
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
游戏本身的刷刷刷我还不算什么!!!这都多少年了!BUG依旧一大堆!副本里每次开门都会出现新的地图!经常性在出现地图的时候直接卡死!等于副本白打了!辛苦白费了!!!最可气的就是副本剩下最后几个小地图的时候卡死!!!时间全部都浪费了!!!BUG都不修复!!!游戏性也不高!!!真心不建议大家购买!!已经很久很久没有更新修复过了!!!
톡톡톡 던전 탐험하기 여관에 방문한 다양한 직업의 캐릭터들로 파티를 구성하고 모험을 떠납니다. 각 직업마다 주요 스탯과 스킬들이 다르며 전투 방식도 조금씩 다르게 설정되어 있죠. 그들의 능력에 맞춰서 적절하고 강력한 파티를 구성해내면 됩니다. 파티 구성이 완료되면 던전 탐험을 시작합니다. 몬스터와 전투 중이 아닌 경우에는 던전 내부를 자유롭게 이동할 수 있고, 반대로 전투중이라면 턴 방식으로 이동과 공격을 수행하게 되죠. 기본적인 공격 외에 캐릭터마다 보유한 스킬을 발동하면서 전투를 진행할 수 있으며, 모든 적을 처치하면 전투 상태가 해제되어 다시 자유롭게 이동할 수 있습니다. 참고로, 아이템은 쿨타임(턴)이 존재하기에 전투/비전투 상황에 맞춰서 적절하게 사용해야 하죠. 모험을 진행하면서 경험치를 얻어 성장이 가능합니다. 레벨어벵 따라서 획득한 스탯 포인트를 분배할 수 있으며, 전리품으로 획득하는 아이템을 장착하거나 판매하여 골드를 얻을 수 있죠. 장구류를 수리하거나 상점에서 거래를 진행할 수도 있으며, 젬들을 수집하여 스킬들의 강화를 진행할 수도 있습니다. 던전이 펼쳐져 있고 말 형태로 캐릭터와 몬스터들이 존재하기에 보드게임 느낌을 주기도 합니다. 아쉬운 점 -조금 불편한 화면 조작(WASD로 이동하고 QE로 회전 가능하면 편할탠대) -개인성장 외에는 그냥 아이템 공유말곤 없는 다양한 직업 캐릭터 -자유로워 보이지만 정해진 길만 따르는 방식
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
muy chulo...
Macht mega Laune!!!
super
Баги! Играешь 40 минут потом твой каличный перснаж просто перестаёт идти в дверь... ты выходишь и теряешь весь получасовой прогресс-свой труд. а разработчик в это время вместо устранения багов ковырет пальцем в жoпе
The game is moderately fun, but there are just too many annoyances. * No key binding options * Having to cross large empty levels to get to an unexplored part at the other end of the map * Moving gear from one character to another, piece by piece, only to have the game open the target inventory at every piece * Can't open inventory if map is open without first closing map, that is the inventory button is present but won't work, and vice-versa * Occasionally, when a mob dies on a room threshold, it still blocks the path to the room after the corpse disappears, making it impossible to finish the dungeon if that is the only path to the exit or a required item.
几元入库米毛病,各种非质量好评要素也有--中文云存档成就掉卡加一,推荐。 202408,steam,steam掉卡抵扣,它处自定义包入的本体约5元。爱人如己,目前就这,看以后追评。
Looks great, really love the aesthetic, but the game is horribly broken in terms of stats and casters. Characters have six stats, that's fine. Characters have MP for spells, that's fine. But casting a spell in general takes a lot of MP, and potions don't replenish a lot of MP, so there's the frequent situation where casters have to use melee attacks but their melee attacks are weak because you're encouraged to put points into stats that affect their spells. Really unbalanced in that regard, and non-casters don't have that same problem (although health potions are also pretty weak). I'll keep playing for a bit and see if maybe it gets better, but I'm not holding my breath.
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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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