually for 75gp.
- These talents should be those unknown to the player when he reaches the level for the first time.
- The purpose of this is to once again, try to offer a bit more choice to the player as far as character builds go.
- The library was also moved to dungeon level 10 to help center it a bit more in the overall dungeon.

- New generator for the sewers
- 2 New static levels for The Upper Dungeon (still need tons more here since its played so often and they tend to noticeably repeat).

- Added as the special level in The Crypt
- Haven't done its special event code yet. Wanted to add just the stub of it to keep the dungeon length balanced.

- New named unique slime in the sewers
- Demonologist in Yendor that summons destroyable portals, that, if allowed to fully open, will summon an imp.

- Beginning of the rand-art system (tons of work to do here)
- Items have a 10% chance to spawn with additional stats on them
- Right now this is all just completely random but will definitely be refined in the future to do stuff like tying the stats to the zone they drop in, adding negative stats, adding multiple stats on very rare pieces.
- Rings will likely be changed so that a standard ring is never branded rather a new ring sprite will be used and a completely new ring with 2 or more stats will be created.
- I'd also like to have items such as 'Fire Shards' that when applied to an item will add stats depending on the base item type. So for example a weapon would get the flaming brand, a ring would get the fire power bonus, and armor would get the resistance.

- Enchanted items now have their descriptive text name in green.
- Rand-Art items now have their descriptive text name in blue.
- Enemies now have their descriptive text name color coded based on their relative level (green, blue, white, yellow, red).
- The popup text from picking up an item is also color coded as above.

- Changed the price of talents at the talent trainer from 100gp => 75gp
- Ring of evasion base evasion 5 => 3 (to be same as protection)

- Changed the way that prices are calculated for modded items. Modded items now cost: baseVal + enchantScrollVal / 2. This has the effect of making cheap items slightly more expensive but drastically reduces the cost of expensive, highly modded items (it was ridiculously unaffordable).
- Example of price changes:
- Cheap Item (+3 Robe): 88gp => 100gp
- Med Item (+3 Long Sword): 176gp => 140gp
- Expensive Item (+3 Gloves of Vampirism): 264gp => 180gp

- All ranged weapons have had their range reduced by 1.
- There is a pretty big balance issue in the game regarding ranged vs melee weapons, especially since the game does not use any ammo system.
- Since a range weapon has the potential to hit an enemy 5-6 times as they are walking towards the player, if I were to balance this purely on damage, then ranged weapons would just take an absurd amount of time to kill enemies.
- So this is a first pass attempt at balancing ranged vs melee.

That's it for now!

Side Note: Please Review the Game!
I really appreciate anyone who takes the time to review the game here on Steam. Good reviews, bad reviews, long text, short text, english or your native language, it all helps!

The discovery algorithms are heavily influenced by the review score, and if its not high enough the game pretty much becomes invisible. We need to reach at least 50 reviews before the game can even be listed as more than 'positive' which steam treats as about a 70%.
3 comments Read more

January 13

Mac Version Released!

Finally got it working last night! The build is super simple (I've got it automated with a script now) so both versions can progress forward together in sync. Back to regular updates tomorrow.
0 comments Read more
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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. Rogue Fable II includes:

- 10 base character classes and 7 races with the ability to multi-class over the course of a run.
- Over 60 unique talents and abilities
- 13 dungeon branches, randomly chosen each game so that every run feels unique.
- 120+ monster types each with their own abilities, behaviors, strengths and weaknesses.
- 150+ unique items to discover.

System Requirements

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

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