
Roguematch is a Tactical Puzzle RPG, a Turn based Dungeon Crawler where Match 3 is the Tactician's weapon. With raw elemental magic at their command, the heroes can pick between bashing from near or matching mana from afar to attack creatures from the extraplanar realms!
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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, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1]3マッチ×不思議のダンジョン[/h1] 日本語対応、早期アクセス 基本的には3マッチパズルだがダンジョンの部屋を 一定の宝石を消したり、てきた倒したりしてノルマ攻略していく 自分のキャラも盤面上に存在しており移動すれば 宝石も動く、敵もターン毎に移動して殴ってくる 敵も属性や弱点が設定されていて消し方によっては 回復されてしまったりすることもあるので 頭のひねりがいもある そして各階層にはボスがいるのでそれを撃破できれば 下の階層へ行ける仕組み 装備や移動魔法などを駆使して戦おう キャラクターがふわふわもふもふなのもいい! 個人的な推しはパラディンヌです [code] Steamキュレーターで紹介しました [URL=https://store.steampowered.com/curator/41056472/]「3D酔いでもゲームがしたい」[/URL] [URL=https://twitter.com/_Rlyeh]Twitter[/URL] 毎日更新してます! [/code]
2 humans played this game. Human A - after playing for a bit, this game seems like the classic match 3 game but it's actually so different. It actually has a story line and is really quite challenging. Some parts are quite hard. I didn't know it's like this. Human B, how hard can it be, you just need to match things. Human A, no it's not just matching things, you need to do other stuff. There are monsters and you need to kill them. There are also manas and a lot of other things. It's not as easy as you think. Human B, monsters? Kill them? Manas?? Difficult? What are you talking about? Go away, let me try. Human A scooted, disgruntled. Human B, lulled into a false sense of ease by the intro's light instrumental BGM, super adorable art, and the calming colour tones - How does this look challenging?!? Finished the tutorial, easy peasy. Game started, music changed, sounds a little more ominous but still cute. Continued playing, monsters appeared, oh, they are so cute. Matched this, matched that, stupid monsters are coming nearer, trying to figure out what to collect. What just happened?? Did I die?! Did I just die?!?! Did the %*#&@^$ monster just kill me!??! *Censored* Human A - not even trying to hide her contempt and glee, mocking Loser B mercilessly - not challenging, right? Easy, right? What monsters nonsense, right? *a bunch of useless words*. YOU JUST DIED IN LESS THAN 5 MINUTES. I didn't even die that early. Indignant Loser B - Shut the #%^%^ up. This is my first try. It's not even counted. Human A, ...... just admit you suck. Much later... Still Indignant Loser B - UGHHHH, what the #$%#$. Why?! I don't get it. I need to collect xxx. What?! *Still trying to learn the game* These matching games are just not my thing. Human A, just give up then. Why are you still playing? Admit you suck. Ego Bruised Loser B, shut up $#$*&$^......#$....... !%*........ ^%................ *EDITED FOR BREVITY SO AS NOT TO BORE YOU TO DEATH. MOST NEEDED TO BE CENSORED ANYWAY* CONCLUSION - Buy the game if you hate sleep, loves proving a point, and prioritise fun and laughing over admitting you suck. On a serious note, can we please take a moment and go AWWWWWWWWWW HOW CUTE IS THE RABBIT!!!!!!!
