
Ricave is a turn-based, first-person dungeon crawler roguelike. Target enemy limbs, weaponize traps and spells to survive ever-changing dungeons, and rewind time. Follow cryptic guidance, piece together your past, aid other trapped souls, and outwit the Demon.
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About
Ricave is a turn-based, first-person 3D roguelike dungeon crawler where every mistake can be undone. Explore procedurally generated dungeons with strategic grid-based movement. Combining the depth of traditional roguelikes with modern accessibility, Ricave offers tactical combat where you can target enemy limbs, craft clever solutions, and outsmart deadly traps - all wrapped in a clean, readable interface. Join us on Discord to stay in touch.
Rewind mistakes with time control mechanics
First-person, turn-based tactical combat
Limb targeting & conditions that apply to you and enemies
Environmental kills (fire, barrels, toxic water, etc.)
Progress between runs with horizontal meta-progression (unlock more content)
Clean, readable interface designed for 3D roguelikes
Mod support with in-game manager
Fight, loot, fly, swim, cast spells, set traps, finish quests, discover secrets, craft items, unlock perks, enchant gear, and more. Explore randomly generated dungeons and try to outsmart your enemies - immobilize them, set them on fire, break their bones, lure them next to an explosive barrel and detonate it, push them into toxic water, and more. But most importantly, be ready for tough challenges that require smart decisions. Each run takes place in a uniquely generated dungeon, providing replayability, but not in a way that would compromise game balance or difficulty. Every scenario always has a solution, though it may sometimes demand exceptional skills and creativity.
Ever wish you could press CTRL+Z in a game? In Ricave, you can! Rewind time at will to correct mistakes or misclicks. Ricave is entirely deterministic: rewinding and making the same move again will yield the same result - no "cheesing" RNG to roll higher damage.
A missing leg slows you down, damaged eyes cause blindness, and missing arms limit item interaction. Enemies follow these same rules, so use this to your advantage in combat! You can also suffer from illnesses, bleeding wounds, broken bones, starvation, and more.
A potion can heal or harm you, boost your strength or induce weakness, intoxicate or speed you up, act as deadly poison, restore mana, and more. A scroll can make you levitate, teleport you randomly, summon a deadly creature, enhance your vision, rewind time, remove a curse, or inflict conditions like freezing, blindness, and burning.
Many roguelikes are challenging and so is Ricave. While permadeath usually means starting over when you die, Ricave lets you progress across runs by completing quests, leveling up your character, finding permanent items, and advancing the storyline. You'll also gain access to a lobby area where you can buy and personalize a private room with trophies collected from your dungeon adventures.
Roguelikes can be challenging, and going 3D adds even more complexity. Ricave addresses this with a clean, simple, and intuitive interface. High-contrast, stylized graphics will help you quickly understand your surroundings and let you focus on making strategic gameplay decisions. An in-game tutorial is also included to guide new players.
Ricave's code is structured to simplify modding as much as possible. You are welcome to expand the game with your own content and share your creations with the community. The game includes an in-game mod manager.
Ricave features a zero-lag, unintrusive movement input system, ideal for players aiming to master their skills and complete the game quickly.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese
Engagement
Hours played at review time, across 20 reviews with recorded playtime.
