
Test your fighting spirit as you take your party of brave adventurers on an epic quest to restore peace to the lands of Rezrog in this table-top inspired, turn-based, dungeon crawler. Upgrade your skills & tactically exploit enemy weaknesses as you try to handle everything the dungeons will throw at you.
Modeled estimate, not a reported figure. How we estimate →
About

Unique party mechanic: You have a party of brave heroes at your disposal, each with unique looks and strengths, but only one of them can go on an adventure at a time. If one hero falls prey to the enemy and gets captured, rescue him with another member!
Tactical turn-based combat: Carefully plan your actions during the combat, conserve your resources and exploit enemy weaknesses.
No two dungeons are ever the same: Procedurally generated dungeons create a unique experience for each and every player with interesting dungeons, large variety of equipment items and events impacting dungeon exploration.
Permadeath: Getting your whole party captured means the end of the journey for your daring party of heroes.
Progress persistence: Leave your legacy to next generations of heroes, even after permadeath, by acquiring and forging precious gems which leave stat points for use in a new game.
Tabletop aesthetic: Mimics a paper board game style.
Adventurers to heroes: Share all gear and skills within your team and equip them to suit your playstyle, but do it evenly. If your strongest hero is captured, you face an uphill task.
Dungeon crawling: Prepare for unforeseen events as you face various dungeon challenges, avoiding traps and lethal encounters.
Skill system: Skill discovery and upgrade system that allows acquiring and improving skills as you play.
Boss battles: Challenging boss battles to test your fighting spirit. One wrong move could spell defeat.
Large world to explore: 100 dungeon levels, 10 different environments.
7 character classes to play.
More than 60 skills that can be upgraded to become even more powerful.
More than 120 enemies to encounter.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Russian, Simplified Chinese, Korean, Polish*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
Do not buy! Game is abandoned! Not playable due to gamebreaking bugs! Such a shame cause it really had potential!
Wow. DO NOT BUY THIS GAME. Completely unplayable. Game breaking bugs literally stop all progress and you cannot progress. Dev's haven't addressed a single issue since 2017. Dead game.
[h1] Вот красиво не отнять, но сложно и душно - только на второй уровень зашёл, а уже какая-то крыса отпинала, унизила морально и отбросила в депрессию [/h1] Так не должно быть тупо. Целый отряд самоубийц денно и нощно пытается взять приступом какое-то чахлое подземелье. Может там лютое колдунство висит, но радости и счастья от процесса полный 0. Зачем разрабы сделали так сложно? Даже второй уровень не пройти. https://steamcommunity.com/sharedfiles/filedetails/?id=3607905950 Ковыряться надоело и забросилось. Уж баланс и оптимизацию могли бы сделать при такой красоте. А дизайн здесь действительно сильный. Как будто на столе фигурки двигаешь и даже карандаши на фоне валяются. Но крысы и какие-то слизни омерзительны. https://steamcommunity.com/sharedfiles/filedetails/?id=3607905553 Игра 2017-го года тонет в отрицательных отзывах, а разработчики не чешутся править баланс. Зато есть все плюшки. Странные разработчики, конечно... Играть пока что невозможно, либо ума не хватает
Niestety przygoda po przejściu kilku lochów, pokonaniu paru potworów i niewielkim rozwoju postaci zakończyła się dla mnie. Mapa zaczęła się zacinać i nie pozwalała przejść do następnych pomieszczeń. Miałam nadzieję na wspaniałą wyprawę, okazało się, że się przeliczyłam... szkoda. Cóż pozostało wielkie zniesmaczenie bo gra zapowiadała się bardzo ciekawie i przyjemnie, stawiając przed nami nie łatwe zadania.
I bought this on sale for $1.29. It's got simple game mechanics, and a cool aesthetic. But it's got one glaring problem: It's not fun. When you're defeated, you have to send in another teammate to rescue captured heroes. I got my first guy through the dungeon alright. But every other player I sent through died at least twice, no matter what I did. So now my main tank guy is like level 4 just from rescuing all the newbs who can't even get through the starter dungeon without dying. This is not fun. Potions are useless. It uses a turn to drink them, but while that turn is taken, the enemy hits you and undoes the health recovery. So just... don't bother I guess. Spam attacks and hope for the best. But you'll probably die and have to be rescued. But in order to advance, you have to have at least a couple of higher-levelled heroes to rescue the guy from the next level, because your main guy will invariably be killed and need to be rescued, possibly several times. This is not fun. There's a roulette wheel at the start of every dungeon that randomly screws you for the run, -10 damage on all attacks, or enemies get more health, etc. It's like they're trying to punish you for playing. Especially due to the fact that in the 8 or 9 dungeon runs I did, I only got a buff of 10% more gold once. Everything else was a negative effect. This is not fun. So your only option is to send each guy through the started dungeon at least 6 or 8 times in order to over-level them so they don't die the first time they go through dungeon 2. Rinse and repeat for each new dungeon and for each of your heroes. This is not fun. Also, did anybody notice that one of the two songs in the soundtrack is a note-for-note ripoff of the Terminator theme song? Nobody feels like a terminator while getting their asses handed to them over and over in the first dungeon. The only thing that's a little bit fun is the loot. Finding new gear, that's very slightly better than what you currently have is a relief, but only in the sense that you know it's going to make the future repetitions and rescues very slightly less aggravating. The shop is basically a slot machine. You can't see the stats for the new gear you're going to buy until after you buy it. This was a very stupid decision. If there were more problems in the middle and late game, I wouldn't know. I got defeated in dungeon 2 and gave up. It's not fun. I can't even recommend this game even at $1.29. Buy a pack of gum from the dollar store instead. It's less frustrating.
