
Embark on a journey through your favorite fairytales in this charming roguelike deckbuilder. Trade dice in battle to play lots of different cards or to use powerful character abilities. Encounter story events and make tough decisions that shape your journey as it unfolds in your personal storybook.
Modeled estimate, not a reported figure. How we estimate →
Media
About


Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Liebevoll gestaltetes Spiel, welches zu 100% die Zeit vergessen lässt und süchtig macht. 10/10
Sehr schönes Spiel und sehr Gute Umsetzung eines Roguelites
Once Upon a Rogue's Tale is a storybook-inspired roguelike deckbuilder that blends tactical card play, dice-driven decision-making, and branching narrative choices into a playful yet strategic experience. Developed by PolyPirates UG in collaboration with Lizard Child and published by PolyPirates UG, the game sets out to reinterpret classic fairy tales through the lens of a constantly shifting adventure, where familiar characters and motifs are reshaped by player choices and procedural structure. From the outset, it establishes a tone that is lighthearted and imaginative while still demanding thoughtful planning and adaptability from the player. At the heart of the game is its turn-based combat system, which combines traditional deckbuilding mechanics with an added layer of dice management. Cards represent attacks, defenses, abilities, and special effects, but their effectiveness is often tied to how players manipulate and spend dice values during each turn. This fusion introduces a meaningful element of randomness that must be actively managed rather than passively endured. Instead of relying purely on optimized decks, players are encouraged to weigh risk versus reward, deciding whether to trade dice, save them for later turns, or trigger powerful effects at just the right moment. This keeps combat dynamic and ensures that even well-established strategies require constant adjustment. The roguelike structure strongly supports experimentation. Each run unfolds across procedurally generated paths filled with combat encounters, narrative events, and branching decisions that influence both gameplay and story outcomes. Loss is an expected part of progression, but each attempt provides new insights into card synergies, enemy behavior, and event consequences. Over time, players learn how different builds interact with the dice system, encouraging creative approaches rather than rigid optimization. This loop of discovery and adaptation gives the game strong replay value and keeps repeated runs feeling distinct. Narrative presentation is woven directly into gameplay through interactive story events rather than long, linear cutscenes. The game frames each run as a living storybook, where choices subtly reshape the tale being told. Well-known fairy tale figures appear in unexpected roles, sometimes as allies, sometimes as antagonists, and often with motivations that challenge their traditional portrayals. These encounters add personality and context to the journey, reinforcing the sense that the world reacts to player decisions. While the narrative is not deeply scripted, it succeeds in creating a sense of continuity and thematic cohesion across procedurally generated runs. Visually, Once Upon a Rogue’s Tale adopts a colorful, hand-drawn style that draws from anime influences and illustrated storybooks. Character designs are expressive and immediately readable, which helps maintain clarity during combat while also reinforcing the game’s playful tone. Environments are stylized rather than detailed, but this simplicity works in the game’s favor by keeping the focus on mechanics and narrative beats. The interface is clean and intuitive, making it easy to understand card effects, dice interactions, and enemy intentions without overwhelming the player. Progression systems beyond individual runs are present but intentionally restrained. Unlocks and new content expand the pool of cards, events, and possibilities rather than dramatically increasing player power. This design choice helps preserve the balance between challenge and accessibility, ensuring that success still depends on decision-making rather than sheer accumulation of upgrades. As an early access title, the game already feels mechanically coherent, while also leaving room for future expansion in terms of characters, story arcs, and deeper meta progression. The pacing of the experience strikes a comfortable balance between strategy and storytelling. Combat encounters are engaging without being overly long, and narrative events provide breaks in intensity that reinforce the game’s fairy tale atmosphere. Difficulty scales gradually, allowing new players to grasp the mechanics while still offering enough complexity to keep experienced deckbuilder fans invested. Occasional spikes in randomness can lead to unexpected losses, but these moments tend to feel like part of the roguelike identity rather than unfair setbacks. Overall, Once Upon a Rogue’s Tale stands out as a charming and thoughtful entry in the roguelike deckbuilding genre. Its combination of card play, dice management, and narrative choice creates a distinctive gameplay identity that feels both accessible and strategically rich. While still evolving, it already offers a solid foundation built on creativity, replayability, and thematic cohesion. For players who enjoy tactical deckbuilders with a narrative twist and a whimsical aesthetic, it provides a satisfying and imaginative journey that rewards experimentation and repeated play. Rating: 8/10
Really cute game! Deserves more attention
After the demo, I immediatly fell in love with the game. Story Telling, strong enemies, strong and interesting characters, amazing gameplay mechanics and strategy - what else can you need? 10/10 will definitely spend more time exploring this amazing game!
