
A card deck-building roguelite! Explore labyrinths each time from level 1!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
poor translation and a bad ui means you have to guess what cards actually do. there are far better deckbuilders, this one's an easy pass. 4/10
Kind of a makeup positive review since the Blightstone (resource for purchasing permanent bonuses) depletion bug that a lot of people dinged this for upon release has since been patched out. Take Slay the Spire and give it linear progression, persistent powerups, and the plot of a Disgaea game and Overrogue is what you get. Pretty easy compared to other, more infamous titles in the (sub?) genre I've played, and actually 100% completing the game (as opposed to just the steam achievements which is what I did) is too grindy for me to bother, but not a bad game by any means. Having played 99 hours I at least feel like I got my money's worth. As usual the patented Kemco bonus/cheat DLC is definitely not necessary to complete the game by any means (I don't have it), but would definitely make the game a LOT easier and speed things up if you want to grind the game's compendiums out to 100%. Had there been the option to just buy like 10,000 blightstones and/or 100,000 demon coins however I probably would have done it, and then regretted it.
Game balance is pretty good. It is very story oriented, so it is 20 minutes of dialog and then 30 minutes of a dungeon. Rinse and repeat. Pick this one, if you like balanced card games with a bit too much story. For whatever reason, only around 50% of people beat Dungeon 3, which is like 3 hours of playing time
一言で言えば、デッキ構築型ローグライトゲーム(slay the spire)にRPG要素をほんのり加えたゲーム ゲームバランス、カードデザインは全体的に大味かつ調整不足感がある。 ダンジョンクリア時に貰える報酬で新しいカードを解放したり初期ステータス上げることができる育成要素にどれだけ魅力を感じるかだろうか。
ダンジョン攻略カードバトルRPGということでプレイ、色々なカードを使ってダンジョンを突破していくものだが、デッキのバランスが面白く、それぞれの場面で何のカードを選択して突破するか等、常に考えて進むことになるのであっというまに時間が過ぎる。ローグライクなゲームが好きな人にお勧め。 (バグには遭遇してないので、文句なしにお勧めの作品と言える。)
great story, cool card system with an insane amount of unlocks, difficulty scales well
デッキ構築型ローグライクにRPG要素を追加した作品。 町や拠点を歩いて話を聞くRPGパート、 Slay the Spire(以下StS)系のローグライクカードゲームで ダンジョンを攻略するローグライクパートを交互に行う。 敵の能力が下がるビギナーモードがあるので、 興味あるけど難易度高そう…と悩む人にもオススメ。 ビギナーモードのオンオフはいつでも切り替えられる。 ・RPGパート 拠点や町をうろつき、話を聞いたり依頼を受けたり、 依頼の達成に奔走したりするパート。 ローグライクパートで使う物のアンロックのため、 あちらで入手したコインでガチャを回したり、 レア通貨の石で永続強化要素をアンロックしたりする。 ガチャからは新カードや秘宝のアンロック権、 基礎ステータス等を強化するステッカーが排出される。 ガチャは所謂ボックスガチャ方式なので、いつまでも 欲しい物が出ない!ということにはならないので安心。 永続強化要素は入手後、任意でオフにもできる。 モブのセリフが結構な頻度で変わるので、 町や拠点をうろついて話を聞くのが意外と楽しいが、 町は中々に広く、初めの内はマップの把握が大変。 贅沢を言えばタウンマップが欲しかった。 依頼を受ける場所が2か所に分かれていたり、 依頼が終われば受けた場所に報告する必要があったり、 依頼が1つづつしか受けられなかったりと、 スーファミっぽいグラフィックと相まって 少し前時代的な造りになっていると感じた。 ・ローグライクパート 概ねStS系だが、自キャラが3人いるのが特徴。 3人は前衛・中衛・後衛に1人づつ配置され、 敵の単体攻撃は必ず前衛が受ける。 どのキャラの手番でも1コストで位置変更が行え、 前衛は後衛へ、それ以外は1マス前に出る。 後衛に入ると即座にHPが2回復するほか、 後衛の状態で手番を迎えてもHPが2回復する。 キャラが3人いるからか、敵の体力は概して高め。 行動順は敵味方交互ではなく速度(SPD)順で、 全体でのターンの区切りがない(1ターン=1手番)。 HPもバフもデバフもキャラごとなので、 特定のバフを基軸にしたデッキは作りにくそう。 融通が利かず回復量も微量とはいえ 何度も使える回復手段が常に手札にあるためか、 他のStS系と比べるとシールド付与がほとんどなく、 キャラの手番開始時にシールドは消滅してしまう。 敵の攻撃力も高いので、回復手段の確保が肝要。 こちらのパートが終わるとコインや石を入手でき、 RPGパートでそれを消費し、各種アンロックをする。 ・デッキテーマ 他のStS系でいうキャラクターに相当する部分。 ダンジョン突入時に選択したデッキテーマによって、 初期デッキ&秘宝、道中で出るカード&秘宝が変わる。 テーマは全部で5つあり、シナリオ進行で順次解放。 ガチャもテーマごとに筐体が分かれている。 1テーマごとに概ね3つのコンセプトがあるが、 (例:最初のテーマは剣、槍、金消費の3コンセプト) 最初のテーマ以外のコンセプトはクセが強め。 ・J-RPG要素 RPGなのでストーリーに従って話が進んでいくほか、 3人のプレイヤーキャラに明確な性格付けがされている。 頼りなさ気で魔王就任にノリ気じゃない魔王の息子、 その未来の妻を勝手に自称する暴力系金髪お嬢様、 転がり込んできたお金大好きな天然犬娘の3人が 魔王選定に挑む、一昔前の味付けのお話が展開する。 今のところは良くも悪くも超王道で、 古臭いと感じるか、懐かしいと感じるかはあなた次第。 ・改善してほしい点 steam掲示板へ記載しました。随時増えます。 RPG部分に前時代的な部分が見られる一方、 ローグライク部分は痒い所に手が届く親切設計で、 総合的に見れば値段以上の佳作というところだろうか。 会話を爆速でスキップする機能や ストーリーを無視して全ダンジョンに行ける機能もあり、 ローグライクモードだけ遊びたい人も安心の設計。 データを引き継げる体験版もあるので、 まずはそちらからプレイすると良いだろう。
i love the card battle, story is kind of meaningless. give me more card battles and less filler.
