
Embrace the challenge of a roguelike deckbuilder with unique mechanics from the developers of Faeria and Richard Garfield, creator of Magic: The Gathering™. Build a team of two heroes, unleash powerful combos and defeat the legends of the Roguebook!
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): 0.71/day in the week to Aug 22 → 1.71/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.
About
The ancients speak of a Book written since time immemorial containing all the world's legends. After many fabulous adventures, recounted in Faeria – Chronicles of Gagana, this relic was lost in a well of Faeria. Through contact with this source of magic, the Book developed a wicked free will of its own and became the Roguebook!
You are trapped in the Book of Lore of Faeria, and each page represents a new challenge. Lead your two heroes to victory in this roguelike deckbuilder developed in partnership with Richard Garfield, creator of Magic: The Gathering™. Put together the best synergies between cards, relics and abilities, and take on the Roguebook.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Xbox, 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 | $24.99 | 4.6Kreviews | 84% | — | $2.1M |
| $24.99 | 1.9Kratings | 83% | — | 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 117 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
самая сложная игра тут мало просто собрать хорошую колоду нужно постоянно следить за позицией двух героев одна ошибка в синергии или расчете щита и забег окончен игра не прощает промахов
Roguebook is a deck-building roguelike. I am actually neutral about it, but it leans more toward a thumbs down. It's a decently made game that looks and sounds good. Nothing is broken, and the mechanics aren't far behind the best in the genre. The issue is that the market is saturated with games so good that their sheer replayability is their main selling point. I simply can't recommend it in a world where Slay the Spire and Monster Train exist. I'll proceed assuming you know what those games are - if you don't, you should check them out first. Roguebook isn't the worst entry-level title in the genre, so if you dislike how StS or Monster Train look, you could try this one as your first deck-builder. Roguebook has its own gimmicks, but they are either less impactful than you'd think or don't add much value. The biggest one is probably the map exploration mechanic, but it feels like it adds too much randomness to the genre. Map discoveries that grant additional energy per turn are absolute game-changers, for example. There are two characters positioning themselves in the front and back ranks, but this is a far cry from the complex tactical combat found in some other deck-builders. This isn't inherently damning, games don't always have to be innovative, and this one could have just been a pleasant experience, but several issues work against it. First of all, even with higher difficulty levels unlocked, it feels far too easy for players familiar with the genre. After cranking the difficulty to the maximum available, I won four games in a row. The meta-progression system is partly to blame, as it overcompensates for the difficulty curve, at least early on. I could choose to ignore the progression system, but that is the first step down the path of the player doing the designer's job. Consequently, the victories felt cheap. Perhaps this changes later, but it's not what I expect from a game like this: usually, they give me a compelling reason to master their mechanics. The second issue is pacing. Each run feels too long. This is partly because the map exploration mechanic takes a lot of time if done carefully, which is detrimental to the overall flow, as I wouldn't call the process particularly interesting or engaging. More importantly, I feel like I'm playing a game with a "slow immersive mode" accidentally toggled on. It really makes you appreciate how most similar games keep their animations and UI snappy and to the point. Here, when you interact with certain map objects, you are taken to a separate screen that serves no real purpose, forcing you to wait through screen change animation and press another button just to access the merchant. Card animations are diverse and nice to look at, but each one takes a second longer than I'd like for cards to land in my hand, and it happens every single time. After about ten hours with the game, I grew tired of these delays; I imagine if I played any more, it would turn into torture. This might sound like a petty complaint, but it indicates a fundamental misunderstanding of the genre on the part of the game: the UI should be invisible to the player. Playing this feels like playing a shooter where the very act of pulling the trigger is frustrating. Then again, this won't be an issue for someone entirely new to the genre. The game goes on deep sale, and I can't say I didn't get my money's worth. It's just that I can list many other titles far more deserving of your time and money.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
