
A Roguelike JRPG. Unlock classes, engage with a deep and finely-balanced battle system, explore 25 unique biomes, unlock 27 classes, and slowly earn power and knowledge. Every battle is a puzzle to be solved. How many generations of heroes will it take you to defeat evil? Perfect for the Steam Deck!
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About
JRoguePG takes the turn-based battles of a JRPG and combines it with a true Roguelike. From a seasoned JRPG developer, expect a robust and finely-tuned battle system that you will want to dive into again and again with the new classes you unlock, biomes you discover, and randomized equipment you receive during the run.
Evil plagues the world using fear and suffering to gain power. The world's only hope lies within a rift that opens only every decade. This rift allows four heroes to enter and attempt to battle their way to the source of the evil. Upon failure, a portion of the resources and any knowledge gained are left for the next decade's heroes to try again. How many heroes will you sacrifice to the rift in order to defeat Extol?
Unlock 27 classes including Ninja, Elementalist, Paladin, Thaumaturgist, Samurai, Hexblade, Battlemage, Lancer, and more!
Each class unlocks 3 class abilities other classes can equip
25 different biomes each with different themed monsters to learn how to defeat
Expect to use your brain to win battles. There is no mashing A to attack and win or an overpowered ability that kills everything
Randomized equipment chests, enemies, dynamic choice chests, and biomes
How you build your party matters tremendously with class composition and how you equip them
Use resources you gather in the previous run to unlock upgrades like starting with more weapon experience, more frequent rare chests, manipulate the randomized biomes, start with more gold, and more!
PERFECT for the Steam Deck!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 23 reviews with recorded playtime.
Reviews
What if you could play a JRPG totally focused on battles? That’s what JRoguePG is all about. But there’s a twist: the battle system works in a “rock-paper-scissors” kind of way, so only choosing basic attacks or spells over and over for every enemy won’t work here. You need to experiment and discover for yourself what kind of attack works better with each different monster. It’s a very creative battle system that demands some thinking and works very well. The gameplay loop, as the name suggests, is like a roguelite with meta-progression. Nothing new progression-wise, and at this point it’s something that is being made since the release of the original Rogue Legacy, but I haven’t seen a good JRPG-like game with this approach like JRoguePG. It’s also worth mentioning that this developer is the same behind [url=https://store.steampowered.com/app/1139160/Divided_Reigns/]Divided Reigns[/url] and [url=https://store.steampowered.com/app/553760/Einlanzer/]Einlazer[/url], which are well rated. At a first glance you can think that this is just another RPG Maker game, but it’s more than that, and it also have some custom artworks for characters that give this game a bit more unique visuals here and there. Last, but not least: there’s a demo, and it’s still available! That’s a huge plus in an age where many developers are quick to remove their demos when the full game is released on Steam, so feel free to check it out. You can also transfer the progress you make from the demo to the full game if you wish (more info about that on the [url=https://steamcommunity.com/app/2996020/discussions/]forum[/url]). And the cherry on top is that the developer is super responsive and the game’s price is very affordable. Over all, JRoguePG is a nice game to have in your library for sure.
Ultimately it's a pretty good game for what it's asking and what you get. You get a more in depth turn based system than most and a fair amount of fun classes and equipment to mess around with. Sometimes you just want to build a squad without having to go through the whole rpg formula. Would be great to see some quality of life changes to make some things smoother. For instance you can see what each class can equip when choosing them but then you have to remember because its not in the status screen after. I have a few small complaints like that but it's easily overlooked because the core of the game is solid. Solid game, will look into this developer's other games when I have the time
Easy purchase reccomendation from me. Its basically what if classic FF had a battles only randomizer. This game avoids the pit fall of deck builders by not tying your abilities to RNG while still allowing RNG to change your play style mid run via gear that adds skills and Power Fragmets that offer spells. Game is being worked on near daily based on the dev feedback in the discussion threads, which I've been honestly spamming the past few days. The best mechanic for me personally is the class skill system since you have 27 classes, and each class gives 3 skills by the time you reach level 15 so you havr 81 options by the end of it all. Personally i do hope we get a little more power player side as this game is rather difficult, but i do think its a good thing there's a challenge to it. Lastly my play time is like 1/4th just being idle listening to the sound track. Great tracks all around.