Overrogue, developed by Exe Create Inc. and published by KEMCO, is a fascinating blend of roguelite design and traditional Japanese role-playing elements that places players in the middle of a demonic succession tournament. The premise is straightforward but effective: an underworld competition is being held to determine the next ruler, and aspiring contenders must prove themselves by conquing dangerous labyrinths and overcoming increasingly difficult opponents. While the story is not particularly groundbreaking, it provides enough motivation to support the game's real attraction—its intricate deck-building mechanics and endlessly replayable structure. The game distinguishes itself by combining card-based combat with dungeon exploration and persistent progression. Every venture into its procedurally inspired labyrinths begins with a modest set of cards, gradually expanding into powerful and highly specialized decks as players progress. With hundreds of cards available and an extensive collection of treasures that can dramatically alter a run, experimentation becomes a major part of the experience. Some strategies revolve around inflicting poison, others focus on sacrificing cards for greater power, while several archetypes reward careful planning and combo execution. The variety ensures that no two expeditions feel exactly alike, encouraging players to constantly adapt their tactics rather than relying on a single dominant strategy. Combat strikes an enjoyable balance between accessibility and depth. Battles unfold in a turn-based format where every decision matters, from selecting which cards to play to determining when to conserve resources for later encounters. Unlike many deck-builders that focus solely on individual actions, Overrogue incorporates party-based elements that add another strategic layer. Managing character positions and understanding enemy patterns become just as important as assembling an efficient deck. Discovering a combination of cards and treasures that transforms an average build into an unstoppable force is consistently rewarding and serves as one of the game's greatest strengths. Beyond individual runs, Overrogue introduces permanent progression systems that give players a sense of continual advancement. Currency earned throughout the adventure can be invested into upgrades that improve future attempts, creating a satisfying loop where even failed runs contribute to long-term growth. This approach makes the game more approachable for newcomers while providing experienced players with additional goals to pursue. However, the system does occasionally lean toward repetition, especially for those seeking to unlock every enhancement. Some later sections may require extra grinding, though the steady stream of rewards helps mitigate potential frustration. Presentation-wise, the game embraces KEMCO's signature style with vibrant pixel art, expressive character designs, and a soundtrack that complements the fantasy setting. The environments may not push technical boundaries, but they possess a nostalgic charm that suits the game's overall tone. Character interactions add personality to the world, often balancing serious moments with lighthearted humor. While the narrative remains secondary to the gameplay, the cast is memorable enough to maintain interest between dungeon runs, and the visual consistency helps establish a distinct identity among the growing number of indie roguelites. What makes Overrogue particularly appealing is its successful marriage of two genres that do not often intersect. It captures the addictive "one more run" mentality of modern roguelites while preserving the sense of progression and customization associated with classic JRPGs. There are shortcomings, including occasional repetition in dungeon design and a progression curve that can feel padded at times, but these issues rarely overshadow the compelling gameplay loop. Players who enjoy carefully crafting builds, uncovering synergies, and steadily becoming more powerful will find plenty to appreciate. Overrogue may not redefine the deck-building genre, but it confidently delivers an engaging and content-rich experience that understands its audience. Its substantial card pool, rewarding progression systems, and strategic combat make it an easy recommendation for fans of roguelites and Japanese RPGs alike. Exe Create Inc. and KEMCO have created a title that remains entertaining long after its opening hours, proving that a familiar formula can still feel fresh when executed with care and creativity. Rating: 6/10
StS系のローグライト。 アプリ版でプレイ済。 リリース当初に致命的バグがあったのでがっつり親指を下げられていたが現在は解決済み。 RPG的なマップ移動が何故か拠点にだけあるが、基本はデッキ構築型ローグライト。 カードプールはテーマで数種類に分かれており、 そこから選択又はダンジョンで固定のテーマを使用する。 ■Good ・グラ〇 ・キャラがかわいい ・テンポ〇 ・戦闘バランスはそれなり ■Bad ・KEMCOのゲームで良くある微妙なノリの所 ・RPGっぽくするのはいいがもうちょっと洗練してほしい
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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