
A blend of old school gameplay and new school controls. Experience a classically styled roguelike in a way you never have before!
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About
ROGUE-FP is a blend of old school classic roguelike gameplay with new school first person controls and perspective. There is no movement grid and no rigid turn system to slow you down.
The Fighters guild has a high bar for entry. They want you to delve deep into the Dungeons of Doom and return to the surface with the Amulet of Yendor! A perilous quest few have completed, for within the dungeon are terrible monsters, devious traps, and mystifying magical items.
To survive you'll have to identify the dungeon's items, navigate it's procedurally generated dark labyrinths, and fight your way past it's monsters. With enough skill and a decent amount of luck they say it can be done. Give it your best shot!
Just like in the roguelike days of yore, there are
Procedurally generated levels!
Perma-death!
More than an alphabet's worth of monsters!
Many magic items with different effects including rings, weapons, potions, scrolls, and wands!
Yummy slime molds!
But in ROGUE-FP there’s also
First person controls
A innovative smooth turn system
No grid to restrict your movement
Multiple bonus dungeons
Hacked off bits of monsters to stick onto your armor
ASCII art sprites
Dungeonsynth soundtrack
A difficulty level for every level of skill, including one that removes item identification
Your personal gold hoard that grows larger with every run
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
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
[b]I like ROGUE-FP. I recorded my progress in ROGUE-FP, as well as some observations & thoughts. Please take a look if you prefer a more audio / visual format.[/b] https://youtu.be/JCIjBNmouNQ ROGUE-FP is an Indie, turn based Roguelike Dungeon Crawler that is First Person. It is Rogue, in a more accessible, striking first person perspective. Would you like to know more? [h1]A More Accessible Take on Rogue?[/h1] Yes. ROGUE-FP has the random dungeons of Rogue, made with Procedural Generation, but rendered in a striking, ASCII inspired, first person style, massively improving the immersion in the dark, yet simultaneously vivid and eye-catching dungeons. ROGUE-FP feels very Matrix like, yet fantasy, and not everything is green, with a lot of brightness, spaced in-between and against very dark backgrounds, if that helps explain it better. It’s really one of those things that must be seen. I like it. Plus, ROGUE-FP has 5 difficulties; available right at the start; good. I’m playing on Medium here, because hunting for secret doors all day is not fun… Thankfully, the gameplay is. Controller Support is present, as are rebindable keys, but I found the inventory navigation with the gamepad not great, only able to use items, not throw or drop them; not great. Thankfully, good old Mouse and Keyboard control is present, and very good, so that is mostly what I used in the above video. While I did enjoy my time with ROGUE-FP, I did find many areas where it would be even better. Please let me know if any of this is off-base, but I find directness works best here. I will try and keep this organized. [b] Tech / Bugs:[/b] [h1]1: Bug: Listen To The Controller Game![/h1] After alt tabbing out, then going back in, it takes a bit before I can look around again with the controller. This can easily get you killed, as it seems you must move around with the gamepad a bit to get the game to remember it is being used. [h1]2: Bug: I Found a Secret Door, on Medium…[/h1] Intended? I thought those were limited to the highest difficulty? [h1]3: Scale That Inventory Window![/h1] Having to Mouse scroll the tiny thing every time I open it, rapidly gets annoying. Simply scale it so everything in it is visible at once if the inventory is opened; that would be much more user friendly. [h1]4: MY EYES![/h1] Ouch. What a painful title screen. It looks good when you’re not trying to do anything on it, but if you are… I found the frequently moving screens very distracting; and it hurts my eyes when I’m trying to go through the game options. I strongly suspect this will really bug others as well, so please pause the constant screen looping when the options screen is open. [h1]5: Which Should I Choose?