
Spin your way to victory in this slotmachine-driven dungeon crawler. Battle monsters, collect loot and unleash the power of the random reels !
Modeled estimate, not a reported figure. How we estimate →
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About
Every action, every event, every discovery is determined by... a slot machine. Dive into a procedurally generated dungeon, explore its mysterious depths, and let fate pull the strings of your adventure.
Attack, defend, loot, trade, or flee — it all depends on the spin.
Every action is handled through a one-armed bandit.
It's not just luck — try to stop the reels at the right moment to trigger favorable outcomes.
Combine symbols to unleash powerful effects… or devastating disasters.
Adapt your strategy based on the spins and the artifacts you unlock along the way.
Spend energy to re-spin certain reels and try to improve your results.

Procedurally generated maps — no dungeon is ever the same
Varied weapons, powerful items, and incredible artifacts
Multiple playable classes, each with their own unique twists
Goblins, skeletons, bandits, ghosts, dragons… and much worse
Mysterious chests, shops, unexpected blessings or curses
Modify probabilities, rig your luck… or suffer the consequences
Permadeath — every run is a unique attempt to go deeper than ever before
In Pereelous, luck is your weapon.
Will you twist fate to your advantage… or become its eternal plaything?
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
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
Сначала тебе кажется, что игра полностью зависит от рэндома. Но очень быстро приходит понимание того, что рэндома тут не больше (а, может, даже меньше), чем в любом карточном дек-билдере. Ты начинаешь тщательнее строить свой билд, покупать правильные вещи у торговца и не экономить деньги на рероллах, призванных быть главным оппонентом рэндома, изучаешь описание врагов и их резисты, а так же думаешь, кого, когда и чем лучше атаковать. В общем, в игре имеется тактика, несмотря на то, что в негативных обзорах недалёкие заявляют обратное! Кроме того, тут играет небольшую роль даже наблюдательность и ловкость, но не персонажа пиксельного, а человека разумного. Очереднной удачный роглайт от этого соло-резработчика!
Currently, this game takes the wrong notes from other roguelikes without understanding how other games balance their own mechanics. The concept is very engaging, but.. —Gold being your sole resource for—Rerolling your combat actions, repairing your weapons, obtaining new weapons, obtaining items like potions, upgrading your slots, obtaining/discarding slots, sometimes paradoxically for scaling your damage—is tedious when there's one entire way to gain gold, and that's incredibly scarce. This also leads to shops often being worthless outside of repairing your starting weapon, because in the natural state of playing the game it hardly feels like you can ever afford to buy a new weapon without luck. This point will come back later. —Poison. It needs to be toned down to be fair. Where most games simply make it a status effect of "you'll take this much damage, dropping by 1 each turn", this game aggressively turns poison into a timer by not only having an unreliable amount of damage to predict, but making it something many enemies can simply apply to you to guarantee they get 9/18/27, 8/16/24, etc, scaling damage in every single turn outside of the first 3 or so combats. It leads to so many eyerolls when you get a lucky reel spin to block the required damage from an attack, but are still taking obscene damage from poison that you can't reliably avoid whatsoever. To lean into the poison mechanic as it is, enemies should either poison OR deal direct damage in their kits; not both. —In a game where you don't have a conscious choice to attack or block, but instead "spend gold to try to block better", armor should persist. Especially when the very first biome's elites can deal 30+ damage a turn, repeatably. —More nitpicking about QoL, but there should be a button to abandon a run from the pause menu within a run. Also, please make the pause menu pop up when you hit Escape.. However! —This game oozes charm in it's aesthetics, music, and sound design. I love the pixelated dungeon crawl feel, and a lot of the sprite work is very nice. —There is a clear vision in what this game wants to do, with surprising depth between slot synergies and the like. Right now, I feel like this game is held back by a lack of balance on enemy damage and attack patterns (in particular, it feels like the enemies are in a higher difficulty than one would be prepared for in the average run), and an over-reliance on gold making you sometimes simply unable to change elements of your run beyond steady required growth to just push forward. I don't think RNG is a problem for the game, because there is enough deterministic elements to control the chaos of your own actions 9 times out of 10. But where theres an over-reliance on gold, there's an over-reliance on getting lucky enough to GET enough gold to have an interesting run. I would love to revisit this in a more balanced state, and if that day comes I'll do my due diligence to make sure this review reflects my changed thoughts.
I really wanted to like this, but I just couldn't. it's too hard to get started so you lose 4/5 runs (at least). there's no apparent progression in any sense, or, if there is, it's so hard to win that you can never progress. you can also easily find yourself in a battle where you're just dealing about 1 damage per turn and it creates a situation where, if you like to see things through, the battle would take ten minutes and you know you're going to lose the whole time. it's miserable. the game is a nice idea that needs a lot of polishing.
Essentially a greatly simplified [i]Slay the Spire[/i], but with way more randomness and no meta progression (aside from unlocking new characters). The game also adds weapon degradation into the mix, because as we all know the one game mechanic gamers universally absolutely [i]love[/i] is weapon degradation.