[h1]被低估的三消衍生游戏, 玩法多样,值得一试 [/h1] 上来第一把一口气打了1个多小时,门槛低解法多样,正反馈激爽,轻度休闲 需要动一点脑子,但也不用动太多 [h2] 推荐指数 ★★★★(4/5)[/h2] 对该品类有兴趣可以闭眼入 [h2] 游戏概况 [/h2] 创新融合三消、肉鸽与回合制玩法,角色走位可改变宝石布局,消除触发元素反应,敌人属性克制需策略应对,搭配随机地牢与多样技能,重复可玩性高 [h2] 推荐理由 [/h2] - [b]核心亮点[/b]:打破传统三消“休闲无脑”标签,将肉鸽的随机性与回合制的策略性融入其中,角色可作为同色宝石参与消除,4消/5消生成特殊宝石触发全屏特效,玩法独特且有深度 - [b]体验平衡[/b]:虽前期难度断层(如首层出3个BOSS)、数值过渡生硬(前期刮痧后期碾压),但策略广度与收集驱动(100+咒术/装备)足以吸引核心玩家,平均游玩时长12.64小时(推荐玩家),深度留存明显 - [b]后续潜力[/b]:开发者已提及将吸收社群意见优化三消与地城冒险玩法,当前版本虽有瑕疵,但创新框架已立,后续优化后体验可期 [h2] 推荐与避雷人群 [/h2] - [b]推荐人群[/b]: 1. 三消硬核玩家(如[i]《战神的挑战》[/i]、[i]《Hero Emblems II》[/i]爱好者) 2. 肉鸽策略党(喜欢[i]《以撒的结合》[/i]类随机挑战玩法) 3. 福瑞控与萌系画风偏好者(为Q版动物建模与毛茸茸角色设计买单) - [b]避雷人群[/b]: 1. 讨厌复杂机制的休闲玩家(前期需大量试错,需兼顾元素克制、混乱等级等多维度) 2. 反感频繁BUG的完美主义者(2025年版本仍存在查看BOSS弱点必崩、传送回营地等恶性BUG) 3. 追求即时爽感的玩家(前期战斗节奏慢,依赖装备与技能成型,存在“前5小时便秘”体验) [hr][/hr] [h2] 核心数据统计 [/h2] - [b]评论基础信息[/b]:全文阅读约12000字,评论日期范围2023年4月25日-2025年8月16日,共统计42条玩家评论 - [b]推荐与不推荐占比[/b]:推荐38条(90.48%),不推荐4条(9.52%) - [b]推荐玩家时长统计[/b]:最长时长142.6小时,平均时长12.64小时,中位数时长3.65小时 - [b]不推荐玩家时长统计[/b]:最长时长8.6小时,平均时长4.4小时,中位数时长4.25小时 - [b]评论语种分布[/b]:中文23条(54.76%,好评率85.19%)、英文16条(38.10%,好评率100%)、日文2条(4.76%,好评率100%)、韩文1条(2.38%,好评率100%) - [b]语种好评率排序[/b]:英文(100%)=韩文(100%)=日文(100%)>中文(85.19%) [hr][/hr] [h2] 15条核心优点(按提及频次排序) [/h2] [h3] 1. 玩法创新性与独特性 [/h3] - [b]三消×肉鸽×回合制深度融合[/b]:角色走位改变宝石布局,消除触发元素反应(如火烧风生成闪电、绿色风属性宝石击晕敌人),敌人属性存在克制与回血机制(部分怪物消除同色宝石会回血),需策略选择消除方式(“像[i]《以撒的结合》[/i]+[i]《糖果传奇》[/i]的脑洞组合”——对比[i]《以撒的结合》[/i]) - [b]角色差异化设计[/b]:拥有6个不同角色,各角色专属技能(如兔子闪现、猫咪召唤炮台),支持被动+主动技能组合,后期装备成型可实现“一回合清场”(“圣骑士的盾反和法师的元素转换完全不同体验”) - [b]动态战场与陷阱利用[/b]:包含岩浆、泥沼等地形,可诱敌进入造成伤害,“混乱等级”随回合增加迫使高效消除(“每回合都在和时间赛跑,拖太久会被传送门刷出的怪淹没”) - [b]魔能连锁特效[/b]:4消/5消可生成特殊宝石(如炸弹、直线消除宝石),双特殊宝石交换触发全屏特效,后期组合技体验流畅(“后期组合技爽到,堪比[i]《开心消消乐》[/i]高阶操作”——对比[i]《开心消消乐》[/i]) [h3] 2. 