[/h1] Dig Dungeon? Classic Mode? What does that mean? The simple action of starting the game should not generate confusion… This represents a failure on the first screen. I strongly recommend replacing the current options with a simple “Start Run” or something, then another window, with a pop-up message explaining the difference between the 2 options. [b]Gameplay Suggestions:[/b] [h1]6: It’s Black on Black![/h1] Should really warn the players when they walk out into the blackness, as the pit fall will kill them, yet it can be very difficult to see, given that the floor and walls are also often black! [strike][h1]7: Fast Throw Badly Needed![/h1] Having to open inventory, mouse scroll down to select your darts / shurikens, then RMB over them in order to throw one feels slow and terrible! A hotkey for fast throwing is needed here; badly![/strike] [b]Edit: You can directly equip and throw the arrows without a bow[/b] I did not think to equip and throw the arrows; just so use to needing the bow. Now I know. This will make handling snakes much less toxic to my muscles! [h1]8: Jump Please![/h1] I’m an athletic Fighter-man, not a squishy wizard-man, let me run and jump! [b]Edit: Don’t need bow; can just throw[/b] Would still like a bow [strike][h1]9: At least Start Me With a Bow Man![/h1] Let me range those snakes, and put my starting 24 arrows to use! It’s just a tease otherwise! Plus, those strength draining snakes are brutal![/strike] [b]Not Strictly Rogue Gameplay Suggestions:[/b] I gave this one its own category, as I understand the idea here was to cleave as closely to Rogue as possible, while putting your own spin on it, but basic Rogue feels very limited today. [u]The addition of more player choice here would only help the game, while allowing an opportunity to more sharply delineate the differences between the classic mode, and a game that is Rogue like, but not strictly rogue in first person, plus monster bits.[/u] [h1]10: Starting Absent Any Healing Feels Really Bad.[/h1] We have no pocket prayers, no starting healing potions, or spells to help us out; if we get poor luck, we just die. We are an extremely unprepared, poorly equipped, fighter wanna be, sent down here to die. These abilities, added to roguelikes like the excellent NetHack, classic ADoM, or ToME, present tools the player can use to offset and survive terrible RNG: that these features are not present here really hurts the gameplay, reducing it to RNG map luck, and knowing to avoid fighting certain monsters like snakes unless they are sleeping. [h1]11: No Choice on Lvl Up?[/h1] The total lack of player choice concerning lvl ups from Rogue and Nethack, paired simultaneously with the lack of depth with the complete removal of any classes here, does much to remove much of the possible depth of the game. This results in runs that feel very similar. This is bad. [h1]12: Let Fighter-mans Learn![/h1] Listen: I know he’s not smart: he can’t even read! [i]I bet those scrolls are actually written in common; he’s so ashamed![/i] But he can learn! It’s not his fault! Just give him a chance! At least give this man an Int score! Let him try! Maybe with enough Int, he can learn to read?! Maybe even learn some magic from spellbooks! Anything to be more than just another dumb fighter! [h1]13: % = Down Stair?[/h1] Why not >? That % was really throwing me. Yes, it looks like an escalator (how deluxe), but just used to the greater than. Maybe add an option to swap them in options? Anyway, my many critiques aside, I did enjoy my time with ROGUE-FP. ROGUE-FP is an Indie, turn based Roguelike Dungeon Crawler that is First Person. It is Rogue, in an accessible, striking new look. Watch?
The engine crashes frequently, taking the saved game with it. This is unacceptable for a perma-death game. Had more than my fill of that decades ago when playing UltraRogue on a VAX in college. Edit: After further reflection, I guess I do recommend this game, especially given its price. The game is still exactly my kind of fun and I love it, until it crashes stealing my progress and then I passionately hate it. I'll look for version updates once in a while to see if it still hates me back. (I disagree that the crash has nothing to do with the saved game behavior; a non-cheating player should have no reason to care that the saved game is deleted upon load. A poorly-timed crash, however, changes that historical design feature into an evil oops-you're-dead defect.)
Exceedingly good recreation of Rogue, the tutorial is very well written and any new players should have an easy time jumping in and getting themselves killed. I'd prefer if there was some form of meta progression to go along with the easier difficulties, since there's a classic difficulty setting, my only real gripe is in the dig dungeon mode I'd like for the pits to be a bit more visible, but as it stands, I'm enjoying it a lot.
One of the best games I own. Period.