Welp, that's the end of the run (of the normal game anyways, there are even harder challenges to go) At this point I have a few too many hours in NAD's games for the somewhat gritty, mechanically tight and extremely difficult nature of this combat to phase me but if that's something that sounds up your alley you're in the right place. Overall, the game really is a nice capstone on the combat of Divided Reigns with a lot of extra polish on everything (you could often die in Divided Reigns just because the boss pelts you with 2 AoE spells on the same turn this basically never happened here). The balance is surprisingly tight though overall to a point that I'm scratching my head if the game's hardest achievement is even feasible (I'll have to cross that bridge) But yeah overall excellent game for me to pick up and down the nature of roguelikes really fits the developper's combat style allowing you to actually embrace failure more than the standard JRPG format with liberal saving allows which has proven a huge boon to the experience overall. The format and general balance also makes the game way more approachable than the developper's other titles for more casual players which is largely a good thing (boot up divided reigns on the highest difficulty and see what happens this is NOT that at all lol) you don't just die out of nowhere.
The only way I've been able to explain this game to friends is "if the screenshots activate something in your lizard brain, follow that urge" and so far no one's been steered wrong. Great feeling of fascinating Knowledge Progression rather than pure number progression (in how you uncover enemy strengths/weaknesses over time), enjoyable class typing and differentiation. Sometimes you get to a new biome and just get Absolutely Owned but buddy that's roguelikes. If you've got an itch to scratch while waiting for Time Break Chronicles to update again, or if you want something more about building This party, Today, instead of rotating through a relatively-static-but-expansive cast...check it out. In fact just buy both of them, they're worth it.
Impressively well designed. If you're a fan of randomizer roms or just roguelikes and jrpgs in general, definitely worth giving it a try. To be more specific- The loot spread is good. While many games with randomized loot often throw trivial modifiers at you like +3% damage on a full moon or whatever, the items here do cool stuff. A weapon that casts elemental magic when it hits, armour that grants 50% resistance to a type of damage, accessories that do things like make you 50% more likely to get hit, or give you 50% chance to counter attack when hit. And even weirder stuff like making the character auto-use a healing item when injured at the end of the turn. Great stuff. There's boring, weak items too, but the good stuff is common enough to keep runs fresh and interesting, incentivizing you to rethink your plans for the party. The monsters are good too! They have wildly varying stats; some will dodge basically every physical hit, forcing you to use magic or an attack that cannot miss. Some counter your attacks, or spells. Some can revive allies, or become invulnerable for a turn. And that's among normal enemies, the bosses are even better. And there's a lot of variety between runs; you won't be facing the same wind elemental enemies on the 4th floor every time like many roguelikes end up doing. The character build mechanics are cool! Each character gets only a single class for a run and has nothing to customize about that, but when you hit milestones every 5 levels you unlock an active or passive skill from that class that can be equipped by anyone. Combined with equipment, it gives you a lot of cool options, like giving the knight's taunting ability to a rogue, so they can taunt enemies after stacking a ton of evasion, becoming a dodge tank. Classes are unlocked through a variety of achievements, like using a particular ability X number of times, reaching a specific floor with a specific class, or using every single magical element at least once. Makes for fun side objectives during a run. You also unlock special physical attacks during runs with a sort of 'learn by doing' system, which resets each run. Basically, if your whole party is using longbows, they'll all unlock all the cool ranged attacks very quickly, whereas if everyone is doing a bit of everything, you'll take a lot longer to unlock high level moves. Speaking of unlocks, the meta progression system is fun too. You simply earn currency during the run you spend to unlock perks, but the perks do impactful stuff like unlock new gear at the shops or improve the loot you find. What I like though is that you can skip some upgrades- by taking the third tier of the 'start with some free gold' perk, you save currency compared to if you bought all of the first 3 tiers in order. Of course, you might get farther and earn more currency by taking those early tiers. Adds a bit of extra strategy to getting the most bang for your buck. The UI is done well, with proper information about what items and spells do, what stats your character has (including odd ones like item efficacy or chance to be targetted by enemies) and even a nice little bestiary that keeps track of things you learned about enemies you've fought before, like weaknesses and stats, along with a tip about how they behave. If you don't mind the simple graphics, lack of story and rpgmaker trappings, it's a fantastic game. Absolute win for anyone looking for gameplay above all else.
Came to this because I enjoyed one of this dev's previous game, divided reigns, love supporting RPGmaker devs, and love roguelikes. Definitely a great formula and glad to see someone of this pedigree attempting it. Impressed with this so far. Combat feels complex while being feasible, lots of meta progression, and the class system seems like it will keep things fun for a long time
This game is a blast! This game will be an icon on my device for many years. You can binge it for a weekend or play it 5 minutes during a break. Extreme strategic variety that doesn't grow tiresome.
GG
Game has taken over my life since getting into it. Big recommendation for any fans of turn-based combat.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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