Reviews
[h3]RANKING:[/h3] [table] [tr] [td] [h3][strike]AVOID | FLAWED | MAYBE | WORTHWHILE | COMPELLING[/strike] | [b]UNMISSABLE[/b] [/h3] [/td] [/tr] [/table] [h3]SYNOPSIS:[/h3] [table] [tr] [th][b]ASSESSMENT:[/b][/th] [/tr] [tr] [td] Ricave is an impressive roguelike with no real flaws. Built upon a fantasy themed gameworld brought to life through an eye-popping volume of interactable elements. Smartly populated with levels generated by deliberate proc. gen. that admirably limits the feeling of duplication & repetition. RPG mechanics possess the breadth & depth to deliver gripping turn-based tactical gameplay. While the challenge of balancing resources with the need to complete quests & stay alive, make for an exceptional experience. One that compels being played over & over due to the amount of modes, starting parameters & content. Cutesy looks obfuscate a difficult & complex challenge. While a pimped out UI makes it very accessible. A real deal surprise. For its type, an [b]UNMISSABLE[/b] title. [/td] [/tr] [/table] [table] [tr] [td][b]STATUS:[/b][/td] [td]Looks fully released, with x1 update since [/td] [/tr] [tr] [td][b]APPEAL:[/b][/td] [td]For fans of fantasy themed, complex & tactically challenging roguelikes, who can ignore cute looks [/td] [/tr] [tr] [td][b]VALUE:[/b][/td] [td]Reasonably price, given the amount & quality of content [/td] [/tr] [tr] [td][b]PLAY AGAIN:[/b][/td] [td]Likely & regularly given the modes, starting parameters & proc. gen. [/td] [/tr] [/table] [quote=]Key provided by the developer through my curator [url=https://store.steampowered.com/curator/40556040-The-Irregular-Gamer/][b]THE IRREGULAR GAMER[/b] [/url] | Click to follow & get updates[/quote] [i]More info below....[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=3733855164 [h3]KEY:[/h3] 🟡 ⚫ ⚫ PLAYS as a roguelike with a heavy tactical gameplay tilt & a 1st person perspective that immerses the player. Requires a deliberate approach to exploration & a calculating one when in combat. Runs can feel like being on similar journeys due to the heavy reliance on the proc. gen. Though repetition is mitigated by the layering of elements together with quests obtained at the start of runs. 🟡 ⚫ ⚫ LEVELS focus on sharp game flow due to the cosy scale. Are compelling to explore, loot & finally exit due to the richly populated environments full of objects to interact with, manipulate or avoid. RNG influence is minimal due to the varied combinations of layouts, room types, objects & NPCs used in generation. The omission of some common objects & the inclusion of rarer ones reduces repetition. Shelters between levels provide respite & the option to prematurely return to the lobby. 🟡 ⚫ ⚫ COMBAT is highly tactical due to a combination of cramped fight spaces, converging enemies & abundance of dangerous hazards. Layers of mechanics that involve inventory, character abilities, [de]buffs, environmental elements, enemy proximity & such, make for engaging encounters. Beyond the mainstay of melee, limited use ranged & thrown items, & magic abilities provide an edge when used. Critical hits, a limb targeting system & the option to push enemies away or into danger lifts options. Damage mitigation is in, but there is no parrying. 🟡 ⚫ ⚫ COMPLEXITY benefits from several layers of mechanics that play host to a wide range of possible actions & results. The same actions can be conducted though alternatives means. Basic saity compels the player to move onwards without a hard time limit. Stamina & mana restricts actions. Numerous states provide a cast of [de&]buffs. Slow health & stamina recovery balance setbacks. A few irregular mechanics such as: teleportation, flying & enchanting items add a little flavour to those options. As do item replicators or the chance to exchange unwanted items for random ones that might be more useful. Visibility has a real effect on what a player can see allowing for a certain amount of stealth when exploring. 🟡 ⚫ ⚫ PROGRESSION through session levelling provides a little leeway in playstyle, depending on skills chosen from x3 trees & from a number of spells determined by binary RNG choice. Rewards from completed runs provide meta-progression, towards lobby upgrades which give bodyguards, reward modifiers, starting inventory or cosmetics. 🟡 ⚫ ⚫ CHALLENGE comes from a small pool of enemies with distinct abilities. Compelled by a smart AI to crowd the player from multiple directions. Will back off when hurt. Fighting in cramped areas is complicated further by environmental pitfalls. Low hit-points makes every turn a potential death sentence if the player can't move. Tankier, harder hitting variants come as champions. Longer runs add an endurance factor requiring better management of resources & health. https://steamcommunity.com/sharedfiles/filedetails/?id=3732849484 [h3]SPECIFICS:[/h3] 🟡 ⚫ ⚫ REWINDING TIME can be used for precision or batches of turns to be undone. Upgraded versions allow longer rewinds when found. A cooldown mitigates overuse & it can't undo dying. 🟡 ⚫ ⚫ CRAFTING provides helpful alternatives from a focused set of ingredients that can be used in their own right or mashed together to create better items. Many can be used to craft more than one item & all recipes are known. 