
A roguelike twist on Breakout, just like you remember with a thick coat of 80s slathered on top. It's fast, it's juicy, it's vapourwave, it's small, it's Roguebreaker! How many bricks will you break in this arcade game?
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About
Growing up, I spent most of my summers indoors playing video games, trying to beat that one final level, trying to get just a bit better and beat my own high score. Roguebreaker is my love letter to that time of my life, when you could just lose yourself in a colorful world for a little bit. Beat a level, unlock a new upgrade, and repeat. It's a small, simple game designed to be played in a short sitting, just long enough to zone out and have a good time for a few minutes and relax. I hope you're able to feel a little bit of that as you play. If not, I'd be happy to hear why and what I could do to make it that much better for you.
Thanks so much for giving it a shot!

Break enough bricks and you make a choice between two upgrades. Beat 10 levels and you've got a totally different set of upgrades compared than the last run.
Each level is randomly chosen from a preset pool, so you have a general understanding of what's next, but you can't be sure.
The higher your score, the faster the ball. The more balls you get the more fun you have. It's simple.
Restarting a run means totally different handcrafted levels and a unique set of choices to make.

Break bricks like nobody's business. Hearty bricks, moving bricks, pickup bricks, innocent bricks, it's got bricks for days.
It's got all the pickups you can imagine. Multiballs, extra speed, extra score, extra style, extra fun. Too much fun though and things get hard, be careful.
After you beat a level, you choose an upgrade, go slowmo, suck the ball back to the paddle, fire missiles, tilt the board and bounce the ball, it's great. If you game over though, you start from scratch.
The more you play, the more you unlock, the more you understand, the better you play.
After mastering all 20+ of my handcrafted levels you can start adding your own. Just create a map and drag it into the custom maps folder and you're good to go.

Trailer music was generously provided by Dance With The Dead
Official workshop support is in progress, but can create and share levels without it!
Please don't hesitate to contact me if you're unhappy, I want to make sure you enjoy the game as much as I did making it!
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 37 reviews with recorded playtime.
Reviews
Não há muito a dizer, é um óptimo jogo inspirado no clássico Arkanoid, que implementa power ups. É óptimo para descontrair e matar saudades dos tempos passados! :) Fica aqui o meu Gameplay e Inscrevam-se no meu canal para Jogos Indies fantásticos! Junta-te ao meu Exército! :P https://youtu.be/Q9SeSqtRjc8
après avoir eu le jeu en early accès et fait quelque test, je peut vous dire que ce jeu est vraiment adictif , j´aime bien faire 2 parties par jour pour le fun et pour un jeu casual, arcade, le jeu vaut bien le coup :)
Lovin` it, fun like the old days :)
The concept and visuals are appealing at first but it's not very fun to play. The first stage drags because you have no power ups, and from the very beginning, some bricks take several hits to break. The ball moves slowly when you start a new game, too. Each round you clear, you can choose between different random power ups like two paddles. But these don't seem very balanced, because I chose one that said pickups would more frequently include multi-ball powerups but I didn't even get any pickups in the first place. In a game like Arkanoid, you're constantly getting interesting power ups to drop, but Rougebreaker doesn't really have that because I guess it needed to wait for the end of the level. The difficulty ramps up quickly which means you'll likely run out of lives and have to play the tedious first stage with no powerups again. There's really not much to the game.
This is a decent brick breaker game. Nice and juicy. It has a built-in level editor - I always appreciate that sort of thing. The brick types are less distinguishable than I'd like, but that's the biggest negative. Anyway... here's a place where you can play Rogue online: https://playclassic.games/games/role-playing-dos-games-online/play-rogue-online/play/ Yes, that's the same "Rogue" that "Roguelikes" are supposed to be, uh, like. You may notice, after you get over the early-80s "graphics," that Rogue is not in fact very much like this game at all. Nor is it very much like Slay the Spire, or Inscryption, or whatever the heck else people insist on tagging as "roguelike" these days. Do people call Balatro a roguelike? I bet they do. I bet people call a ham sandwich a roguelike. This is a pity, because there are some very good *actual* roguelikes on Steam - and it is increasingly impossible to find them amongst the "roguelikes." They're there if you dig enough. I liked Dungeons of Dredmor and Sword of the Stars: The Pit. But none of that has anything to do with this game beyond its title and description. It's a solid game. I'm giving it a thumbs-up. I just wish it had titled itself differently. (I wish that of most games with "Rogue" in the title anymore.)
The physics are just not up to par. There's a lack of fine-tune control and the movements are strange. Even the roguelike aspect is underwhelming. Not that it would save things, but everything else is in rough shape as well.
Uninspired. It feels like a draft of a game.
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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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