
Deadzone: Rogue is a roguelite FPS set in space. Blast through swarms of hostile machines, combine powerful augments and elements to forge your build, and grow stronger with each run — solo or in co-op.
Most likely between $5.7M and $16M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 82% | approximately $9.4M |
| PlayStation | $24.99 | 91% | — |
| Xbox | $24.99 | 94% | — |
| Epic | $24.99 | 93% | — |
| Nintendo | $24.99 | — |
Cheapest copy: ≈ $1.48 on Xbox · Türkiye (−94%). Compare 35 prices in 15 markets →
Reviews
Themes across 1354 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
best fps roguelike
I had a blast with this game and if the sequel were just the same mechanics but with more story and new bosses I would be happy to buy it. Any other improvements or features added would just be a bonus
FPS형식에 로그라이크는 처음 맛보는데 생각보다 재미있었음 여러 증강고르고 스펙오르고 무기를 다 만나보지는 못했는데 반동자체도 있는것도 아니라서 할만하다고 생각합니다. 가격은 원가가격 생각하면 적당하면서 조금은 비싼감이 있음. 최대 3명인게 조금 아쉬운감이 있는데 나쁘지 않네요
战斗爽
bom e divertido
IT GOOD
one of my favs
Good game, ignore review bombing being mad at a 6 euro game that's so well made is just brainrot
games awesome
[h1]Deadzone: Rogue[/h1] [b]Rating:[/b] 4/10 — Good Game, Wrong Fit For Me [h1]The Short Version[/h1] [b]Verdict:[/b] Deadzone: Rogue is a roguelite FPS set aboard a derelict space station overrun with biomechanical enemies, and on paper it has a lot going for it. The augment system is solid, build variety is real, and the game runs well. But the gunplay felt too arcady for my taste, the movement felt glued to the ground, and a ghosting issue I couldn't fix made the whole experience feel off. Good game — just not my kind of good game. [table] [tr] [th]Category[/th] [th]Verdict[/th] [/tr] [tr] [td]Gunplay[/td] [td]Arcade feel — not satisfying enough for me[/td] [/tr] [tr] [td]Movement[/td] [td]Too grounded, dash feels limited[/td] [/tr] [tr] [td]Build System[/td] [td]Solid — augments and stacking work well[/td] [/tr] [/table] [hr][/hr] [h1]Boots Magnetized to the Floor[/h1] [i]"The mechanics work — they just didn't work for me."[/i] Deadzone: Rogue puts you through procedurally generated rooms aboard the ISS-X, clearing out waves of hostile machines while stacking augments and elemental builds across each run. The loop itself is functional and the augment stacking genuinely feels good. The problem is everything surrounding it. The guns feel too arcady — not snappy, not punchy, not particularly satisfying to use — and when shooting is the core activity, that's a hard gap to overlook. The movement compounds it. Dashes barely cover any distance, and there's a constant magnetic pull back to the ground that makes the whole thing feel heavier than it should. [list] [*] [b]Gunplay Falls Flat:[/b] The weapons just didn't feel responsive enough for my liking. Semis were the standout — slap a solid modifier on one and it genuinely performs — but across the board the feel is too arcady to be satisfying when you're actively paying attention to it. [*] [b]Pistols Are Surprisingly Strong:[/b] Worth calling out — pistols in this game hit well above their weight. They can function as a legitimate primary if you build around them, which caught me off guard in a good way. [*] [b]Grenades Feel Underwhelming:[/b] Tried several types and most of them just didn't feel rewarding to use. The cryo freeze grenade was the most useful of the bunch simply because slowing enemies down is practical — everything else felt like an afterthought. [*] [b]Augments and Build Variety Hold Up:[/b] This is where the game earns its points. Stacking builds across a run feels good and there's real variety in how you can approach each one. Made it to the final zone boss on my second run on hard difficulty, which says something about how well the build system scales. [/list] [h1]The Rough Edges[/h1] [i]"A few things that made an already iffy experience noticeably worse."[/i] [list] [*] [b]Ghosting I Couldn't Fix:[/b] No matter what graphics settings I adjusted, the game had a persistent ghosting effect I couldn't shake. Tweaked just about everything and it stayed. Not sure if it's a known issue or something specific to my setup, but it was noticeable the entire time. [*] [b]Movement Feels Magnetized:[/b] Dashes cover very little ground, and there's an odd pull back to the floor that makes movement feel sluggish. [*] [b]Final Boss Health Pool:[/b] The final boss felt like a difficulty spike that didn't match the rest of zone one. A massive health pool compared to everything leading up to it — not a dealbreaker, just noticeably out of step with the pacing. [*] [b]Performance Was Fine:[/b] Maxed settings and still averaging above 60 FPS without any real issues. After some adjustments it ran cleanly, no complaints there. [/list] [h1]Final Thoughts[/h1] [b]Who is this for?[/b] Players who enjoy roguelite FPS games and don't mind an arcade-leaning feel to their gunplay. If responsive, punchy shooting is what you're after, this might not land the same way. If you're into build depth and augment stacking in a sci-fi setting, there's a solid game here. [b]Conclusion:[/b] A fair 4/10 from my perspective — and that's a personal score, not an objective one. The game is well-made enough that I'm still recommending it, because I can clearly see what it's going for and who it's for. It just isn't for me. The gunplay didn't feel satisfying, the movement felt restrictive, and I'll probably be putting in for a refund. If the premise sounds appealing, it's worth trying — just know what kind of shooter this is before you commit.