
Storm the lair of the immortal wizard Yendor in this fast paced, turn based, traditional rogue-like. The massive scope, deep mechanics and challenging gameplay that define the genre distilled into dense and highly varied one hour runs.
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About
Rogue Fable IV is the latest iteration in a project that has spanned nearly a decade of work. The series overarching goal has been to create a truly massive game with all the scope, depth and challenge we've come to expect from traditional roguelikes but with runs that are completable in 60 minutes or less.
With nearly a decade of development comes a mountain of content that, when crammed into one hour runs, allows for each and every playthrough to be totally unique. This is a game you can easily sink 100s of hours into exploring, learning and mastering but in manageable, bite size chunks.
12 Classes and 9 Races.
60+ Talents each with 3 distinct upgrades allowing for all sorts of unique and powerful builds.
300+ Items with unique properties and effects that are more than just stat blocks.
350+ Monsters each with their own distinct ability set.
30+ Boss Encounters which are elaborate fights featuring totally unique mechanics.
13 Completely unique themed zones which are further subdivided into dozens of sub-zones.
40+ Ranked Modifiers to make every ranked game a uniquely challenging experience.
The heart of Rogue Fable IV is a tactical, turn-based combat system in which your skill as a player is vastly more important than your characters raw stats. Players have beaten the game without ever leveling up their character, without ever equipping an item and even without taking a single hit! Every run is winnable, every build is viable, every combat encounter can be overcome with a bit of cleverness, knowledge and daring.
Combat in Rogue Fable IV is:
Turn Based but optimized to be played very quickly once mastered.
Movement Focused in which you can move to dodge projectiles, side step melee attacks, avoid explosions, escape from deadly clouds, run circles around slow moving brutes and dive head first into the enemy back line. You should be in a state of near constant motion.
Ability Driven with spells, unique movement abilities, special melee and range attacks making up the bulk of your actions during combat. Bump to attack and trading basic attacks with enemies is effectively nonexistent.
Environmental Focused with dozens of unique terrain effects, traps, clouds and magical auras effecting you and the enemies. Different types of cover, choke points and open spaces makes the environment a constant factor in combat.
Emergent with abilities, items and the terrain all interacting to allow for all sorts of unexpected but highly effective strategies. Enemies are designed to synergize and complement each other so that each group provides a unique challenge.
Rogue Fable IV is intended to act as a good introduction to the genre for new players while still remaining challenging for veterans. In order to do this the base game is balanced to be reasonably forgiving and we offer an optional ranked progression mode that ties your Skill-Rating and subsequent Rank to your wins and losses.
Each ranked game randomly selects a number of Ranked-Modifiers that will boost specific enemy types or introduce some new mechanic that makes the run harder. In this way every Ranked-Game is not only more challenging but is challenging in a unique way.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
Healing and summoning enemies were already a problem - some classes just literally cannot get the skills needed to fight through an unlucky group of enemies that had one of each. You can't get to the summoners because of all the ♥♥♥♥ in the way, you can't chip them down and kite because they constantly get healed, and you cannot make progress since the only things you can kill are the summons, which are on a lower cooldown than you can possibly deal with. It was a ♥♥♥♥♥♥ spot of rng that just wrecked some runs. Then they just patched it yesterday so that summoners summon MORE often, and healers heal MORE often. It's just over the top. Some class / race combinations will lose a run they are dominating out of nowhere, just by hitting the wrong batch of enemies even once. It's a total RNG fest now, very little skill involved. Basically, there was already a huge problem in game design, which instead of fixing, they actively went out of their way to make it even worse. It's pretty tone-deaf development. If they're too blind to realize these things needed tuned DOWN, not cranked to 11, then I have little hope that this game will ever improve.
