Roguebook

Roguebook

by Abrakam Entertainment SA·published by Nacon

Steam · Very Positive

The Verdict

A gorgeous, dual-hero deckbuilder with real strategic depth — but abandoned by its developers and riddled with unfixed bugs.
Data current as of Apr 22, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment84

Very Positive

This puts the game in the top 30% of all reviewed games on Steam.

SteamPulse Analysis1,993 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza · Methodology →

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Quick Stats

Reviews

2,568en

4,420 total (all languages)

1,993 analyzed

Current as of Apr 22, 2026

Released

Jun 17, 2021

Price

$24.99

Analyzed

Apr 23, 2026

Velocity

1.4/day

Slowing

Metadata current as of May 3, 2026 · Source: Steam

Market Reach

Estimated owners±100%Small-sample

130K

Estimated gross revenue±100%Small-sample

$220.0K

Based on 4,420 reviews (all languages)

boxleiter_v2

Based on review count × genre/age/price-adjusted Boxleiter ratio. Gross revenue before Steam’s 30% cut, refunds, and regional pricing.

Design Strengths

  • Dual-hero front/rear positioning system creates tactical depth and synergy variety absent in single-character competitors — consistently the most praised mechanic across all review cohorts
  • Six hero pairings produce meaningfully different strategic identities, enabling high build diversity across hundreds of hours
  • Gem-socket card customization adds a satisfying crafting layer where even weak cards become viable synergy pieces with the right gem
  • Hex-grid map exploration with ink/brush resource management replaces linear path selection with a puzzle-like strategic layer
  • Art style, character animations, and 'cutout puppet' presentation are among the most praised aesthetics in the deckbuilder genre
  • Soundtrack delivers a distinct fantasy atmosphere that reviewers across playtime cohorts call a consistent strength
  • Daily tournament runs with randomized modifiers provide a structured endgame loop for players who exhaust the base content
  • More viable deck archetypes per run than most genre peers — high-playtime reviewers cite this as the game's clearest edge over competitors

Gameplay Friction

  • Near-zero card removal options force large, bloated decks — players report removing a card once or twice across 10 runs — directly undermining synergy-building as a meaningful player choice
  • Unskippable animations (map reveal, card draw, combat, movement) make runs 2–4× longer than comparable deckbuilders with no speed option ever added in 4+ years post-launch
  • Difficulty is sharply unbalanced: early enemies can deal near-full HP damage on turns 1–2, while late-game becomes trivial once meta-progression unlocks stack
  • Excessive RNG in ink/brush availability frequently strands players — ink scarcity forces burning resources just to reach the next fight, which then rewards more ink
  • Meta-progression grind is artificially steep — some late embellishments cost 7–17 runs each, and the game is arguably unwinnable on a fresh save without significant unlock investment
  • Healing scarcity forces near-zero-damage play throughout runs; potion and event recovery is insufficient to sustain attrition strategies
  • Chapter 3 boss mechanic that consumes cards actively punishes lean-deck strategies, contradicting the game's own card-acquisition reward loops

Audience Profile

Ideal Player

A genre-savvy deckbuilder fan who wants a visually polished, mechanically fresh take on the roguelite formula and is comfortable grinding 20+ hours before all systems click.

Casual Friendliness

low

Player Archetypes

Deckbuilder CompletionistSynergy OptimizerRoguelite VeteranBuild Experimenter

Not For

Players who expect post-launch developer support and bug fixesMinimalist deckbuilders who prefer tight, pruned decks over large-deck strategiesSteam Deck–primary players who need readable UI and full controller support

Sentiment Trend

declining

Sentiment dropped from 82% to 70% positive over the last 90 days (77 reviews vs 87 prior).

Genre Context

Roguebook occupies a mid-tier position in an increasingly crowded roguelite deckbuilder market — its dual-hero positioning system and hex-grid exploration are genuine mechanical innovations above genre baseline, but the absence of card removal, unskippable animations, and abandoned post-launch state place it below the genre's quality ceiling. At its current price point it overdelivers on value for content volume; at full price it competed unfavorably against more polished and actively supported peers.

Promise Gap

Dual-hero positioning and character-swapping combos are the game's most praised mechanic — fully delivered and exceeded expectations
VALIDATED
'You will never play with the same deck twice' — confirmed by high-playtime reviewers who cite strong run variety across 6 pairings and gem customization
VALIDATED
Richard Garfield / MTG creative pedigree is real and reflected in the game's strategic card interaction design, recognized by CCG veterans
VALIDATED
200+ cards and 80 relics with extraordinary effects — content volume claims are confirmed; depth of individual interactions is praised
VALIDATED
The store page frames '6 hero pairs' as a content strength, but only 4 heroes are in the base game — the 5th is paid DLC, making the implied roster misleading
UNDERDELIVERED
'Cleverly assemble' a deck implies meaningful agency over deck composition, but near-zero card removal options mean deck shape is largely RNG-determined, not player-crafted
UNDERDELIVERED
The store page implies a complete narrative experience ('each page represents a new challenge'), but defeating the final boss returns players to the title screen with no story resolution
UNDERDELIVERED
Soundtrack quality — reviewers call it exceptional and a defining atmosphere-setter, but it is entirely absent from the store description
HIDDEN STRENGTH
Daily tournament and leaderboard runs — a structured competitive endgame that meaningfully extends the game's lifespan, not mentioned in the store page
HIDDEN STRENGTH
Gem-socket card augmentation system — reviewers cite it as one of the most satisfying customization layers in the genre, but the store page reduces it to 'upgrade your cards with 30 special gems'
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store page targets genre-curious players drawn to the MTG creator credential and the promise of elegant synergy-building, but the actual audience skews toward roguelite veterans who can tolerate steep early difficulty, large-deck philosophy, and no story payoff. Casual players attracted by the polished art and MTG branding are the most likely to churn within the refund window.

