
Rencounter is a difficult, turn-based, RPG, roguelike game with a mysterious atmosphere. Help your squad survive while navigating through a network of tunnels and rooms. Distribute provisions and medicine to keep them alive.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, German, Hungarian, French
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
peak gierka tylko szkoda ze powerpoint na poczatku
koi kompas e napravil taq igra da mu sera v ustata debil tup kashete drugiq put na genesis ako she mi prashtat free cartichki za igra da ne sa takiva pomi
Difficult, and a lot deeper than it appears.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Hablé con el autor de juego un par de veces, porque me costaba entenderlo y sigo sin hacerlo. Es una genialidad, aunque las armas de fuego sean horribles, tengas que gastar 2 turnos para golpear con armas eléctricas o que te toque pelear en inferioridad muy a menudo, es injusto. Si eso te pareció demasiado duro, seguramente no sea tu juego. Esto va de hacer RNGs para ir mejorando el equipo y llegar cada vez más lejos. Mi consejo es que encuentres compañeros pronto y no gastes dinero en mejorar los personajes en las primeras partidas.
норм
Rencounter, developed by SPVD and published by GrabTheGames, is a deliberately harsh and methodical dungeon-crawling experience that blends turn-based tactical combat with roguelike randomness and survival management. From the moment the game begins, it makes clear that it has little interest in holding the player’s hand. Instead, Rencounter challenges you to learn its systems through failure, observation, and persistence, offering a slow-burning but deeply strategic experience that rewards careful planning over impulsive action. Exploration in Rencounter unfolds across a network of interconnected rooms and corridors, each representing potential opportunity or danger. Movement is handled on a turn-by-turn basis, meaning every step consumes time and resources. This structure gives exploration a weight that real-time dungeon crawlers often lack, as wandering aimlessly can quickly lead to starvation, injury, or a disastrous encounter. The layout of the dungeon shifts from run to run, reinforcing the roguelike foundation and ensuring that no two expeditions play out the same way. Players must constantly decide whether to push deeper in search of better rewards or retreat to preserve dwindling supplies. Combat is the core pillar of Rencounter’s identity and is intentionally slow, tactical, and unforgiving. Battles take place on a grid-based, top-down field where positioning, facing direction, and timing matter as much as raw stats. Attacks, movement, and item usage are all discrete actions, forcing players to think several turns ahead. Enemies behave according to their own patterns and abilities, and understanding these behaviors is essential for survival. Rather than flashy animations or rapid exchanges, combat emphasizes attrition and precision, where a single poor decision can cascade into failure. Layered on top of combat is a demanding survival system that governs hunger, health, and inventory management. Food is scarce, and hunger penalties can quickly weaken your party if not addressed. Medical supplies are limited, making each injury a lingering problem rather than a temporary setback. Inventory space is equally restrictive, forcing players to make difficult choices about what to carry forward and what to abandon. These mechanics transform the dungeon from a simple battlefield into a hostile environment that constantly pressures the player, amplifying the tension of every decision. Rencounter’s roguelike elements introduce a heavy dose of randomness, which can be both its greatest strength and its most divisive feature. Enemy placements, loot drops, and combat outcomes are influenced by RNG, creating runs that can swing wildly between fortune and disaster. When luck aligns with good strategy, the resulting victories feel hard-earned and exhilarating. When it does not, losses can feel abrupt or even unfair. This unpredictability reinforces the game’s theme of survival against overwhelming odds, but it also demands patience from players willing to accept failure as part of the learning process. Visually, the game opts for a restrained and utilitarian presentation. Environments are subdued and minimalistic, prioritizing readability and atmosphere over spectacle. The muted color palette and sparse lighting contribute to a sense of isolation and danger, while the lack of overt visual flourish keeps the focus on mechanics and decision-making. Sound design is similarly understated, with ambient effects and minimal music reinforcing the oppressive mood rather than distracting from it. The overall presentation may appear modest, but it serves the game’s tone effectively. Narrative elements in Rencounter are intentionally minimal and indirect. Rather than delivering a structured story through dialogue or cutscenes, the game relies on implication and environmental context to suggest a larger world beyond the dungeon walls. This approach encourages players to project their own interpretations onto the experience, turning each run into a personal survival story shaped by the choices made and the outcomes endured. While this lack of explicit storytelling may disappoint players seeking strong narrative guidance, it complements the game’s focus on systems-driven gameplay. The learning curve is steep, and Rencounter does little to soften it. Tutorials are sparse, interfaces can feel opaque, and understanding optimal strategies often requires repeated failure. For some players, this roughness can be alienating, especially compared to more polished modern roguelikes. For others, it is precisely this uncompromising design that makes the game compelling. Mastery comes not from grinding experience points, but from understanding mechanics, managing risk, and adapting to uncertainty. Ultimately, Rencounter is a game designed for a specific audience—players who enjoy deliberate pacing, high-stakes decision-making, and the tension that arises from limited information and resources. It is not a casual dungeon crawler nor a story-driven RPG, but a challenging tactical survival experience that embraces its rough edges. For those willing to engage with its systems and accept its unforgiving nature, Rencounter offers a deeply satisfying sense of struggle and accomplishment that lingers long after a run ends. Rating: 6/10
Рекомендую, так часто я не промахивался ни в одной игре с 99% шансом попасть по противнику со спины в туловище. Игра по идее доведена до ума, но из не приятных моментов во время удара иногда срабатывает баг и пропадает весь интерфейсь и нехватает подсказок у предметов и брони, напарники слишком редки даже с учетом петов и дронов, для рогалика 7-10 уровней с возможностью их пересобрать слишком долго. Игра и сюжет банальны, но вот надо было впихнуть 4 ачивки, чтобы перепроходить ее 4 раза, полное неуважение к игроку!! В этой игре все билды имееют место быть, но после стольких переигрываний билд на мачете я так и не смог сделать нормальным.
Сама по себе игра и задумка неплохая, но дико топорное графическое и геймдизайнерское исполнение и местами дикий дисбаланс сводят желание играть постепенно на нет. Обычно я доигрываю игры которые очень понравились на платину, тут как то не получается. Игру надо доработать, потому что потенциал всё равно есть. Ну и починить хотя бы вылеты
No ones going to check reviews so im just going to say that im gay for flithy frank
I was hoping for a turn-based strategy game like xcom. This "game" should be flagged as a tech demo with steam trading cards.
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Players by region
Where this game's players are, estimated from review languages.
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