Why was there a rat behind the wall? Overall. nice art and competent programming, but felt like a huge waste of potential. The gameplay was (no pun intended) very flat.
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Good game. Like the mechanics and nice graphics in tabletop style. But the game still got lots of bugs. Sometimes some parts of code just stopped working and you can do nothing but to exit dungeon and start it from beginning. This is especially disappointing when you had a good run of the dungeon before the code breaks. But it does not happen quite often, so the game is still enjoyable and fun
Muchos errores, puertas que se abren, pero no permite avanzar, o te quedas sin movimientos. Debería tener la opción de guardar y cargar si se llegara presentar uno de estos errores, y no perder todo lo avanzado en la mazmorra.
Rezrog, developed by Soaphog and published by Kasedo Games, is a dungeon-crawling roguelike RPG that immediately distinguishes itself through its tabletop-inspired presentation. Rather than relying on traditional fantasy art direction, the game adopts the visual language of miniature board-game figurines, cardboard terrain, and exaggerated tokens. This aesthetic choice isn’t just a stylistic flourish—it informs how the world feels and functions. Every dungeon resembles a constructed playset, every character looks like a painted figurine, and every combat encounter feels like a turn taken around an imaginary table. It creates a cozy familiarity, especially for players who have spent years around physical board games, and it allows Rezrog to feel charming even when the gameplay grows tense or punishing. At its core, Rezrog follows a simple but effective structure: assemble a roster of adventurers, enter procedurally generated dungeons, defeat enemies, harvest loot, and climb the difficulty ladder in pursuit of powerful gems. The twist lies in how the game handles failure. Instead of simply killing a character when a dungeon run goes wrong, Rezrog “captures” them—removing them from active play until another hero successfully rescues them. This creates a subtle layer of emotional investment and tactical decision-making. Every expedition becomes a risk assessment, and choosing which hero to send into which dungeon matters not only for success but for the safety of your entire party. The game also encourages rotating characters rather than relying on a single powerhouse, which keeps progression more dynamic than in many RPG crawlers. Combat plays out as a turn-based, grid-based affair, where ability cooldowns, positioning, environmental hazards, and line-of-sight influence outcomes. Each of the available classes—from warriors and rogues to mages and ranged specialists—comes with a unique skillload that allows for distinct approaches to encounters. The pleasure of the early game comes from learning how these classes complement one another, experimenting with gear combinations, and discovering which skills are most useful against particular dungeon archetypes. Loot drops and stat boosts create gradual power scaling, and the legacy system ensures that even failed attempts contribute something to future runs, reducing frustration and reinforcing the feeling of building a long-term adventuring lineage. But like many procedurally generated roguelikes, Rezrog eventually runs into repetition. While the dungeons are different each time, the tilesets, enemy types, and environmental layouts begin to feel familiar after extended play. The randomized structure sometimes generates arenas that can be cleared with minimal effort, followed immediately by difficulty spikes that feel disproportionately punishing. Puzzle-like encounters and traps add occasional variety, but the overall rhythm becomes predictable once the player internalizes the game’s logic. This isn’t inherently negative—many roguelikes succeed on repetition—but Rezrog lacks enough late-game mechanical escalation to maintain the same sense of discovery it offers early on. The game’s interface and systems also show flashes of both strength and roughness. Inventory management is functional but can feel cramped, especially when juggling equipment between multiple heroes. Some mechanics are explained clearly, while others require trial and error. Enemy behavior patterns, damage scaling, and dungeon modifiers could benefit from clearer communication, as newer players may struggle to understand why certain runs collapse. Yet these imperfections rarely break the game—they simply reinforce the indie identity of the project, where personality often outweighs technical refinement. Where Rezrog remains consistently successful is in tone. The art style, animation, and sound design work together to create a lighthearted fantasy world that never takes itself too seriously. Even after a brutal defeat, it’s hard to stay frustrated when the player’s tiny figurine dramatically gets carted away like a stolen game piece. That sense of playful imagination keeps the experience approachable, even as the difficulty rises. It feels like a digital tribute to game nights spent around a physical board, complete with the triumphs, mishaps, and unexpected stories that define them. Rezrog is ultimately best suited for players who enjoy strategic dungeon crawlers, turn-based combat, and roguelike progression loops, but do not require heavy narrative investment or deep systemic innovation. It offers enough variety to fill many hours, especially for those who like experimenting with character builds, rescuing fallen companions, and gradually mastering procedural challenges. Its flaws—repetition, occasional balance issues, uneven difficulty, and UI clunkiness—are noticeable but not fatal, particularly when weighed against its distinctive visual identity and satisfying risk-reward structure. In the end, Rezrog feels like a lovingly crafted niche experience—one that understands exactly what it wants to evoke and embraces it fully. It may not reinvent the dungeon-crawler genre, but it confidently delivers a memorable tabletop-inspired adventure that rewards patience, experimentation, and strategy. For players willing to accept its quirks, it offers a charming and engaging journey through a world where every dungeon floor feels like a miniature waiting to be explored. Rating: 5/10
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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.
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