
Castle Greyrot is a tactical boss-rush rogue-lite RPG where brutal battles await at every turn. Train your party, master powerful abilities, and face the horrors of the ever-changing Castle. Can you break its unending curse… or will you fall like the rest?
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Castle Greyrot is a tactical rogue-lite RPG that blends adventure and boss rush elements into a thrilling experience. Expect the classic rogue-like mechanics: randomized stages, powerful loot, battle-altering curses, brutal bosses, and meaningful choices. But with one major twist: your progress is permanent. Keep your hard-earned gear, unique heroes, and upgrades as you fight your way through the ever-changing Castle.
Legends say Castle Greyrot is alive, shifting its location every ten years and corrupting everything in its path. Filled with deadly traps, hidden treasures, and relentless foes, the Castle lures adventurers inside, only to feed on their souls.
Summoned as an experienced Commander, it’s your mission to lead a team of mercenaries into the depths of the Castle and eradicate the unknown evil lurking within.

Class-Based Tactical RPG – Choose from 16 unique classes, starting with the Cleric, Thief, Warrior, and Wizard. And yes, our returning hero, the Time Mage, is here too! Build the perfect three-person squad to face the Castle’s horrors.
Unlockable Classes – Progress by mastering your current classes and uncovering the Castle’s secrets to unlock 12 additional classes with diverse playstyles.
Secrets to Uncover – Each class has unique skills and perks that can help you unveil the Castle’s deepest mysteries.
Randomized Encounters – No two runs are the same. Expect alternative paths, dynamic events, and unpredictable boss battles. Watch out for DEADLY traps and mimic chests hungry for your arms!
Rogue-Lite Experience – No permadeath. Retry battles until you conquer them (or rage quit). Experiment with different class combinations and strategies.
Permanent Progression – Every time your party returns from a successful boss-killing expedition, you’ll be able to enhance your stats and grow stronger.
Non-Linear Leveling – Forget grinding! Instead of XP, we use a task-based progression system. Complete class-specific challenges to level up and unlock new abilities.
Boss Rush Gameplay – Castle Greyrot is all about boss fights. Each stage pits you against 1 to 2 powerful bosses, with over 50 unique encounters waiting to test your skills.
Will you conquer the ever-shifting Castle Greyrot? Or will you become just another lost soul in its endless cycle of corruption?
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Languages: English, Turkish
Reviews
[code]Curator page here-->[url=https://store.steampowered.com/curator/37670120/] DaPRevieweD #6[/url]<-- [i]New review every Weekend[/i][/code] [u]GIST:[/u] Ideally, you’ll play as yourself in this roguelite RPG where you, acting as their Commander and strategist, direct a team of nameless heroes and heroines referred to only by their classes. The end goal is to brave the eponymous castle, cut down a slew of bosses, whacking them senselessly and brewing magical storms… Need I spell it out? Just go get em Warrior… Cleric, Thief, and the gang~ [h1][u][+] PROS;[/u][/h1] [h1]:D GAMEPLAY:[/h1] + A tantalizing onslaught of bosses where literally every enemy you meet has that daunting aura and last resort move sets. The battles are your usual turn-based deal but 75% of the engagement originates from the party setup and planning phase. No experience points, so to speak, but party members can be beefed up through completing stages which nab you both party “provisions”, boosting stats such as but not limited to physical attack or magical evasion of the group for up to 10 increments each, and individual “equipment” that will further enhance them. It is also skewed with a tinge of D&D’s chance encounters whenever the party comes across a forked path, which depending on how you react will either make that advance slightly more advantageous or handicapped. To make it even more demoralizing, every stage will have an unpredictable curse, for instance, reducing all stats by 10% or 1% of hp each turn… https://steamcommunity.com/sharedfiles/filedetails/?id=2833037972 [h1]:D DIFFICULTY:[/h1] + The strategizing never stops, for every time you face total annihilation you have to regroup and reallocate your provisions because maybe blindly attacking or relying on critical hits alone wasn’t such a brainy idea. If that doesn’t show results, opt to switch to other tiers of