
Build unique class-and-race combinations, shape your talents, and test your strategy in a tactical roguelike dungeon crawler packed with campaigns, challenge runs, loot, bosses, and replayable depth. Your plan may be brilliant. The dungeon may disagree.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 25 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Choose from multiple races and classes that meaningfully change how your hero fights, survives, and grows, then tackle a traditional roguelike built around tactical turn-based combat, procedural dungeons, persistent unlocks, and multiple ways to play.
Rogue Empire combines classic dungeon-crawling tension with a more modern interface, different game modes, and high replay value.

Build your hero from race, class, and difficulty choices, then grow through a mix of class identity, player choice, emergent talent offers, spells, loot, and rare rewards.
“Some builds become legends. Others become lessons.”


Choose how you want to play. Follow the main campaign, chase optional quests, explore the world map, discover points of interest, or push into special modes where the stakes rise the deeper you crawl.
“One more floor is always a reasonable idea. Until it isn’t.”


Fight through turn-based grid battles against dangerous enemies, champion variants, and unique bosses, using positioning, talents, magic, items, traps, and resource management to turn each encounter in your favor.
Uncover forgotten secrets, claim legendary items, and complete powerful item sets.
“A strict no-refunds policy applies. Mostly to your life.”

Unlock new perks, discover illustrated story paths, reach different endings, and climb the leaderboards.
“Your hero may fall, but at least they were useful currency.”

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
this is good and complete but it have slight QOL issue sometime frame drop (probaly due to too much AI action round) and super occasional serious bug, still I managed to hit the ending
it it were possible i would give this a middle of the road rating. well here goes the good things : #1 :every game is VERY different #2 Every Class and Every race is a unique Combo. the Bad. #1 : the rogue like elements you get even from a 1000 + losses mean very little on the runs. The one bad thing makes this game a tie.
This game could be a nice game, but there are too many QoL and/or polish missing, stuff that's a give in other similar games, and for this reason I don't feel like recommending it. If there was a "neutral" vote, I would rather give that, but since there isn't... So, these are the things that are irking me the most currently (after roughly 1 hour of play): 1) As a ranger, I hit the key to throw my arrow and point to an enemy, shoot my arrow. In other similar games, your last living target gets saved so that next time you attempt to shoot an arrow, the cursor jump immediately on top of them. In this game, my cursor goes to a random crate nearby, often wasting me a turn and an arrow, awful for a game where a 1-turn mistake could cost your run, and this feels like the game tripping you up on purpose. 2) The whole rendering system. If you don't have the zoom at just that one precise zoom level, then every movement generate a lot of vertical or horizontal bands on the background sprite, as the rendering tries to match the sprites to the screen pixels. It's visually awful and just plain uncomfortable to see, I can't even describe properly how much this is bothering me. 3) No slider for the Font size. The font is so ridiculously big is making reading everything slower than it should be. And this goes also for the UI (especially the log tab), it's cluttering the whole thing. There is absolutely no need for a hotkey bar that takes the whole bottom part of the screen, it's simply too big - and if it was made smaller, the log tab could coexist at the bottom of the screen with it (as most game do) eliminating most of this cluttered feeling. This is a clear hint the game was developed to be played on a tablet or small screen device, and ported to PC without properly adapting things to a PC screen size. Expect everything to look HUGE, you can probably tell already by the screenshots, if you just open them fullscreen. 4) Sometimes you want to use the mouse pointer to hover on a "buff" on the top left and read the description, but then you want to keep playing with your numpad and would like the mouse pointer to disappear as soon as you touch a numpad key, and in many roguelikes it works like that, I was playing Dungeonmans just today and it was that way. In here, you either hide the mouse pointer and can't easily check the buffs, or you don't and you move the pointer out of the way manually every single time =_= 5) There is a "Button Cursor" option you can enable that shows a cursors you can drive with the directional keys to navigate menus without the need of a mouse. Even with the "Button Cursor" enabled and visible, the way it works is clunky and counter-intuitive. Intuitively (and in most games similar to this) you would use your numpad to move around in menus like the inventory etc..., but in this game, in any of those instances you need to take your hands off the numpad and move to the arrow keys in order to operate this cursor. Man... just... why?! x_x I've played only 1 hour so far so I'm sure had I played more, I would have found yet more things. The leveling up system with RNG cards felt very fun for a roguelike, but all the things mentioned above are downgrading this game from "Enjoyable" to just "Playable", at least for me. This stuff hasn't been rectified so far in 5 years the game was out, so I don't really expect anything changing at this point and this means I can't fully recommend it to you people. I have hundreds of hours in games like Tome, Rogue's Tale, SoTS: The Pit, Dungeonmans etc... I'm sure many people can overlook those things mentioned above, but for me personally, on this one I had to ask for a refund because I couldn't stand those problems.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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