品质与沉浸感 [/h3] - [b]治愈系福瑞画风[/b]:Q版动物角色造型(兔耳小偷、猫法师)+萌系怪物设计(方块史莱姆眨眼表情),剧情以漫画式推进,视觉体验讨喜(“为了兔子的毛茸茸建模,愿意反复坐牢”) - [b]策略深度与硬核挑战[/b]:BOSS战需记忆弱点(如冰蛇怕火、岩狮蝎踩泥沼减速),前期容错率低,后期build成型后爽感拉满(“第一层被BOSS血虐,第三层乱杀的反差感”) - [b]随机事件与收集驱动[/b]:包含100+咒术与装备,地牢房间随机生成(如黄金房刷道具、隐藏密道救精灵),全成就需30+小时,收集与解锁动力足(“每次解锁新角色都有新套路,肉鸽重复可玩性高”) [h3] 3. 核心玩法体验 [/h3] - [b]消除即战斗机制[/b]:消除宝石直接触发攻击或治疗效果,角色可作为同色宝石参与消除,打破传统三消局限(“把自己当棋子凑三消,脑洞真大”) - [b]剧情设定有代入感[/b]:[spoiler]玩家将扮演兔兔小偷,前往地下迷宮尋找獨自前往冒險就再也沒出現的貓貓法師跟狗狗戰士,同时为寻找传说中的《喵灵之书》深入神秘城堡,静态漫画式剧情呈现,角色互动可爱[/spoiler] [hr][/hr] [h2] 15条玩家痛点(按负面强度排序) [/h2] [h3] 1. 基础体验 [/h3] - [b]恶性BUG频发[/b]:存在地图卡死、UI闪退(如点击“切换信息”“查看人物详情”必崩)、字符乱码(背包中文字符显示方框)等问题,部分玩家1小时内遇3次BUG(“1小时3次bug,EA质量堪忧”) - [b]新手引导缺失[/b]:游戏机制(元素克制、混乱等级、魔能吸收范围)一股脑开放,无清晰属性说明与教程,玩家需自行试错(“不知道绿怪吃火伤,结果消除绿宝石反而回血”) - [b]UI信息过载[/b]:技能与装备面板数据混乱,怪物弱点需鼠标悬浮查看,无直观提示(“密密麻麻的数值,看得眼睛疼”) - [b]本地化粗糙[/b]:存在机翻痕迹(如“口口器”字符缺失),韩文、日文版优化滞后,2025年日文版仍有黑屏问题(“2025年了,日文版还会黑屏”) [h3] 2. 上手门槛与平衡 [/h3] - [b]前期难度断层[/b]:第一层迷宫频繁出现3个BOSS,回合限制严苛,新手无应对手段(“第一层就被史莱姆围殴,教程根本没教怎么应对”) - [b]操作反直觉[/b]:需同时使用键盘走位与鼠标消除,两者衔接割裂(“左手WASD右手点宝石,手忙脚乱”),角色移动后宝石回弹逻辑复杂,易误操作 - [b]数值失衡[/b]:前期普攻伤害低(“刮痧”体验),后期装备叠加后可秒怪(“碾压”体验),无平滑过渡(“前5小时便秘,后5小时无聊”) [h3] 3. 内容完成度与重复感 [/h3] - [b]房间目标单一[/b]:多数房间目标为“杀光敌人”“踩亮符文”,后期玩法重复,沦为“刷装备模拟器”(“100层后都是同样的怪,毫无新意”) - [b]反馈与社区互动缺失[/b]:国产工作室未提供QQ群等联系方式,玩家BUG反馈无门,部分玩家建议新增存档备份功能(“被BUG传送回营地十几次,求另存功能”) [hr][/hr] [h2] 10条玩家核心诉求点 [/h2] - [b]优化BUG与稳定性[/b]:修复地图卡死、UI闪退(查看BOSS弱点必崩)等恶性BUG,新增存档备份功能(“被BUG传送回营地十几次,求另存功能”) - [b]强化新手引导[/b]:分阶段解锁游戏机制(先教基础消除,再引入元素克制、混乱等级),增加怪物弱点长按提示(“长按怪物显示弱点,现在全靠试错”) - [b]调整难度曲线[/b]:降低前期BOSS强度,新增过渡装备,缓解“新手第一层被血虐”问题(“第一层BOSS血厚防高,新手根本打不动”) - [b]优化UI交互[/b]:合并技能与装备面板,简化消除伤害反馈(“消除后提示范围伤害,现在炸了都不知道炸到谁”) - [b]丰富剧情与演出[/b]:增加角色语音,补充动态CG,完善《喵灵之