gear and swap out that party member to mix things up. You really have to think, dabble and if that don’t do nothing; there will be vaults of hidden monsters that are entirely voluntary to clean up but doing so scores you meagre gold to use for purchasing new gear instead of constantly leaving it to fate! Every boss you vanquish is like scoring A in an exam; even if you don’t exactly recall how you did it… I’m only 5-ish hours into this currently [b]Early Access[/b] title, but I have only reached a few floors down and commanded four out of the sixteen classes! So yes, you are all set content-wise and difficulty-wise, which is all one could really ask for~ [h1]:D GRAPHICS:[/h1] + Notwithstanding the 2D-ness to them, which is far from static anyway, there is a notable stream of interesting-looking enemies ranging from Satan worshippers and associates, fallen angel types, species that took a wrong turn from [b]Warcraft[/b] to revered classic [b]Final Fantasy[/b] monsters and many more! The world is its oyster, it seems! Moreover, the comic book style visuals of the menu and callouts during character interactions cause the “flat” nature to be tossed aside in favor of a dynamism that will pop and bleed out. The stages are, for lack of a better word, actual stages where tragedies and triumphs are to take place! Either illuminated by flattering spotlight beams for the capable and strong performances to come or emphasized through other ways to really make them out to be as threatening as possible… https://steamcommunity.com/sharedfiles/filedetails/?id=2833044560 [h1]:D SOUND:[/h1] + Japanese Taiko drum sounds litter and accompany every little announcement, which can either pump you up or tense you up. Like say, when you win, get loot or even prior to meeting a boss face-to-face! Musically, it channels a sinister, ritualistic atmosphere that will drive you possessed by its entrancing rhythm that then goes down well with the piercing glares of quite a few foes. But it can also deliver an upbeat and high-octane [b]Naruto-[/b]like style of showdown fanfares. Once, it even went straight for the jugular with an electrifying and edgy rock number! It is a chameleon or more accurately, a parrot of moody and powerful battle themes~ [h1]:D CAMARADERIE:[/h1] + What the characters miss the mark for in terms of fleshed out personalities, they will land with their fashion sense and integral placement in the team. Which wasn’t always the case early on, given how underwhelming they started out. See, it didn’t simply focus on keeping the fights going but it made an effort to have the group unwind through the “Chat” function, embark on mini-adventures as different duos and subsequently bond to raise their trust levels with one another. I can’t say for sure what it actually does for now, but it probably heightens their stats~ [h1][u][-] "CONS";[/u][/h1] [h1]:O PROGRESSION:[/h1] - Its biggest offence in my eyes is that the battles become a matter of luck as opposed to skill for perhaps half of the time! No, I’m not just exclaiming that in a sore loser excuse kind of way. I get being unfair and rage quit is its “thing”. However, with the absence of a conventional experience points earning system, there is no means for the party to grow stronger through grinding and certainly no incentive to replay any of the stages aside from fulfilling very particular conditions to pick up class-specific skills. Having the latter doesn’t necessarily guarantee their fighting chances either due to the randomized and kick-you-when-you’re-down curses, that could counteract your precious provisions. Come on now, making an already tough boss 15% stronger? As if it weren’t already an uneven playing field... And speaking of, I find that only a few stats are vital and worth investing to truly give you the edge~ https://steamcommunity.com/sharedfiles/filedetails/?id=2833039050 [h1]:O INTERFACE:[/h1] - The less-than-friendly user interface is equipped with debuffs of its own that will trigger an internal struggle as you sluggishly navigate between the menu options or try to take a gander, much less a meaningful glance at the colored and smooshed together contents. Instead of being methodical or thoughtfully laid out, it becomes yet another unfair fight for comprehension outside of the actual battles. This extends during the heat of combat as well, with issues that plague its flow such as party members’ status effects occupying a mere tiny box that constantly cycles away, enemy health bars not all showing after being dealt AOE attacks, and without a log, certain