
ROGAN: The Thief in the Castle is a VR adventure game.Players experience the thrilling life of a thief who has sneaked into a medieval castle full of guards. You will require cunning to survive and make your way through the castle as you use everything a thief has at their disposal: pickpocketing, stealing, hiding, creating distractions,...
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, Traditional Chinese, Korean*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
40 is a bit too expensive, get it on sales, besides that is a very nice vr adventure if you are into stealth gameplay: graphics, audio, characters and plot are all on very high standard
[b] Графон, анимации движений персонажей и сама тянка рыцарьша просто топчик! [/b]
Das Spiel ist wirklich wunderschön und man hat auch das Gefühl mittendrin zu sein. Das Aufsammeln von Gegenständen haben sie aber nicht gut gelöst. Man muss es quasi an Ort und Stelle in einen erscheinenden Ring packen. Was mich zusätzlich gestört hat war die Tatsache, dass ich mit meiner HP Reverb G2 es nicht hinbekommen habe die Kontroller vernünftig zu konfigurieren, was mir den Umstand bracht mich in RL zu drehen statt per Thumbstick. Die Idee als Dieb in der Burg rumzurennen ist super aber das Game ist nur okay, wenn man es im Sale gekauft hat. Den Vollpreis würde ich nicht zahlen. Habe schon bessere Games gespielt.
ROGAN: The Thief in the Castle is a virtual reality stealth adventure developed and published by Smilegate that sets out to capture the fantasy of being a lone infiltrator moving silently through a hostile medieval stronghold. From the moment you step into Castle Blackstone, the game leans heavily on atmosphere and physical presence, using VR’s strengths to immerse you in a world of stone corridors, guarded halls, and whispered conspiracies. Rather than relying on fast-paced action or complex systems, it emphasizes slow, deliberate movement, careful observation, and the tension of being an outsider in a place where you very clearly do not belong. The narrative frames you as Rogan, a skilled thief who enters the castle with personal motives but soon becomes entangled in a larger mystery involving political intrigue and a falsely accused knight. Storytelling is handled in a restrained manner, conveyed through conversations, environmental details, and occasional scripted moments rather than cinematic cutscenes. This approach keeps the focus on exploration and stealth, allowing the plot to unfold organically as you move through the castle. While the story itself is not especially complex, it provides enough motivation and context to give your actions meaning beyond simple theft or infiltration, grounding the experience in a sense of purpose. Gameplay centers on VR-specific stealth mechanics that prioritize physical interaction and spatial awareness. You are encouraged to crouch behind cover, lean around corners, peek through doorways, and carefully time your movements based on guard patrols and sound cues. Throwing objects to create distractions, hiding in shadows, and using the environment to break line of sight form the backbone of the stealth loop. These moments can feel genuinely immersive, particularly when you rely on audio to track nearby enemies or physically position yourself to avoid detection. The game also includes guidance systems to help orient the player in VR, ensuring that objectives remain clear without breaking immersion. However, while the stealth mechanics are conceptually solid, their execution can feel somewhat restrained. Enemy AI tends to follow predictable patterns, and guards rarely react in complex or surprising ways once alerted. This often reduces the sense of danger, making stealth feel more like careful navigation than a high-stakes cat-and-mouse game. For some players, this results in a relaxed and approachable experience well suited to VR newcomers, but for others it may lessen the thrill traditionally associated with stealth-focused gameplay. The tools available to the player are limited, and encounters rarely evolve beyond their initial setup, which can make the experience feel repetitive over time. Where the game consistently excels is in its environmental design. Castle Blackstone is richly detailed, with convincing medieval architecture, cluttered interiors, and atmospheric lighting that enhances the sense of place. Exploring the castle feels rewarding in itself, as each room and hallway reinforces the illusion of being inside a living, guarded fortress. The sound design further strengthens immersion, using footsteps, distant voices, and ambient noises to create tension and guide player behavior. These elements work together to make the act of simply existing in the space feel engaging, even when mechanical depth is limited. Pacing and length are areas where the game’s ambitions feel more modest. The campaign can be completed in a relatively short amount of time, especially