
A rogue game aimed at delivering a thrilling experience, crafting a powerful genre, and pushing forward to the end!
Modeled estimate, not a reported figure. How we estimate →
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About
-Localization is mechanically translated and then personally corrected, and the translation may not be accurate
At some point, you woke up in an empty space surrounded by strange spatial disturbances. You can't remember why you're here, but fortunately, you still remember your name. Subconsciously, you thought you came here with a very important thing to do, but you have forgotten what to do.
Just when you were at a loss, a young girl with white hair quietly walked up to you and warmly said
This is a Roguelike game with equipment construction and character development as its core.
A little bit of action element rogue+survivor mode refers to a more selective space in the early stages of construction.
Shop to purchase items that enhance abilities

There are also three basic options for upgrading

Special room events

So, use your hands, pick up the guy, break into the strange world, and quell the chaos here!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Korean
Reviews
有中文 有成就 建议改成自动拾取或者碰触拾取 建议删掉吃药瓶时的蓄力操作 建议城内禁用挥刀
My Playthrough: https://youtu.be/-L91Xc6LWn0 Overall : 3/10 An alpha build, bad, but with potential. Many areas are in dire need of improvement. Graphics: 3/10 • The NPC profile sprite is too good and clashes with the rest of the game. • Player and monster sprites are okay. • The repeating tilemap and trees feel cheap. • ALL monsters have no shadows, not even the bosses. Audio: 3/10 • Many missing bgm and sound effects. • After Meili finishes talking to the player, there’s no bgm until entering the house. • No sound effect when jumping. • Every area uses the same looping bgm with no variation. Gameplay: 3/10 • No controller setup or tutorial. I had to press random keys to figure out that F = interact and I = inventory. I still don’t know how to use potions properly, I just open the inventory and right-click on them. • The story has no direction. At first, the game tells me I’m some kind of divine dragon god. Then I equip a basic sword and start whacking slimes? Okay, maybe I'll become a god later, but there's no follow-up on the story at all. • I have no idea what the game’s objective is. I just go left and right, survive for a few minutes, and loot. • Slimes have attack hitboxes that can’t be timed or dodged. The only way to avoid getting hit is to stay far away. • Shrimps in Stage 3 constantly swarm and bodyblock me, and I can’t jump out either. • In Stages 2 and 3, my sword deals only 1 damage to some monsters. I don’t know if this is intended because magic is random and unreliable. • Upgrades feel inconsistent. I assumed yellow named upgrades were rare, but sometimes they’re worse than white named ones. • Stage 1 has plenty of healing potions, but there are none from Stage 2 onward, with no way to heal at all. • The Golem boss is boring. All of its melee attacks are unavoidable. The only way to survive is to stay far away and let magic kill it. • Skills are extremely hard to find. I only got two skills throughout my entire playthrough. Bugs: ?/10 • The player sprite only rotates to face the mouse direction while moving. Not sure if this is intentional. • Many translation errors, such as "damge" • Upgrade text sometimes gets cut off at the bottom. • Monsters keep spawning even after I survive a wave. • Game crashed after I died to the Bone King for the first time and returned to the home base.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Dev is responsive and fixes things upon letting them know when something needs attention. Game isnt perfect but as a solo dev working on this gem, there is alot to come. Well worth it to wait for updates and watch Rogue Hands grow even more.
玩起来还行,剧情不多,出门直接就玩,还会有一些奇特的buff,人物好看
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.
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