actions are too fast for you to keep up! [h1]BUGS:[/h1] x Boss reaches a certain hp threshold and unlock new formations, skills or buffs. But sometimes it plays out during your turn (doing nothing) which is just so anticlimactic… x Party member dies but retains 1 hp. x Crashes multiple times already at the Chest Mimic fight [old save files] [h1]NITPICKS:[/h1] ~ Speed of ATB gauge cannot be adjusted. ~ Right click should be used for a quick “return” or “back” function. ~ Option to view and change party equipment without having to select a stage first. ~ No quick “ready up” feature, in case no equipment need be altered. ~ Clarity of text is jeopardized in favor of space (in)efficiency. ~ Can’t return to HQ while playing a stage… In other words, have to die or win. ~ More grammatical errors the further you go. [h1]VERDICT:[/h1] “If you’d like a brazenly untraditional but dynamic turn-based RPG for a worthy opponent. If you love obsessing over what went wrong with your perfect plan, then step right up to Castle Greyrot. Despite being under construction, it has a lot going for it and there’s more to come~ [h1]4 / 5[/h1] [code]Throwing a launch party in [b]sawworm Games’[/b] honor for the key![/code]
Интересная идея по типу boss rush в сеттинге рпг с исследованием замка (хотя исследование довольно условно - это просто отдельные комнаты с боссами и некоторой наградой, зачастую совершенно случайной). При этом самый большой вопрос к игре с моей стороны - сложность или скорее баланс. Поначалу несколько этапов можно пройти на прокачке способностей (в первую очередь клирика и мага - их задания требуют поначалу просто некоторое количество использований определенных способностей). В случае вора и воина задания по большей части на прохождение определенного этапа замка, так что они наоборот отстают от двух других персонажей. После прохождения этапа вы получаете одно очко провизии (это - местный вариант мета-прогрессии), которое можно вложить в тот или иной бонус для группы. Очки эти можно свободно перебрасывать, но их поначалу откровенно мало. Еще из плюсов на группу есть экипировка, которая создается случайным образом как награда после некоторых побед. При этом фармить ничего не получится - награда получается лишь один раз. ,,,,,,,,,,,Так вот к вопросам баланса и минусам. Боссы имеют значительное количество здоровья по сравнению с уроном персонажей. Уроном их так же не обделили. Есть дебаффы и атаки по всей группе сразу вплоть до ваншотов. Многие противники еще и сжигают вашим персонажам ману (нанося при этом урон). Но этого мало - в каждом из боев игра еще дополнительно играет на руку противнику, давая бафф боссу или дебафф группе (это может быть +15% урона боссу, +10% к шансу промаха персонажам, регенерация хп боссу или наоборот уменьшение хп/маны каждый ход у ваших персонажей и прочее). Как я уже написал, поначалу вам доступны 4 персонажа (из которых можно взять на заход 3) и некоторое минимальное количество заработанных очков еды, которую можно потратить на небольшое повышение характеристик. То есть вариативности на деле практически нет в начале. Бонусы от еды могут полностью гаситься штрафом комнаты в виде дебаффа. Пробовал поднять скажем магическую защиту и 20 единиц по ощущениям не дали вообще никакого эффекта (либо оно криво работает, либо скаляция снижения урона при этом слишком слабая, чтобы такой прирост давал хоть как-то ощутимый эффект, что тоже играет не на игрока). ____Игра безусловно имеет право на жизнь, но на мой взгляд со сложностью на данный момент явно перебор - разработчику стоит подумать о лучшем балансе для более-менее комфортной игры, а не просто вайпах без прогресса. Интересно, что у людей в отзывах по игре лишь у пары человек наиграно хотя бы часа 4. Статистика достижений также весьма красноречива - больше чем у половины достижений стоит просто 0 %. Как итог - на данный момент рекомендовать игру не могу, она может зайти разве что хардкорщикам со стажем, да и то удовольствие весьма спорное. Если в игре поменяют баланс и она станет более дружелюбной к игроку, тогда это будет уже несколько другой разговор и ее вероятно можно будет рекомендовать любителям жанра. P.S. Разработчик добавил легкую сложность в игру, но откровенно говоря, я не заметил существенной разницы. То есть стало немного полегче, но разница с нормой очень маленькая. Пройдя еще несколько этапов, опять уперся в невозможность пройти дальше. У меня есть несколько вариантов, но ни один пройти пока не получается. Причем такое ощущение, что понижение сложности работает не на всю игру, а на часть этапов - слишком уж много хп и