This is game is mixture of NetHack/Rogue and Dungeon Crawler. It follows the story of Rogue (Amulet of Yendor) The very game looks simplistic and bare like the OG Rogue but the more you play you will notice that the game is rather same, complex and very detailed just like in OG Rogue only this is 3D. Dev dedicated some time and patience in creating this gem if you like both of the genre (NetHack/Rogue and Dungeon Crawler) then this is the game for you. I have noticed for myself that i have to make pauses every half an hour to hour to rest my eyes because FOV, no matter what i do i doesnt work for me. Notice: My hours on record is broken for some reason, i have played it around 80 to 100 hours
Works fine on Linux. Tested two different machines One being a Ryzen 5 1600 with 8GB RAM and a Radeon RX 480 8GB GPU Ran flawlessly with no frame drops. The other machine is a budget friendly HP 14-ep0xxx laptop with a N200 processor and Intel Alder Lake-N integrated Graphics, designed for office work. Aside from minor fps drops that dont affect gameplay, it had no other issues, completely playable. Both running Ubuntu 24.04.4 LTS x86_64.
In the infinite sea of ROGUE re-release that is on steam, ROGUE-FP stands out from the crowd for being an actual REMAKE made for anyone, old & new generation. Is the Rogue that all we know and love with modern controls, a clean UI, new graphics, and an actual first person POV which works flawlessy in seamleass turn based combat. The dev did an awesome work and i really hope he keeps polishing and supporting the game, it's quite special. What else to say? It's ROGUE! The game that spawned an entire genere and sub ones. Rogue-like, rogue-lite stems from here, where all of it begin. Countless hours of fun, each time always different from the previous one. Support the dev. Recommended
Epyx would be proud of this update. 1983 to 2024. Hard to believe such an amazing game is now updated. I must admit I'm hooked. I played the original game in 1983 (including ALL the Epyx games) and this just takes my breath away. We didn't need graphics to play games as long as it had a storyline or was long enough to keep playing. Games were SO MUCH BETTER back then such as Infocom games. This is a CLASSIC GAME that deserved this update. WELL DONE DEVS. Can't wait to see what else you can pull out of your magic bag. Perhaps Deathlord by EOA for Linux? I would be ever so grateful.
Two things I should mention first: 1. In the grand scheme of things I've barely touched this game yet, so I'll sink in a few more hours into it, then maybe edit this review if necessary. 2. I have never played the original "Rogue" but I have a combined total of well over 1k hours in rogue-likes in general. So far, this is really, really good! Time only moves when you do, or when you do an action like equipping a different weapon or something, so you have the time to strategize and plan your next move. The art style is seriously phenomenal too, although I can see why some people wouldn't like it. Falling down a pit can kill you if your health is low enough (I think), but otherwise you just go down a level, and I think that's neat. Enemies drop "Monster Bits" that you can use to slot into your armor, and some of them can even be eaten if you don't have an alternative source of food. The game also doesn't feel as punishing as some other rogue-likes, and some of the monster bits even up the chances for finding specific stuff in the dungeon like wands or weapons or whatnot. Also, you can actually use explosives to break down the walls of the dungeon, opening new pathways. I don't really know what to say other than it's well worth the full price, and that YOU SHOULD TRY THIS GEM!!!!!
A lot of traditional roguelikes are hard to play. Almost deliberately so. The idea of fighting with DOS-Box, compiling from source code, or having to trudge through ASCII graphics present serious barriers to folks interested in the OG roots of the modern genre and its legacy. Rogue-FP is great. I personally have always wanted to boot up the original 1980 version of Rogue, but couldn't be compelled enough to do so. Food meters, weird keybinds, they're the kind of thing that keeps you from experimenting with the classics. RFP is great because of just a few simple tweaks. Graphical tileset is a major plus: now I don't have to worry if a "b" is a small bat, or a bear. The spacebar being the "do just about everything" button is a great, much needed simplification. Being able to save and resume is great. Overall, I'm very happy with what Jurax has put out here. There's a million traditional forks of the OG Rogue out there, but only one which I recommend right off the bat for modern gamers to play: Rogue-FP.
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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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