
CiniCross is a dark fantasy roguelite where nonogram puzzles meet dungeon crawling. Solve increasingly complex puzzles, choose your path through a branching dungeon, and bend the rules using powerful artifacts. Each room is a puzzle. Each boss, a deadly challenge.
Modeled estimate, not a reported figure. How we estimate →
About
CiniCross is a dark fantasy roguelite built around nonogram puzzles (also known as Griddlers).
Descend into a cursed dungeon where every puzzle solved brings you closer to powerful enemies, and greater rewards.
The deeper you go into the dungeon, the more complex the puzzles become.
Solve procedurally generated nonograms of various grid sizes from 5x5 to 20x20. Risk grows with depth, but so do the rewards.
Each floor offers multiple paths, all leading to a deadly boss.
Every boss has a unique power that forces you to adapt your strategy and rethink how you approach nonograms. Along the way, discover shops, campfires, and other locations to aid your journey.

Collect powerful artifacts and items that change how you play. Automatically fill columns, increase rewards, slow down time, and more.
Combine their effects to create devastating synergies during your run.
Every mistake, every wasted second comes at a cost.
Death is inevitable, but each run is a new opportunity. Start over, gather new treasures, refine your strategy, and manage your time carefully to go further than before.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 73 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's just bad now. The difficulty ramped up enough without having to pay for artifacts.
ピクロスxローグライト ピクロスをひたすらやるのが好きな人にはかなりおすすめ。 絵が出てこないピクロスってどうなんだ?と思ったけど時間制限ありでひたすらやるのが面白くて気にならなかった。 全体的にアートの統一感・クオリティが高くてプレイしてて気持ちいい。 高難度盤面をクリアしたときに金やらなんやらが入ってくる時のチャリチャリ音がたまらない。 作風はドット絵レトロダークファンタジー?Loop Heroが近いかも。 ノルマを達成して「クリア」した場合もゲームオーバー画面で終わるのはレトロゲーっぽいw 明確な欠点としてはローグライトとしてのバランスは改善の余地があること。 強くて後半を進めるビルドが偏っていて2種類くらいしかないかも([spoiler]ひたすらピクロス無視して金の魚を捨てるか、ひたすらピクロス無視して埋めてダメージ受けながら殴るか[/spoiler])。 色々とジョブがあるけど実際に固有能力とかはなく、拾えるアーティファクトの違いとかもないので初期所持が違っていても面が進むと差が出にくくなる。結局上記の強いビルドに落ち着くか、面が難しくなる方が早くてゲームオーバー。 あとこの前のアプデからな気がするけど、難易度数値高めでプレイしてて序盤で時間制限きつめのときにどう見ても無理ゲーだろ!みたいな高難度盤面を通らざるをえないルートがでてきて詰むのはちょっと理不尽感。 あとこれは要望に近いけどBGMの種類が少ないのでもっと多いといいかも。 欠点も書いたけど(少ないとはいえ)壊せるビルドもあって楽しめるので普通におすすめです。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, French, German, Simplified Chinese, Polish, Japanese
Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Highly enjoy the RPG / RNG aspect being added to a nonogram.
Se o modo infinito realmente for infinito eu tô lascada. Mas é um ótimo jogo pra quem gosta de nonograma!
this is like if they made picross for men
As a nonogram enjoyer, this game really caught my attention. I unfortunetly land pretty mixed leaning negative on it. It feels like it lacks polish, balancing and interesting gamechanging elements that other roguelikes usually have. First off, even as someone whos solved a lot of nonograms, the difficulty can be brutal - sometimes it feels like the balance on controls the sizizing (eg. 5x5 vs 20x20), without considering the difficulty of the hints given - which leads to the rating you get at the end not taking into account the true difficult of your endeavour. A lot of things in the game are random based too, not the more controlled randomness you can play around, but the real "oh theres a 5% to get an item, good luck" random which can infuriate you a bit. It feels like the game tries to deliberately push you towards playing to go fast and make mistakes, or else the timer will kill you - which could be fine, if the balancing was more on point. It could also just be a skill gap on my end. The game is not a bad idea, and the UI is nice, possibly inspired by loop hero, if not a bit cluttered, a bit hard to read and difficult to navigate at times.