сопротивлений у противников. Как я уже сказал, у меня сейчас есть 4 варианта. Первый - Overmind под нижней башней. Проблема тут даже не в уроне, а в том, что у босса есть два адда, которых нельзя убивать, иначе босс полностью восстанавливает свое здоровье и ускоряется или входит в состояние ярости и сносит группу буквально за пару ходов. Только вот бить его довольно долго и периодически на персонажей накладывается дезориентация, так что рано или поздно кто-то все равно сносит адда без вашего участия. Второй вариант - страж портала. На нем вам в начале боя дается дополнительная опция при выборе действия персонажа Hyper evade, позволяющая избежать атаки босса, но после первого такого предупреждения, она больше не появляется и босс наносит весьма ощутимый урон по всей группе, обладая при этом просто огромным запасом хп и сопротивлением к атакам. Глюк? Не знаю. Третий доступный вариант травит всю группу ядом и спавнит вагон корней, которые также весьма быстро сносят группу за счет их количества и серьезного урона. Снести босса быстро нереально из-за количества хп. Четвертый босс держит всю группу в молчанке, начисто блокируя использование любых способностей и заклинаний. ++++Разработчик в ответе на обзор написал, что раз он, грамотно распределяя провиант (бонусные статы мета-прогрессии) может пройти боссов, то игра проходима. Но это весьма скользкое обоснование, поскольку будучи разработчиком, он куда лучше игроков знает боссов, их сильные и слабые стороны. Глоссарий в игре есть, но не содержит на данный момент никакой информации. В бою вы иногда можете видеть название атаки, но что именно она делает, вы можете только догадываться. Порой даже не понятно, кто из противников атакует и сколько наносится ударов. ++++Плюс к тому к примеру Adventure mode в игре можно разблокировать, но при попытке зайти в это окно вы получите ошибку, которая по сути зацикливает попытку прогрузки этого окна и нужно закрывать игру через альт ф4 или окно стима. Ценность заклинаний рассеивания эффектов с противника или союзника фактически нулевая по той простой причине, что большинство эффектов на противника вешается на постоянку и не снимается, а временные тоже как-то в лучшем случае уменьшаются по числу ходов, и противник их просто обновляет - получается пустой слив маны. Большинство эффектов при этом накладывается на всю группу или самого жреца и снимать их по одному тоже ощущается пустой тратой ходов. Массового лечения или снятия эффектов то ли нет, то ли пока не доступны. К слову использование противниками молчанки лишает группу использования вообще любых способностей. Я могу понять это в плане заклинаний или крика воина, но почему при этом блокируется использование элементарного рассекающего удара или быстрые атаки вора? Я пожалуй пока подожду полного релиза игры и не буду портить себе нервы и впечатление от игры.
if you're a rpg fan, you are gonna love this game. if you already loved the binding of isaac, slay the spire and/or darkest dungeon you're gonna be absolutely hooked up with this cutie. but trust me it is HAAAARD. enjoy and don't smash your pc ^^
Castle Greyrot is so much fun and has a lot of potential, while there are also several flaws. Pros: Several hours of varied content, lots of very interesting mechanics, a few good soundtracks, great character design, tons of potential. Cons: Unfinished content, incredibly high difficulty that can feel insurmountable at certain points, some bugs and reductive features. Be warned that as the game is right now in Early Access you will likely find yourself frustrated and ultimately disappointed, though you'll likely have a lot of fun on the way. I'll be happy to update my review when the game next receives an update!
[quote][b]Check out our [url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]Steam curator[/url] , [url=www.youtube.com/curatorhhf/]YouTube channel[/url] and [url=twitter.com/hhfcurator]Twitter[/url]![/b][/quote] Challenging roguelite turn-based RPG. The gameplay is boss rush only. Proceed like StS. Unique awesome hand-drawn anime characters lead you to enhance the immersive experience. ローグライト要素ありのボスラッシュRPGと謳われている。なかなか難しい。独特絵。
Great art style is supported by great gameplay and funny dialogues. Highly reccomend castle greyrot for those who love rpg games.
Even though it's currently in early access, it has a a feel of a finished game. Character designs are real nice, soundtrack suits the game very well and it's really challenging and fun to play. If you liked Darkest Dungeon, slay the spire, monster train etc, you'd definitely love this game too. Highly recommended.
