
Rogue Legacy is a genealogical rogue-"LITE" where anyone can be a hero. Each time you die, your child will succeed you. Every child is unique. One child might be colorblind, another might be a dwarf with vertigo. But that's OK, because no one is perfect, and you don't have to be to succeed.
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.
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): 0.56/day in the week to Aug 4 → 4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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
Genres
Sums Steam only; PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 18.9Kreviews | 92% | — | $7M |
| $16.99 | 28.2Kratings | 91% | — | not modelled | |
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 841 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
TLDR: As long as you don't mind dying (a lot) Rogue Legacy is an excellent 2D platformer / rogue lite game. Rogue Legacy is a rogue-lite in that the game constantly changes layout and characters but doesn't punish you with permanent death. Instead, after each character dies, a son (or daughter) carries on their legacy. Cellar Door Games actually includes a nice in-game history of their team - from humble beginnings to nearly giving up all the way up to Rogue Legacy - an interesting chronicle that fits nicely with the theme of the game of rebirth. Even if you're not a fan of rogue-type games, the 2D element provides plenty to like, and even if the difficulty can spike, it's not impossible to overcome as long as you give it some time. Presentation: The graphics are pretty good - lots of good monster designs, a great, shifting layout that encompasses four distinct areas and some challenging boss battles that require some strategy to beat. The music is catchy - there is even a jukebox you can find to switch the music in the game. There isn't any voice talent as the few humans all use text to communicate. Aside from a few grunts and groans, there isn't much in the way of speaking. For a game that obviously doesn't have a huge budget, I think it turned out quite good. Story: You open the story as a hero killing a king - you then fast-forward as the spawn of said king looking for revenge. The only real story in the game is the various journals you can read - in which the son of the king is looking for a cure to his father's illness only to get lost in the same castle you are - encountering the same bosses - until he opens the same main door and leads to a shocking revelation. Pretty thin - but actually better than I was expecting. Gameplay: Here's the bread-and-butter of why Rogue Legacy is so fun. When you die, your offspring can be born with a variety of traits - some cause very few changers (baldness, gay, Irritable Bowel Syndrome), some change the look of the game (color blindness makes everything black and white, The One makes it look like, well, the Matrix and Nostalgic gives the game a Sepia-tone look) but many affect your abilities: for example, Hypergonadism makes you really knock back enemies while Dwarfism makes you small (and able to enter some secret spots) but drastically reduces your weapon range. OCD gives you MP for breaking objects while Vertigo flips the stage upside down. I personally experienced each of these abilities at least once - both the good and bad ones. Rogue Legacy has several classes - a base class (Knight) and an upgraded version that replaces it once you unlock it (Paladin). These include - Mage, Archmage; Spellthief / Spellsword; Barbarian / Barbarian King (or Queen); Knave / Assassin; Shinobi / Hokage; Miner / Spelunker; Lich / Lich King (or Queen); and Dragon. Each class has its own strengths and weaknesses - the Barbarian has a ton of health but little MP and overall weaker attack. The Hokage is fast but has low heath and cannot land critical hits. The Spelunker gathers a lot of gold but dies easily and doesn't do much damage. The class and the traits both determine how far you're going to get. Aside from unlocking these classes, the skill tree in the game also gives you several stat increases - health, armor, attack, critical chance, critical damage, MP, Magic Cost, Magic Damage and even the ability to defy death itself - as long as you have enough gold, you can continue up to chain. Speaking of gold - you can also find blueprints of armor and various runes that will be useful to you. Each also costs gold - so it is imperative to break ever damn thing and kill every enemy you can in order to get all that filthy lucre. The game is simple enough - there are four level, main castle, forest, maya and the underworld - that is also the order from weakest to strongest enemies. Each level is random in its layout each time you enter the castle - there are rooms with treasure, special "Fairy Chest" rooms where you can earn a Rune (usually through some crazy challenge), Boss Rooms (one per level), Mini-boss rooms (usually resulting in a Blueprint for Armor) and basic rooms that feature a mix of enemies, traps and breakable items. You will die, a lot, but that's pretty much a given. Replayability: The game is meant to be played over and over and over again - off the charts baby! Be warned, if you beat the game - enemies just keep getting harder and harder on subsequent playthroughs. Presentation: 4/5 Story: 2/5 Gameplay: 4/5 Replayability: 5/5 Overall (not an average): 4/5
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese
| $1.49−90% |
| 668ratings |
| 82% |
| #162 |
| not modelled |
| $14.99 | — | 92% | — | not modelled |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 849 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
this game has the bosses and soundtrack that made me play it over and over. the game is basic but the skill you need is something you build and this will take time
nice game
Played over 200 hours of the sequel Rogue Legacy 2 and started eyeing this one up to get the Thatanophobia achievement done 10+ years after I last played. So it goes to show despite the second game iterating and improving literally every dimension of this one that the original experience still held up very well. The core bones are strong, and the movement reflexes translate well between the two games. I would recommend Rogue Legacy 2 as a superior execution of the entire experience, so for sheer game content I would recommend that one most, but the first game still does have some merits that give its own flavor. The mana/magic system works much differently, both in how mana's used and the spells on offer. Spells are much simpler things like tossing a straight-shot dagger, arcing axe, boomeranging chakram, basically different flavors of shooting a projectile. These spells and the blade wall have a shared trait of being much more "spammable", as the first game also lets you cast as much as you want during sword swings. I think some invincibility frames can conflict if you aren't careful but once you have a comfortable amount of mana you can sling quite a bit. Couple that with mana being more of a large reserve that maybe can be kept going with some Siphon runes. Kind of makes magic a non factor early game as you just can't cast that much without going completely dry. However, you also have late game potential to have an inordinate amount of magic reserve that you can spam cast as much as you can slam the keys. Compared to Rogue Legacy 2's more spellsword approach of all mana being regained on hit with a smaller overall mana reserve and spells being more carefully crafted and specific attacks it can be a refreshing change to use this game's magic philosophy. A second thing the first Rogue Legacy does a bit different are critical hits. Rogue Legacy 2 has a lot of focus on situational skill crits and doesn't let you juice up on base crit chance all that easily in the long run. Not the case in the first game. Juicing up on crit rate and damage is kind of a classic of this game as a huge damage increase once it get it really online. In general the simpler balance of flat increases to HP and Strength vs multiplicative increases like crit based damage and Armor are a nice push-and-pull to balance to try to make the most of your cash. Rogue Legacy 2 is built *very* long term and has a lot more stuff to do per run, so a shorter and sweeter experience with a less branching castle upgrade tree could be seen as a bonus in its own right. Rogue Legacy's a fun game. I don't know how I feel about recommending it vs Rogue Legacy 2. Bang for buck the second game goes *way* farther. If you haven't played either, first Rogue Legacy can sort of ease you in, although it's by no means necessarily an easier game, just a simpler execution. If you've already played Rogue Legacy 2 it's novel to see how things began and where certain design choices were clearly sourced from some design problems the first game ran into. I'll say that purchasing this game isn't a bad or wrong choice. See if you like it. If you end up liking this game there's a near guaranteed chance the second game will do you well too. It was worth the purchase 12+ years ago and that hasn't changed since then.
Muito bem feito!!!!!! Baita obra mesmo.
Шикарный рогалик, лайк.
First time playing it in 2026 and I can see why it's a classic.
A mi me gusta.
Легендарний рогалик, однозначно вартий того щоб його зацінити
♥
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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