🟡 ⚫ ⚫ INVENTORY MGMT adds dilemma to the strategy due to the multi-use design of many items & limited backpack space. A few distinct & powerful items elevate the concise pool of standard fantasy fare. Identifying many items is a thing, but can be done through alternate methods. Most impressive as a background task. ⚫ ⚪ ⚫ MAGIC is a little more limited. Abilities are fewer in number than melee options & mana is harder to replenish. ⚫ ⚪ ⚫ MOD SUPPORT is enabled, but needs the community to become active. ⚫ ⚪ ⚫ MISSING FEATURES are few. Maybe alerts for cleared levels. Increased use for a few items e.g. empty vial. Access to a stash in shelter zones between levels would add another helpful layer to inventory management. ⚫ ⚪ ⚫ ANNOYANCES are just as few, the worst being paralysed & or losing control of a character that dies without being able to do anything about it. Soft-locking is possible in levels that lose routes back towards the exit after ladders are destroyed. Limbless enemies are weird & break immersion. Injury textures would have been better. https://steamcommunity.com/sharedfiles/filedetails/?id=3732890513 [h3]ANCILLARY:[/h3] ⚫ ⚪ ⚫ AUDIOVISUALS are casual in appearance, due to the brightly coloured palette & cutesy graphics. The lack of textures give it a clinical feel that dampens immersion. Sound is probably the weakest element of production, with generic effects & a low-key soundtrack. 🟡 ⚫ ⚫ UI fills every corner of the screen with helpful info. Alert icons & a constantly updating itemised list show what contents are nearby. Colour coded for easy identification. Alongside mini-map, status effects & quick-use slots that give phenomenal situational awareness. A contextual mouse pointer is the chefs kiss. 🟡 ⚫ ⚫ STAYING POWER comes from the longevity offered by a story mode, daily challenge & an endless mode. Replay value comes from the surprisingly broad variation conferred by proc. gen. Multiplied by x10 starting parameters, x4 difficulties & which class to play. Increased by a few difficult achievements & maxing out the lobby. 🟡 ⚫ ⚫ PRODUCTION is very polished. No bugs were experienced. Hard to gauge if any bugs lurk waiting to be found. 🟡 ⚫ ⚫ PERFORMANCE was almost flawless with no stability issues. Slowdowns came solely from fire effects. Causing the GPU fan to compensate. [table] [tr] [td][b]REVIEWED WITH:[/b][/td] [td]Build v1.1.0 @1920x1080 fullscreen, EVO850 SSD [/td] [/tr] [/table] [table] [tr] [td]Click for:[/td] [td][b][h1][url=https://steamcommunity.com/id/nourl1/screenshots/?appid=2358360&sort=newestfirst&browsefilter=myfiles&view=grid]SCREENSHOTS[/url][/h1][/b][/td] [/tr] [/table] [quote=]Thank you for reading[/quote]
- I'm very impressed with the game's procgen. Each level's map feels very different from any other... At least for someone with 6 hours of gameplay. - The turn-based is fun, but expect to look at your inventory a lot when you're in a stressful situation. - You can turn the game into a mouse-only or keyboard-only game if you really wanted to; you'd just need to change some keybinds. It's honestly fun to only use the mouse - "Hey Peacook, stop being a sellout!" Okay... I'll give you 2 negatives: The price seems steep for what the game gives. I'd love more movement options to be able to access harder to reach areas in more creative ways, I'd love to have even more props that can... again, give out more creativity to a situation. Overall, anything that can spark my creativity more would be awesome. Maybe I'm a spoiled brat with the price of a game (I never paid for the game) since there are some amazing Indie games that are under $10, but again, I'm just a spoiled brat (I never paid for the game). - Now the second negative: I'm someone who loves to have access to all of the gameplay ASAP (Monster Hunter Wilds sucks balls). So, with this game slowly giving more access to the game (New Enemies, Quests, and Items) for each level finished, it feels too slow I reviewed this game because it doesn't have enough reviews. This game deserves way more attention Also, it might seem to you that I hated this game for typing more on the negatives, but let me teach you some psychology real quick: Humans are more passionate when being negative
This game pulls you in from the very first steps. On the surface, it's a dungeon crawler — enemies, loot, traps. But once you start moving, it hits you: this isn’t your typical roguelike. Every move is deterministic, and every turn matters — but you also have the ability to rewind time. 🌀 What I liked: Time rewind mechanic — not just a gimmick. It's a real tactical tool. You can undo a bad move, but next time, you'd better think a few steps ahead. Combat system — turn-based, deliberate, almost like a board game. No RNG — just your plan and the consequences. Limb-specific damage — unexpectedly deep. Go blind? Good luck navigating. Lose a leg? Now you’re limping. It changes everything mid-run. Visuals and atmosphere — minimalist, but effective. You feel the claustrophobia and tension in every new room. Meta-progression — trophies, new classes, persistent upgrades. There's a solid reason to keep coming back. ⚖️ Any downsides? Content is still growing — enemy and item variety is limited so far. But the core is rock-solid, and it's clearly being actively developed. 🔚 Final thoughts: Ricave is a rare indie gem that dares to do something new — and nails it. If you're into thoughtful roguelikes that reward planning, caution, and experimentation, you're going to love this.