Surprisingly fun and addictive game with a nice gameplay loop that keeps you coming back. Finding new strategies is quite satisfying and makes you feel like a 300 IQ Gamer™. The UI is a little basic, but the character art is really nice to look at. If you're looking for a good blend of JRPG and rogue-like, this is it.
Castle Greyrot, developed and published by sawworm Games, is a tactical rogue-lite RPG that builds its identity around deliberate, high-stakes encounters and a steady cycle of experimentation, failure, and gradual improvement. Set within a cursed castle that seems to shift and react to those who enter it, the game establishes a dark fantasy atmosphere where each expedition feels like a calculated risk. Rather than focusing on traditional dungeon crawling filled with minor skirmishes, it centers its design on a sequence of meaningful encounters that demand careful planning and thoughtful execution. The gameplay revolves around assembling a small party of characters and guiding them through branching paths within the castle. Each run presents a slightly different set of choices, from the routes taken to the rewards collected along the way. This structure introduces a layer of unpredictability, encouraging players to adapt rather than rely on a fixed strategy. However, the overall framework remains consistent, with each run following a similar rhythm of preparation, encounter, and escalation toward more difficult battles. This balance between randomness and structure gives the game a sense of variety without straying too far from its core design. Combat is turn-based and emphasizes tactical decision-making over speed or reflexes. Players must consider positioning, ability usage, and the interaction between party members to succeed in each encounter. The available classes offer distinct roles, and building a team with strong synergy becomes essential as the difficulty increases. Battles often feel like puzzles, where understanding enemy behavior and planning ahead can make the difference between victory and failure. At the same time, the game’s difficulty ensures that even well-planned strategies are not always enough, reinforcing the importance of learning through repeated attempts. One of the defining features of Castle Greyrot is its approach to progression. While each run can end in failure, the game allows players to carry certain improvements forward, such as unlocked characters or equipment. This creates a sense of long-term growth that helps offset the challenge of individual runs. Over time, players gradually expand their options and refine their strategies, making each attempt feel meaningful even when it does not result in success. This system strikes a balance between the permanence of rogue-like design and the accessibility of incremental progression. The castle itself is presented as more than just a backdrop, with its shifting layout and unpredictable events contributing to the overall experience. It gives the impression of a living environment that reacts to the player’s presence, reinforcing the game’s tone of constant danger. While this concept adds to the atmosphere, the practical impact on gameplay is somewhat limited, as the core loop remains largely unchanged regardless of the specific variations encountered during a run. Visually, the game adopts a stylized 2D presentation that prioritizes clarity during combat. Character designs and environments are consistent with the dark fantasy setting, providing enough detail to support the mood without becoming overly complex. The art style is functional and effective, though it does not stand out as a major highlight. The focus remains on gameplay, with the visuals serving primarily to reinforce the tone rather than define it. The pacing is shaped by the game’s emphasis on challenging encounters. Each run builds toward increasingly difficult battles, creating a sense of escalation that keeps players engaged. However, this constant pressure can also be demanding, as there are few moments of relief between encounters. The repetition of runs, while central to the design, may begin to feel exhausting over time, particularly for players who prefer more variation or a slower pace. Replayability is supported by the combination of randomized elements and multiple character options. Players are encouraged to experiment with different party compositions and strategies, gradually improving their understanding of the game’s systems. While this adds depth, the reliance on a single core loop means that the experience can become predictable once its structure is fully understood. The game offers variety within its framework, but it does not significantly expand beyond it. Despite its limitations, Castle Greyrot succeeds in delivering a focused and challenging experience that rewards patience and strategic thinking. When its systems align, it can create moments of genuine satisfaction, particularly when a carefully planned strategy leads to success against a difficult opponent. These moments highlight the strength of its design, even if they are part of a broader cycle of repetition. In the end, Castle Greyrot is a methodical and demanding RPG that offers a clear and cohesive gameplay loop built around tactical combat and incremental progression. It is best suited for players who enjoy carefully planning their moves and are willing to embrace failure as part of the learning process. While it may not appeal to those seeking variety or a more relaxed experience, it provides a solid and engaging challenge within its niche. Rating: 6/10
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