
Walk upon a new world and slay foes endangering it. Rogue : Genesia is an action rogue-lite game, where you fight relentless hordes consisting of hundreds and thousands of monsters, make your build, break the balance, defeat bosses and save one of the many worlds.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.43/day in the week to Sep 8 → 2.57/day in the week after.
About
Walk upon a new world and slay foes endangering it.
In this action rogue-lite, you play as Rog.
Master of all weapons, Rog can use anything to slay his numerous foes.
Kill, grow stronger, and kill some more!
You can choose which path Rog takes. Feel brave enough to take on a powerful foe, or would you prefer to rest at the shop? The choice is yours!
On this journey, you'll collect many unique and powerful artifacts that will greatly impact your game experience. Harness their power to help you on your quest!
Different avatars with different playstyles!
Do you prefer guns, swords or having an army of summons kill your enemies for you?
Genres
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 854 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
When I saw Rogue Genesia, I figured it was gonna be another trash Vampire Survivors wannabe. You know the type soulless “bullet hell” grind that’s got all the excitement of watching paint dry. This game goes HARD. Seriously, it’s crack for the ‘survivor’ genre. Totally recommend it, no cap. I was hooked like a damn fish. The visuals? Straight fire. You can build the most broken, goofy-ass setups, just wrecking everything in sight. Like, you barely see the enemies, they just get deleted instantly. It actually supports mods from the Steam Workshop, which adds lots of replay value. I totally recommend this title due its the goat 🐐🐐🐐🐐🐐🐐🐐 of his genre. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠠⠴⠶⠾⠿⠿⠿⢶⣦⣄⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⢿⣿⣆⠐⣄⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠿⠿⠆⠹⠦⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣤⣤⣤⣤⣀⠐⣶⣶⣶⣶⣶⣶⡀⢀⣀⣀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠛⠻⢿⣿⡆⢹⡿⠻⢿⣿⣿⣷⠈⠿⠛⠁⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⣤⣴⣾⣷⣤⣉⣠⣾⣷⣦⣼⣿⣿⣿⣧⠀⠀⠀⠀⠀ ⠀⣶⣶⣶⣶⣶⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣇⠀⠀⠀⠀ ⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠀⠀⠀ ⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣛⠻⢧⣘⡷⠀⠀⠀ ⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠋⠀⠀⣉⠛⠿⣷⣦⣌⠁⠀⠀⠀ ⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠋⣠⠘⠀⠀⢹⣿⣶⣶⠀⠀⠀⠀⠀⠀ ⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠋⠀⢺⣿⠀⠀⠀⠘⣿⣿⡟⠀⠀⠀⠀⠀⠀ ⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠋⠀⠀⠀⠀⠁⠀⠀⠀⠀⠻⡟⠃⠀⠀⠀⠀⠀⠀ ⠀⠛⠛⠛⠛⠛⠛⠛⠛⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Jul 24 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Simplified Chinese, German, Korean, Portuguese - Brazil, Japanese, Indonesian, Traditional Chinese, Russian
Hours played at review time, across 855 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It feels weird to not recommend this despite my time spent playing it, but in short it's a good game that succumbed to feature creep. The equipment system in particular is the core issue imo; the dev didn't originally plan to have one, but due to vocal demand grafted one on partway through early access. Said equipment system is an overcomplicated mess that was originally fine because most content was balanced without it in mind, aside from some endgame challenges. But as further updates have rolled in the dev keeps moving in the direction of "infinite progression" (aka infinite grind), with more and more of your power coming from metaprogression rather than in-run choices. At this point the Rogue: Genesia I enjoyed is gone.
Actually insanely good survivor like. Crazy good dev. I brought up an issue and a fix was pushed an hour later. Fair price. Definitely try it.
As a game, I actually find Rogue Genesia really fun, and one of the better bullet heavens on the market. However, it is probably the least optimized game I've ever played. The game has a strong start, but unfortunately the endgame just becomes unplayable. The survivor mode specifically eventually devolves to watching the game go by at 1 FPS. After beating the boss at the 1 hour mark in an A rank survivor mode, I had to end the run just because it was completely unplayable and in fact barely functioned enough for me to pause the game. This was on the lowest possible graphics settings, on a brand new gaming PC.
So the design of the game, the way I see it, is broken. You have a game that's either WAY easy or way "hard". In one hand is so easy that the game consists on you walking while everything around you dies and there's no challenge whatsoever. The other possibility is the hard way, witch is just slow, you go around the monsters waiting for them to die and that's it, they take more time to die each stage till boredom kills you. Maybe that's the challenge. All this inside a game that has no curve of learning, all the stuff (so much unnecessary stuff) is throw at you and it doesn't matter if you know what it is because it doesn't do much for the experience at the end, it still will get you to the same 2 dead ends. I didn't like the sound design either, but that's maybe just a personal opinion, had to mute it. Also bugged. Also no full joystick integration. Is an incomplete game and even worst, a bad designed one.
无聊是原罪,关卡又长又重复,打一把就反胃了,玩一局半年不想打开了
Rogue: Genesia is what happens when someone looks at the “numbers go up” genre and says, “Yes… but what if they went up violently?” This game wastes absolutely no time. You’re immediately thrown into a relentless loop of clearing screens, stacking absurd synergies, and watching your build spiral completely out of control in the most satisfying way possible. The pacing is tight, the progression is constant, and the moment-to-moment gameplay feels dangerously close to pure dopamine extraction. The build variety is where it really shines. Every run feels like a science experiment where the question is always: “How broken can I make this before the game taps out?” Sometimes the answer is: very. Is it reinventing the genre? Not really. Does it execute the genre exceptionally well? Absolutely. It’s polished, fast, and respects your time while also daring you to say “just one more run” for the fifth time in a row. If you enjoy roguelites, bullet heavens, or watching entire screens evaporate because your build crossed some invisible power threshold, this one is an easy recommendation. Clean systems. Addictive progression. Runs that go from “manageable” to “oh no” in minutes. Highly recommended. Just don’t expect to stop playing anytime soon.
This is, in my opinion, the best bullet hell game available on steam. I have yet to try one or buy one that comes even close
本来好久没玩看到大更新想进来重温一下,结果后面关卡还是未解锁状态。就一定要玩家去把前面恶心人的挑战给打完才能允许游玩,真的是给我恶心完了,我真的没工夫去搞那些耗时间的挑战,就想玩玩新更新的内容,这有错吗?你们真的觉得做的挑战有多好可以另起一个成就系列,而不是和游戏后续内容强行绑定,不打通挑战就不给玩新内容。
Game was great before items. Sometimes development should just end while the game is in a good spot rather than throwing every mechanic that has ever existed at it.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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