| $2.49−90% |
| 57ratings |
| 86% |
| — |
| not modelled |
| $1.99−90% | 40ratings | 84% | — | not modelled |
| $24.99 | — | — | — | $0 |
| $19.99 | — | — | — | 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 117 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
PoS game hard-crashes my computer. -.-;
卡牌肉鸽,底层逻辑是牌组越厚越强 +宝石槽和换位combo,DIY大数字爽感拉满; +高度随机化的游戏体验,探索迷雾很有新意,进阶挑战也是各有特色机制,不是单纯加难度; +-作为一个卡牌游戏,被动属性和一些地图事件要靠肝解锁,我本来是无法认同的,但这个游戏的局外收益随着开挑战增长得非常快,比如难0通关才30点,过完难3已经有了627点,就把局外解锁得差不多了; -连携技减费动画导致打起来很不流畅,没有快速模式; -中文翻译稀碎。 //这个游戏的卡组构筑在我心目中有与火车2相当的有趣程度,可惜体量上还是差点意思,加上游戏机制和打牌动画导致一局时间被拖得太长,现阶段大概不会继续深入游玩了,不过对于卡牌游戏爱好者而言还是非常值得尝试的,尤其是喜欢《怪物火车》系列的话强烈推荐。
The dark souls of deck building in my honest opinion. Very difficult early on but as you play the game more and gather more resources and level up and unlock more cards the game becomes insanely fun and very addctive. The paint brush and board like loop is very unique, this game is VERY much for people that enjoy Slay the Spire and Monster Train and even Baltro. Very easy to run however it does crash once in a blue moon but only if you alt+tab or have it running for to long but it only happened once. The game is fun if you enjoy having a large selection of characters with unique cards and abilities to use and finding which combo you prefer. In the game you select a main charcter and 1 other character to mix and match synergy. Overall really fun game, does get a bit repetitive but worth it if you can get it on sale - keep in mind the Dev and game is finished so I doubt it will recieve any more updates but its a finished game overall with a nice gameplay loop. This should also run well on the steam deck, same for 4k but keep in mind not everything is really 4k intended but with upscaling and DLAA it's a nice treat for the eyes. Solid game, easy 80~100hr game but after 8~20 hours you really start to understand the grind.
I play a lot of roguelike deckbuilder games. I'm always looking for that new fix or new setting or artstyle. As far as playability goes this along with Monster Train are the standouts for me. I love the neat touches with this like finding your route across the map, it adds a slightly different dynamic. But the thing that keeps me coming back to this one is the time for a run is perfect at about an hour, the strategy is some of the best without being overly complicated and I love the variety in the characters. Still looks cool and it's a game I have been dipping in and out of for years. Well worth being in your library.
Let's starting from positives: - I love the idea of revealing map by using brushes and other tools - Graphics - style and animations realy gives a fantasy vibe - I like the idea of inserting gems Negiatives: - Music - Very few card synergies Why I decided to choose no recommand this game: As card deckbuilders fun I focus on gameplay, core game loop and having fun from card mechanics. In this game I do not feel that I have a minimal control over creating my own deck and using synergies between cards. Having a combo between of abilities, passives and cards is very rare or very random. I do not feel rewarded for my decisions, which makes it not so fun like other deckbuilders.
Very good Roguelike Deckbuilder. If you like Slay the Spire or Monster Train, you'll like this. The thing that sets Roguebook apart is the map exploration. That is done very well and makes every run feel very different, more than the 3 paths that are usually offered. Give it a try!
I got about 100 hours of play out of this before I got bored, so overall, I'd definitely give it my recommendation, especially if you find it 90% off as it was for me. The game I'd describe it the most like is Against the Obelisk. The cards are pretty fun but I didn't find quite as many combos as I was hoping for, and the ones that are there are kind of just regular card synergy. It took about 100 hours before it seemed like the only further options were ways to make the game harder, which I appreciate is what some people want in a game, but as a person who plays games to relax, it's not what I look for. Very solid 7 or 8 out of 10.
我平时不玩杀戮尖塔以及爬塔LIKE的游戏,当初关注这个游戏纯粹是因为宣传“《魔域之书》是由 《万智牌》创始人 Richard Garfield 与此前开发过《Faeria》的团队 Abrakam Entertainment 共同设计/监制的。” 玩起来还凑活吧,那种随着一遍遍轮回,牌库变大,角色逐渐变强的感觉还挺明显的。游戏总共只有三章,感觉总体体量也不大。我没有去尝试各种构筑,也只玩了两个角色(加上DLC应该总共六个)。
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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