実績全解除済 ローグライクピクロス ピクロスに様々な補助効果を持つアーティファクトを集めて立ち向かい、体力や時間と戦いながら特殊能力を持つボスパズルを目指す 間違えると体力が減り、これが0になるとゲームオーバーとなる ピクロスというパズルの仕様上体力を犠牲に無理やり確定させるのが最適解という状況も少なくはない 問題は論理パズルなのでじっくり考えれば無傷で解けてしまう、という点に対抗すべく時間制限が取り入れられており、ボスを倒すごとに徐々にその経過速度が上昇・難易度が上がると初期の時点で数倍の速さでスタートする 時間切れになると継続ダメージを受けるため無視はできない もちろんこれに対応するためのアイテムが道中売られているが、当然買わなければ凄まじい勢いで減っていく時間に圧殺されるので選択の余地はない ゲーム性の根幹を担うだけあって相応に高額であり、ここ以外で金を使う価値はほぼない このため培ったパズルスキルを活かして序盤から強敵に挑む、というローグライクの王道とも言うべき戦略はそもそも存在しない。高難易度ほど序盤で大きい盤面に挑むのはほぼ自殺行為であり、最小の盤面を5秒以下で解くようなパズルを通り越してメイドインワリオみたいなプレイが最適解になる もちろんその店に寄れるルートが巨大盤面の戦闘とセットなら事実上その回は終了である 一方で経過速度減少アイテムを買いこめるほどに進んだゲームは極めて退屈になる。倍率を0まで減らせば当然時間が経たないので、終盤は巨大な盤面をごく普通のピクロスとして自動マス埋めアーティファクトが発動するのを祈りながらダラダラとこなす時間が大半を占める 総じて素材はいいが調理を間違えたといった感じのゲーム ダークファンタジーらしく難しい局面を無理やり痛みを伴い強行突破するか・じっくり考えて少しでも被害を減らすかのような悩ましい選択を味わうゲームかと思いきや、ドパガキもびっくりの早解きでたまたま大金獲得アイテムが引けるのを待つしかないという全くもって浅いゲーム性になってしまった
Developer Hydrobates takes the familiar concept of nonogram puzzles and reshapes it into something far more adventurous with CiniCross, a title that blends logical deduction with roguelite progression in an unexpectedly natural way. Published by Hydrobates as well, the game abandons the calm, meditative pace commonly associated with picross-inspired experiences and instead places players inside a dangerous dungeon where every completed puzzle represents another step toward survival. Rather than existing as isolated brain teasers, the nonograms become the primary mechanic that drives exploration, progression, and decision-making, resulting in a hybrid that feels refreshingly different from both traditional puzzle games and standard roguelites. At its core, CiniCross revolves around procedurally generated nonogram challenges that steadily grow in size and complexity throughout each expedition. Players begin with smaller grids that introduce the mechanics before gradually facing much larger and more demanding puzzles that require careful concentration and logical thinking. The dungeon itself branches into multiple routes, encouraging players to make meaningful choices about where to travel next. Along the way, special locations such as merchants, campfires, and treasure-filled rooms provide opportunities to prepare for increasingly difficult encounters. Since every journey is randomly generated, each run presents different puzzle layouts, rewards, and strategic decisions, giving the game a high level of replayability that keeps repeated attempts engaging rather than repetitive. A major highlight of the experience is the wide variety of artifacts and passive abilities that players can collect during their adventures. These relics introduce gameplay modifiers that can dramatically alter how puzzles are solved by granting useful advantages or changing the overall flow of each run. Some powers improve efficiency, while others create opportunities for unique combinations that encourage experimentation with different strategies. Building effective synergies becomes just as important as solving the puzzles themselves, adding another layer of depth beyond simple logical deduction. This progression system successfully captures the addictive "one more run" feeling that defines many successful roguelites while ensuring that puzzle-solving always remains the centerpiece of the experience. The game's presentation supports its atmosphere with charming pixel art that balances fantasy adventure and mysterious dungeon exploration. Dark environments, strange creatures, and imposing bosses create a sense of tension without overshadowing the clean readability required for puzzle gameplay. Boss encounters are particularly noteworthy because they introduce fresh mechanics instead of relying solely on tougher puzzles, ensuring that major milestones feel memorable and require players to adapt their approach. The combination of visual charm, atmospheric environments, and evolving gameplay mechanics helps maintain momentum throughout each run. CiniCross also embraces the roguelite philosophy of learning through failure. Defeat is never simply a setback but an opportunity to improve future attempts by understanding puzzle patterns, experimenting with different artifact combinations, and making smarter strategic decisions. This creates a rewarding sense of progression for players who enjoy mastering complex systems over time. However, newcomers looking for a purely relaxing nonogram experience may find the added pressure, increasing difficulty, and roguelite structure more demanding than expected. The larger puzzle grids and layered mechanics require patience and focus, especially during later stages where every mistake can have lasting consequences. Overall, CiniCross is a remarkably creative fusion of two genres that rarely intersect, successfully transforming classic nonogram gameplay into an engaging roguelite adventure. Its procedural progression, meaningful decision-making, diverse artifact system, and steadily escalating challenges create a satisfying gameplay loop that rewards both careful planning and logical thinking. While its difficulty may not appeal to every puzzle enthusiast, players seeking an innovative experience that goes beyond traditional nonogram games will likely find plenty to appreciate. By confidently combining strategic dungeon exploration with rewarding puzzle mechanics, Hydrobates has crafted a distinctive title that stands out in both genres. Rating: 8/10
I've been playing this game for about an hour each day since I got it. Fun game. Getting faster and faster at it is very satisfying.
i've been trying to enjoy the game, and then the latest changes really messed with it. finally, after days of playing, i got to a game where i felt really good and i was progressing! i was on the 10th floor, and then the game completely broke - giving me no option to restart any sort of level. it's an aggravating game, doesn't REALLY feel like a roguelike but i do love nonograms so i was sticking with it until that bug. unfortunately, that had me move from a "maybe" recommendation to a "no" ... just not worth it, imo.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $12.1K | 41 | 88% | $7.99 | |
| — | 0 | — | — | |
| $134.7K | 1.1K | 82% | $4.99 | |
| $30.7K | 114 | 99% | $8.99 | |
| $12.7K | 61 | 92% | $6.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $168.9K | 838 | 95% | $14.99 | |
| $168.9K | 1.6K | 92% | $4.99 | |
| $168.9K | 255 | 91% | $14.99 | |
| $169K | 427 | 82% | $19.99 | |
| $168.9K | 400 | 61% | $19.99 | |
| $168.8K | 293 | 91% | $11.99 |