I really like this game, but cannot recommend it because I truly feel that the RNG on this one is way too punishing... Way too PUNISHING and hard to progress on run, like having a nice run and then a couple bad RNG rolls screw all of your run and you have to restart. And worst yet, no meta-progression behind the scenes to at least progress little by little the whole account and make the game a bit easier on newer runs. This needs some fine tuning to make it a bit less punishing, and it is quite simple in my opinion: - (IMPORTANT!) on level up offer only show upgrades that are useful for your current build, this means that if you don't have armor or spells slots, don't offer spell and armor upgrades. This is extremely annoying when playing only attack build and have a worthless level up armor upgrade offer (+1 to every armor slots) without having any armor slots in the build... - decrease the amount of gold cost on rerolls by half, example: 2->1, 4->2, 6->3, etc. - increase +1 gold per enemy kill and/or +1 gold bounty Since everything in this game revolves around gold (attack rerolls, rewards rerolls, item buys, etc.) for a tentative to control the RNG outcome, slightly increasing the gold earnings and reducing the reroll cost will go a long way to reduce the punishing RNG system in place. If you think these changes are for "babies" that want to enjoy playing this game in baby mode, then have a Hardcore toggle in the New Game (in this current game state) for those sadistic people that have pleasure in getting their asses kicked everytime from the slot RNG. Again I like the game, but in this state it doesn't feel fair... I will change this to recommended once I see some improvements.
Game would be fun if it wasn't riddled with gamebreaking bugs. No updates in 3 months. Radio silence from the dev in the steam discussion section. Maybe he's active on discord, but I'm not gonna go hunt down a discord to see if *maybe* he hasn't abandoned the game and will eventually make it playable. Would not recommend this game or any game from this developer unless you're 100% certain it's in a good state before buying. I definitely would have refunded if the full extent of the buggyness was clear before 2 hours.
Игра интересная, кому нравиться данный жанр определённо стоит покупать. Из минусов нет русского языка, большой привет и минус разработчикам, 2025-2026 год, где даже копеечные проекты стараются быть клиенто-ориентированными и добавляют русскую локализацию... СТЫДНО!!!
Pereelous is a roguelike dungeon crawler that builds its entire identity around a bold and unusual mechanic: every action you take is governed by a slot-machine system. Developed and published by VANDERMAESEN GAMES, it takes a genre typically defined by calculated planning and replaces its core decision-making with a blend of probability, timing, and risk management. The result is a game that constantly walks the line between strategy and chance, asking players not just to make decisions, but to manage uncertainty itself. At the heart of the experience is its reel-based action system. Each turn requires you to spin a set of slots that determine what actions are available, whether that means attacking, defending, healing, or triggering special effects. On the surface, this might seem like it reduces the game to pure randomness, but there is more control beneath the chaos than it initially appears. Players can influence outcomes through careful timing, selective re-spins, and the strategic use of resources, turning what could have been a passive system into something more interactive. Success often depends on knowing when to accept a mediocre outcome and when to push for something better, creating a constant tension between caution and risk. The roguelike structure complements this system well. Each run takes place in procedurally generated dungeons filled with enemies, loot, and unpredictable encounters, ensuring that no two attempts play out exactly the same way. The presence of permadeath adds weight to every decision, reinforcing the importance of resource management and long-term planning. Even though the slot mechanic introduces an element of chance, the game still rewards thoughtful play, especially when it comes to managing health, energy, and positioning within encounters. What adds depth to the experience is the variety of tools available to the player. Different character classes introduce distinct playstyles, while a wide range of weapons, artifacts, and modifiers allow you to shape how your runs unfold. Some items directly affect the slot system, altering probabilities or enhancing certain outcomes, which creates opportunities to gradually “bend” the randomness in your favor. Over time, this transforms the experience from one of reacting to luck into one of subtly controlling it, giving a satisfying sense of progression as you learn how to manipulate the game’s systems. Visually, the game adopts a straightforward pixel art style that prioritizes clarity and functionality. While not particularly detailed, the presentation is cohesive and supports the fast-paced nature of the gameplay. The interface is easy to read, which is crucial in a game where quick decisions matter, and the overall aesthetic carries a simple charm that fits its arcade-like structure. The audio design complements this with energetic but unobtrusive music, helping maintain momentum without becoming distracting. Despite its originality, the game’s reliance on a single central mechanic can also limit its long-term appeal. While the slot system is engaging and unique, it remains the core of every interaction, and over time, the experience can begin to feel repetitive. Although different items and classes introduce variation, they do not fundamentally change how the game is played. For players who enjoy deeper layers of evolving mechanics, this consistency may start to feel restrictive during extended sessions. Another point of tension lies in the balance between randomness and control. While the game provides tools to influence outcomes, there are still moments where luck plays a dominant role, and runs can be cut short despite careful planning. This unpredictability is part of the game’s identity, but it can also lead to frustration, particularly for players who prefer more deterministic systems. The experience often hinges on how comfortable you are with that balance—whether you see it as exciting or limiting. Even with these limitations, Pereelous succeeds in offering something distinct within the roguelike genre. It doesn’t try to compete through scale or complexity, but instead focuses on a single idea and explores it thoroughly. In shorter play sessions, this approach works particularly well, delivering quick bursts of tension and decision-making that feel both accessible and engaging. The unpredictability keeps each run fresh, even if the overall structure remains familiar. In the end, Pereelous is a creative and focused roguelike that stands out through its unique mechanics and clear design philosophy. It may not offer the depth or variety of larger titles in the genre, but it provides a memorable experience built around risk, timing, and adaptation. For players willing to embrace its blend of chance and strategy, it offers a satisfying and occasionally thrilling loop that is easy to return to. Rating: 7/10
Enjoyable roguelike dungeon crawler based on slot machine mechanics. It does a lot of little things right - the pixel art, surprisingly jammin' soundtrack, real choices to make about where & when to spend your $$. The game could really use more content though - more biomes/levels, more enemies, more distinct (environmental?) effects, maybe distinct types of merchants - and another balance pass so diverse builds seem more viable. I'd gladly pay for an expansion the same non-sale price of the game ($5) that added some of this stuff. Basically an appropriate amount of content for a five dollar game, but might leave you wanting more.
Слоты крутятся, бабки не мутятся Есть более интересные РОГАЛИКИ Из прикольного, надо зачистить все локации покупая улучшения Однако если вы умерли, то прокачки нет
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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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