Player Wishlist

  • Additional hero characters beyond the base four to expand pairing combinations and late-game variety
  • More zones, enemy types, and event pools to extend the content ceiling past the ~20–40 hour exhaustion point
  • Animation speed toggle or fast-forward mode to let players control run pacing
  • Expanded endgame content (the NPC hints at planned post-final-boss content that was never delivered)
  • More story and narrative development for heroes and the Roguebook itself
  • Additional challenge modifier modes or Hades-style heat scaling beyond the current epilogue system

Churn Triggers

  • Within the first 3 hours: new players hit early-game enemies that deal near-full HP damage before defensive tools are available, triggering repeated early deaths that read as unfair rather than instructive
  • Around hour 10–20: players attempting to build tight synergy decks discover that card removal is nearly impossible, realize the large-deck design philosophy contradicts their playstyle, and abandon before meta-progression pays off
  • After the first boss kill or story beat: players reach the final boss and are returned to the title screen with no resolution, prompting immediate negative reassessment of the run investment
  • After a mid-run crash or save corruption in the cave/mines level: players who lose a 1.5–2.5 hour run to an unresolved bug frequently decide not to restart

Developer Priorities

#1

Patch the cave/mines save corruption bug and crash-on-boss interactions — ship a targeted stability hotfix, not a content update

Save corruption is the single fastest path from 'I love this game' to 'do not buy' — it affects veteran players with 700+ hours and is the top driver of recent negative review sentiment and inbound refund language

Freq: Cited in ~10% of negative reviews; referenced across the entire 4-year review history with no resolutionEffort: medium
#2

Add an animation speed toggle (1×/2×/fast-forward) as a settings option

Slow unskippable animations are the second most-mentioned friction point (186 mentions) and directly suppress replayability — the core monetization of a roguelite. Players with 30+ hours still cite this as the reason they play less

Freq: 186 mentions, consistent across review years; 2 years of player complaints with no responseEffort: low
#3

Introduce at least one reliable card-removal mechanic accessible in every run, regardless of RNG

Deck bloat with near-zero removal is the highest-upvoted design complaint (84 helpful votes on the top negative quote) and the primary cause of mid-game churn for players who entered expecting standard deckbuilder minimization

Freq: 198 mentions, high confidence; top voted-helpful negative signal in the datasetEffort: medium
#4

Fix Steam Deck text rendering and resolve controller soft-lock requiring mouse fallback

The game is rated 'Playable' on Steam Deck but reviewers call handheld 1/10 due to unreadable text — a platform the store page implicitly supports. Controller soft-locks break the input promise of a couch-friendly game

Freq: 62 mentions; disproportionately affects new buyers who specifically purchased for handheld playEffort: medium
#5

Rebalance early-game enemy damage and healing availability to reduce first-run death spikes before defensive tools are accessible

Early-game difficulty spikes are the primary churn trigger in the first 3 hours — the window where refund decisions are made. Players who quit before the meta-progression loop clicks never discover the game's genuine depth

Freq: 186 mentions on difficulty balance; early exits visible in playtime distribution (significant <5 hour negative cohort)Effort: medium

Competitive Context

Slay the Spiremixed

The dominant benchmark across all reviews. Roguebook is praised as equal or superior for synergy variety, art, and dual-hero innovation; criticized as derivative and less strategically rigorous at the high end. Consensus: a worthy genre companion, not a replacement.

Monster Trainmixed

Frequently cited alongside StS as a quality bar. Some reviewers rank Roguebook above Monster Train for exploration and character variety; others find Monster Train's replayability and content depth superior.

Griftlandsnegative

Repeatedly recommended as a superior alternative with more narrative depth and mechanical variety; some reviewers explicitly suggest playing Griftlands before or instead of Roguebook.

Faeriapositive

Set in the same universe by the same developer; shared art assets and characters are a consistent aesthetic strength for players familiar with Faeria.

Gordian Questmixed

Some reviewers prefer Gordian Quest for multi-hero deckbuilding depth; others find Roguebook comparable in strategic richness.

Tainted Grail: Conquestnegative

Recommended by some reviewers as a superior alternative specifically for endgame content depth.

Hadesneutral

Referenced for its heat-scaling difficulty system; Roguebook's epilogue modifier system is compared favorably to this model.

Across the Obeliskneutral

Listed as a genre peer among players who cite multiple favorite roguelike deckbuilders.

Magic: The Gatheringneutral

Richard Garfield's design credit raises CCG-player expectations; some feel the MTG pedigree promises strategic depth the game doesn't fully deliver.

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 2,534 post-launch reviews
?
0h
45%95 rev
<2h
60%84 rev
2-10h
80%821 rev
10-50h
89%1,157 rev
50-200h
91%339 rev
200h+
89%38 rev

Players who invest more time rate this game significantly higher (+31pts) — a strong signal of a slow-burn experience that rewards patience.

Competitive Benchmark

Compared to 211 similar games in the Strategy genre released in 2021.

Sentiment vs. similar gamesTop 36%
Popularity vs. similar gamesTop 16%

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Analysis based on 1,993 reviews (Jun 2021 – Apr 2026)