!!!!!Warnung vorweg, ich habe GAME BREAKING BUGS gehabt so 6 mal aufeinander immer nach den letzten Bossen in zwei der Geschichten. das Spiel ging danach nicht weiter und ist jedes mal hängen geblieben und ich musste die Kapitel von Anfang an erneut Spielen, bei den einen ging es, nach den anderen hatte ich die Motivation verloren!!!!! Dennoch muss ich sagen, das es sehr viel Spaß gemacht hat, Spiele in Kinderschuhen sollte man nicht gleich verteufeln. Es hatte leichtes Inscryption feeling und würde es, wenn es im Angebot ist empfehlen, das mit den Bugs ist schade, aber kein Grund es nicht zu kaufen. Gute Arbeit an die Entwickler, da steckt viel Herz drin. Wenn die Bugs raus sind, gutes Spiel.
It's a good game, definitely deserves more attention
So epically, unbelievably slow
I just need one major (IMO) bug fixed and I will happily recommend the game. When playing as Jack, if someone has the Wonder Tendrils and their target dies from any other means, the game freezes and does not continue combat. Other than that, this game is definitely in my collection to stay. UPDATE: current small patch 06 fixed my issue. Great game and Great developers.
Nice game. Firstly I thought that it's a strange attempt in "Slay the Spire". I didn't like dices instead of energy mechanic and long fairy tale stories instead of short descriptions in events, but after two chapters of Demo I started to like this game. My favourite part of the game are different playable characters with unique set of abilities and so rather different playthroughs. Like Frog Prince is a cool character, because he can hit several enemies at a time, and I like his synergy with Gingerbread Witch. Jack character is hard to understand, but also quite enjoyable. In addition, first chapter of the game provides unique setting for different characters, which is really nice. And of course art style is just perfect. What could be better? Stories are quite simple right now. Dices mechanic instead of energy - not sure, if it even needed. Overall, it's a good card game. P.S. Not sure, if it's a good thing or not, but I didn't die even once :)
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Cities: Skylines II | $112.5M | 90.7K | 55% | $49.99 |
| The Scroll of Taiwu : Beyond The Dome | $62.3M | 69.6K | 66% | $29.99 |
| Dyson Sphere Program | $30.9M | 91.2K | 97% | $15.99 |
| Who's Your Daddy?! | $10.6M | 31.8K | 80% | $9.99 |
| Liar's Bar | $10.2M | 55.9K | 90% | $6.99 |
| FIVE NIGHTS AT FREDDY'S: HELP WANTED | $8.9M | 13.1K | 96% | $29.99 |
Related
| Fallen Seeds | $11.4K | 95 | 87% | $6.99 |
| Muddledash | $11.3K | 88 | 86% | $5.99 |
| Trade Rivals - Goblin Age | $11.4K | 79 | 89% | $4.20 |
| Will Fight for Food: Super Actual Sellout: Game of the Hour | $11.3K | 100 | 60% | $4.99 |
| Olympia Rising | $11.3K | 100 | 68% | $4.99 |
| Rhythm World - Master Project | $11.3K | 75 | 75% | $4.99 |