
MISTROGUE is a "Mystery Dungeon" style real-time action JRPG. Explore an ever-changing "Living Dungeon". Fight through the monster hordes and gimmicks with your own skill builds while paving your path with "Maze Stone"!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About


Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Traditional Chinese, Korean
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
this game problem is deadly, the "Living dungeon" is not a good idea, not fun but much more like boring. when you battle, there are too many things to notice and hard to play, most of the creeps have AOE damage and Stun ability, but you lack of AOE damage even ranged skills. had to fight them in narrow and always changing dungeon, no place to doge, and if you use space skill. most of time result in fall of the cliff there are so many negative feedback in game design: 1. fall of the cliff 2.creep appear without notice 3.tons of AOE is preparing , no place to hide 4. get stuned in crowd got a easy death. 5.some boss can kill you by one shot. when you crowed by creeps, the only choice is press TAB to pause the game, then release a precious scroll, so what am i playing? Final Fantasy?
ボーナスモンスター(ゴブリン)が勝手に落ちて死ぬ。 これだけが本当にイラついて耐えられない。 プレイヤー側にはなんの非もないのに損した気分になるクソポイントです。
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Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
500円が妥当なゲーム。買う前におすすめしない方々の意見を見てほしい。(自分もよく見ておくべきだった・・・) バグが多い、コンテンツ内容が少ない、敵のAIが悪すぎて勝手に落下死する等。 バグ修正が面倒臭くなって正式版にしたのでは・・・? ここまで内容が酷いゲームは久しぶりです。
簡単に言うなら3時間くらいぐだっと遊ぶゲームとしておすすめ。 分かりやすくビルドの答えがあり、それを守っていけばとりあえずエンドコンテンツまで楽しめるのはカジュアルでGood 詳しく言うなら何かがありそうだったが、今のところ何もないゲームです。 見下ろしアクションとローグライクが混ざった本作は、Slay of Spireのようなローグライクと何かの化学変化をユーザーは期待していることが多いと思うが、その点に関してはクリアをしている。全体の画はDiabloに近い。問題があるとするならば、ローグライクとDiabloの二つを混ぜた時のエンドコンテンツは一つのゲームとしてまとめ上げるときに喧嘩をしてしまうという点だ。まず、ローグライクとハクスラはどちらもゲームの中ではユーザーに求めるものが多いジャンルだ。スキルを求めるローグライクと時間を費やすハクスラは一見相性がいいように見えるが、プレイヤースキルはレアアイテムを掘る価値を下げ、レアアイテムはプレイヤースキルの否定になりうるため、「同じ土俵で頑張りがいがない」という結果になりかねない。また、小規模開発の痛いところである【敵キャラをそんなに作れない】ことも頑張りがいのなさに寄与してしまっている。 【ローグとハクスラ】のどちらかをオマケにする覚悟と【豊かな障害】が足されれば化けるのになぁ…と感じてしまう本作だ。
Actually really decent. Definitely has a good structure. The skills and scrolls are the best part. I can see myself putting a few hours into this.
ストーリークリア、果てなき亜空プレイ済み、百戦錬磨は攻略途中です。 お気に入りのスキル割り当てで装備を育てていくのがとにかく楽しいです。 周回するたびに強くなっていく実感が強いため、周回が苦じゃないどころか朝までやってしまいます。 モンハン等で装備を整えるために時間を溶かしていたという人はハマると思います。 百戦錬磨はやりごたえがあります。育てた装備一式を持ち込めて、育てる楽しさを増幅させてくれるので好きです。 早く攻略したい…! それぞれのキャラクターのストーリーや活躍場面があるともっと嬉しいです。
コンセプトは良いと思うが、ビルドに関してはそんなに特筆するようなものではない。 敵の攻撃の中にこちらのパッシブスキルを一時的に封じる物があるが、それは最悪。 組んだビルドが一発で崩れる。ストレスでしか無い。 ダンジョンも数が少ない。ダンジョンは階層が増えていくタイプなのにも関わらず、 所持重量が少ないお陰でしょっちゅう持ち物整理をすることに。 分解やアイテム売却の際にも一括選択が出来ない。 トータルで考えると、今の段階で購入を進められるゲームではないと判断した。
正直このゲームが賛否両論なのかよくわからない。風来のシレンを5までクリアしているがオマージュ作品として良作だと思う。まずは通常迷宮を複数回クリアしてスキルの有用性を理解して自分なりの最適ビルドを決める。それを亜空で実現して深く潜っていくゲームなのではと思います!ビルドがはまると爽快ですよ!
It's a tentative conditional recommend at the moment as it only came out to early access a day ago at time of writing There's a good and decently fun foundation of a game but a lot of refining and additional content is still needed. Currently there are only 3 dungeons and only having died once it took me less than 5 hours to complete the game. Probably would take even less for anyone more skilled/familiar with arpg style dungeon crawlers. The dungeons pretty much all look the same right now with very slight colour changes and the enemy variety is low as there is not really much space to put enemies in with just 3 dungeons. Variety in general is lacking. All weapons i encountered effectively function the same so there's only one flavour of combat at the moment. Combat is a little bit clunky. Telegraphed enemy attacks don't seem to be always accurate and you still get hit even when you think you are out of the area and clear of the animation. The dodge roll reliant combat seems to clash with the living maze dungeon design as very often you either roll to fall off or the enemy aoe is bigger and faster than you can get out of in the narrow paths of the maze. Once beat the last dungeon you learn that you can keep playing endlessly and the enemies will increase in difficulty with each clear. At the moment i have 0 motivation to do that as i feel i've already experienced everything the game has to offer. Even though all of the above sounds negative i had fun playing the game there's just little to nothing to go back for after just a short time playing. If you're ok with that, go for it. Otherwise i'd definitely suggest waiting for content updates.
クエスト→ダンジョンの繰り返しでアクション要素もそこまでないので、単調。 2、3回でお腹いっぱいになるゲーム。 セールで500以下の時に暇つぶしでやるならいいんじゃねレベル。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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