for players who focus primarily on objectives rather than exploration. While there are optional secrets and side paths that encourage slower play, they do not significantly expand the mechanical experience or narrative scope. Replay value is therefore limited, largely dependent on a player’s desire to re-experience the atmosphere or refine their stealth approach rather than uncover substantially new content. Ultimately, ROGAN: The Thief in the Castle is a game that succeeds most strongly as an atmospheric VR experience rather than a deep stealth sandbox. Its strengths lie in immersion, environmental storytelling, and the tactile sensation of sneaking through a guarded space using your own body and senses. Its weaknesses stem from simplified systems, predictable AI, and a relatively brief runtime that leaves little room for mechanical growth. For players who value mood, setting, and gentle stealth in virtual reality, it offers a compelling glimpse into what VR can do for this genre. Those seeking intense challenge, complex stealth mechanics, or long-term replayability, however, may find the experience enjoyable but ultimately limited. Rating: 5/10
用一张电影票的价格,花3个小时演一场电影,仅此而已
Rogan's not a thief. He is "pfffff".
This is just thrash, not a game. In the settings, to put the statue on the right button, I had to stretch my arm forward all the way (and I have very long arms), then pull forward the statue and throw it on the right button. You can't play the game, they constantly block the joystick with idiotic messages. Turn only snap and works once every ten presses. In short, it is impossible to play. Refund.
Не знаю почему, но у меня в игре совершенно нет звука.
Overall the game is pretty good, but I did have a couple problems with it. I still think you should probably play it, it's a decent story/adventure with some pretty visuals. First off, I played with an Index. Despite the game being designed with the Vive in mind (it shows button prompts with Vive wands), it did 100% work. It uses the triggers for grabbing instead of the grip, which is not ideal, but is fine. The snap turning with the right thumbstick didn't seem very consistent (wouldn't always register), but it was better with trackpad on the Index controllers, so I used that most of the time. The game very few options. You get some graphics presets and an option to turn off the hood (which was a complaint people had at launch), but I believe that was it. No option for smooth turning if you prefer that over snap turning that the game has. The game allows you to do everything with either hand, so a big plus for left-handed people. The general gameplay was enjoyable. The game is very linear, not much (if any) variation to the game, but I was fine with that. The plot is you are a thief that has gotten tangled up in helping a knight (Victoria) clear her name after being framed for murder. You basically play linear levels that involve the story of helping Victoria while you are stealing items along the way. Each level ends with a score (the total value of items you collected), which was strange because there is no way to replay individual levels and the game doesn't even show you your total at the very end. It would make sense if they wanted it as a way to add repeatability by giving you an obvious score to achieve, but it's not that since you can't replay levels without playing the whole game in order again. I had a couple of issues that annoyed me. One of the main mechanics is that you can throw objects (mostly apples and potatoes) to distract guards, but it would be seemingly inconsistent how guards would react. Something instead of walking over to investigate, they would either completely ignore it, or just look over in that direction for a bit. It made some sections rather annoying when there was a guard blocking the only door to progress and the only way past was clearly to distract him with potatoes, but sometimes he just wouldn't move! There is also a mechanic where you can knock out the guards by bonking them from behind with wooden sticks which are sometimes placed around the map. The guards are massive and the sticks are short; so I often had a hard time getting the bonk to actually register. And in many cases, the bonk would register (with a sound effect, particles, and the stick disappearing like usual), but the guard would just turn around and immediately spot me (game over). I don't know if I was doing it wrong (maybe I needed to swing faster? but I didn't want to hit my walls!) but I just gave up ever trying to knock them out after that as it was never actually required except maybe the first time you were expected to do it as a tutorial.
love stealth games alot., just wish you had an inventory to store coins and stuff to distract enemies easier. and more longer game. maybe add a second game that's longer or something. still love the game 10/10.
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