Tl;dr just play Rogue Fable III lol. I cannot recommend this game at all. What started out as an approachable game has become a nightmare slog as the developer keeps making tedious 'balance' changes. A few examples from past 'fixes' 'Remove a single starting talent from each class (more varied builds based on dungeon drops)' meaning that if you relied on said talent you are forced to pray to the RNG in hopes that it will be kind to you. Multiple times have I gone in with a class and found a tome that offered only talents that didn't benefit the build I was going for. In regards to the duelist: 'Lunge (Damage): removed as I don't want him to even have the option of maxing damage with his core talents.' Like, what even is this? Why play a class that has weaker damage? Just play a barbarian with charge at this point. Sure, there is the talent disengage which relies on spd points you could use to attack and back off except: 'Speed Points: Reduced many items that had 2SP to 1SP. I think Speed Points should be harder to stack up, similar to Block Points. Based on my own testing this mostly just means that characters that previously would hit 7-8SP now end up with something like 5-6SP which is still plenty.' And, 'Athletics: 2SP => 1SP on the base talent. Similar to the change to items I feel it should not be so easy to stack a ton of SP.' Cool, so now if I want to have a Str based character and want to use spd I have to waste a bunch of resources and or item slots instead of using one item or one lucky athletics find. And you ABSOLUTELY need spd points in this game, it's the only way to avoid most of the ways to die. The trade off shouldn't be nerfing your ability to do damage to actually kill the monsters before they lightning or summon you to death. Also, removed from the last game: Talent Fountains, Attribute Fountains, Wells of Wishing, Enchantment Tables, keys. And rooms for gold, potions, scrolls, food All in favor of Crystal Chest rooms because praise 'choice' over interesting/useful. This game is tedious, frustrating, and clearly going to get worse as the dev keeps doing their best to 'balance' the game. What a waste of time this whole experience was, please don't make the same mistake I did.
best game ever. seriously.
Shoutout to Dr. Incompetent (content creator, not my incapable actual doctor) for recommending this game. I like the idea of traditional roguelikes, but often fail to play them too much as the difficulty/commitment to play well is usually too high for me. This is more accessible, if you choose your race/class combo as such. My first playthrough was as a Troll Barbarian and I got further in my first run of this game than I have in just about every other roguelike combined. That's not to say it is just easy, it isn't. But some pre-game choices will make things easier or more difficult. I like that you are not tied down to just your class abilities. There are means to expand your skills beyond your class as you explore. Loot found also keeps things interesting and you never know what type of zany thing you might come across or some weird chain reaction of events that might get triggered. One thing that always makes me laugh is how sometimes enemies just bust through the wall out from nowhere and attack.
game is very fun, you do actually have to think a lot for a turn based game because it not only offers hard choices but hard fights, fair note it will feel insurmountably hard early on til you get a hang of the combat rhythm (meaning you put yourself unintentionally in situations where you die a LOT oops), theres times to be cautious and times to go hog wild, the updates make a playthroughs much different each time and its slowly getting tweaked towards being better and better from an already great experience and yet much different then its previous iterations and I think theres still many updates left to do - i think its best strengths are the replayability and interactive mechanics and the challenge/difficulty - the classes all feel radically different from each other definitely worth the price if you are even half curious
This game is quite fun. You can overthink each turn while in combat, or you can spam fireball. Your choice. Both work just fine.
Здорово! Механики простые и их много, а с погружением вглубь расширяется разнообразие типов вещей. Очень порадовала введённая недавно возможность менять сложность - на лёгкой можно без особых напрягов посмотреть большую часть подземелий. Понятно, ради чего потом трайхардить. Также автор сравнительно недавно перебалансил огненного мага, чтобы также можно было подетальнее разглядеть игру.
With updates in the last few months, Rogue Fable 4 is finally better than Rogue Fable 3 with mods. If you were a fan of RF3, you'll find this game worthwhile. RF4 is a fun, lightweight roguelike that has surprising depth and fairly quick rounds.
For me, this is the most fun traditional roguelike in terms of pure moment to moment gameplay! Win or lose, I’m always ready to hop back into another run right away.
Lots of fun runs and classes too try, very much would recommend. An underrated gem for this genre. <3
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