知識とアイテムが命運を握る3D不思議のダンジョン 床や壁、敵などにカーソルを合わせると全てのオブジェクトに説明がついており、可燃性だとか爆発で壊せるとかの説明が見られ、トラップや環境を駆使した臨機応変な行動だったり、敵の部位破壊によって腕や目をもぎる戦略など、かなり知識の割合が大きい プレイヤーと敵に忖度なく同じルールが適用される素晴らしいシステムで、これこそ求めていた3Dダンジョンである 移動するはずじゃなかったのにトラップまで移動したり、確認不足による致命的な事故が起きても時間遡行によるやり直しが安いコストで出来るため、ごちゃつきやすい操作関連のストレスが低減されている インベントリは広いがアイテムの数はかなり多く、アイテムの取捨選択はかなり重要
A clean, elegant package that brings traditional roguelike mechanics into the modern era. Its plays smoothly and quickly as you want, and the rewind feature removes the headache misclicks and misplays. The graphical style is also easy on the eyes. The dungeons are randomized and provide interesting opportunities for environmental interactions. I am still learning these, but I'd love to see even more interesting interactions. My only complaints: 1. Sometimes you need to end your run right as it's getting good, but this mainly applies to the "story" dungeons. Endless mode shouldn't have that issue. 2. Dismemberment of enemies doesn't seem impactful mechanically speaking (outside of the extra damage perk). I'm happy to be corrected though. (EDIT: the dev has implemented a panic mechanic where enemies panic after being dismembered for 3 turns. This at least addresses the issue) Give it a shot, especially if you like any traditional roguelikes. Games like this slide under the algorithmic radar far too often.
I've had a chance to try out the game in its initial stages and I was truly impressed. Now, as a finished work, it's a must-try for fans of dungeon crawlers who enjoy atypical concepts. Great game overall!
I'm really enjoying this game. So much so in fact that I spent the majority of my time working on the machine translations to 23 additional languages. https://steamcommunity.com/app/2358360/discussions/0/604164169660541739/ The developer is open to feedback, responds to steam discussions and has a solid direction for this game. I hope it catches on, becomes popular and provides the developer with motivation to add a lot more content. At current I'm just enjoying the look and feel of the gameplay. I can't wait to see where this goes. The game supports modding out of the box. There is currently some discussion with the dev in regard to multiplayer for the game as it is currently single player. This maybe a mod I look at trying to implement.
Descend into this roguelike adventure that flips the dungeon-crawling formula on its head. At first glance, it might look familiar, but don’t be fooled—this turn-based experience is all about strategy, thanks to its time rewind mechanic that lets you rethink and refine every move. With three difficulty options to choose from, you’ll need to plan carefully since every action carries weight. Every dungeon is procedurally-generated so that each run feels unique, but never unfair. The game requires players' creativity and skill rather than placing them in situations that are impossible, which makes sure that every scenario has a solution. Combat isn’t just about brute force—it’s a puzzle, rewarding clever tactics over sheer luck. Pay attention to limb-specific damage, which forces you to adapt as your character’s condition changes. And be careful when picking up unidentified items—some might be cursed, making every discovery a risky gamble. As you explore, you’ll face all sorts of challenges—from battling skeletons to saving a loyal canine companion. Gather loot, take on quests, and invest your earnings wisely at the lobby store to sharpen your abilities for the trials ahead. With its innovative mechanics, turn-based gameplay, and rich atmosphere, Ricave is a dungeon-crawling experience unlike any other. So, gear up, take the plunge, and uncover the secrets hidden beneath the surface! [quote]For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
Visuals are easy to read and the art is sorta cute. Environmental interactions are interesting and rewarding to make use of in harder encounters. Map generation seems interesting so far. Definitely off to a solid start.
This is certainly a masterpiece for the year for its genre. At first, everything will probably seem confusing, but the more you play, the more you understand the game mechanics. Ultra low system requirements, awesome graphics, sounds, gameplay & there's a free demo! Highly recommend!!!
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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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