书》相关世界观伏笔(“静态漫画太单调,想看动态CG”) - [b]拓展元素反应[/b]:新增更多元素组合效果(如水土=治疗),明确标注怪物属性免疫/回血说明(“火怪免疫火伤,但说明里没写”) - [b]增加护肝功能[/b]:新增自动保存、动画跳过功能,减少重复开场动画耗时(“每次重开都要看30秒开场,麻了”) - [b]优化操作逻辑[/b]:适配鼠标拖拽消除(当前仅单点),增加角色移动后宝石布局预览(“走一步试三次,生怕宝石回弹”) - [b]补充内容更新[/b]:新增角色与地图,优化BOSS战机制(当前BOSS多为“堆血”设计,无差异化)(“三年了还是6个角色,求DLC”) - [b]加强社区互动[/b]:开设官方QQ群或论坛,方便玩家反馈BUG与建议(“BUG反馈无门,工作室连联系方式都不留”) [hr][/hr] [h2] 玩家提及类似游戏 [/h2] https://store.steampowered.com/app/12500/PuzzleQuest_Challenge_of_the_Warlords/ - [b]游戏名称[/b]:《战神的挑战》 - [b]特色概述[/b]:经典三消+RPG鼻祖,策略消除与剧情结合的标杆之作,为《消除迷宫 异境入侵》的三消+RPG融合玩法提供参考 https://store.steampowered.com/app/2417940/Hero_Emblems_II/ - [b]游戏名称[/b]:《Hero Emblems II》 - [b]特色概述[/b]:战棋+三消的深度融合,兵种克制与消除联动的早期灵感来源,与本作“角色参与消除”机制高度契合 https://store.steampowered.com/app/250900/The_Binding_of_Isaac_Afterbirth/ - [b]游戏名称[/b]:《以撒的结合》 - [b]特色概述[/b]:肉鸽地牢随机机制的天花板,其随机房间设计与道具系统深刻影响本作的肉鸽玩法框架
смесь пошагового фэнтези-рогалика и "три в ряд", и тут куча способов выбраться из передряг! Забавно оформленная игра, наверное подойдёт любому возрасту. С таким запасом стихийной магии можно реально развернуться, а не просто пробиваться сквозь орды существ из иных измерений! https://youtu.be/Xhgr6L8p4Uo
- Love the concept, Lores, style and music. - Not a simple match game, kinda complex and challenging. - It's like multitaksing imma say. need brain frfr
Идеи интересные, но ОЧЕНЬ сыро. Много багов, ужасный интерфейс, неудобное управление, проблемы с балансом. Мб на релизе будет лучше.
加入我的鉴赏家 http://steamcommunity.com/groups/tuanziyahaha/ 获得第一手的评测消息和免费游戏Key哦 三消和肉鸽的巧妙结合。通过消除方块击败敌人,还可以使用魔法帮助你击败每个关卡。游戏内容丰富,拥有六个不同角色以及六种特殊技能,还有100多种咒术可以自由组合。 强烈推荐
The aforementioned hard lock has been fixed; a fun little match 3 game, but surprisingly tough.
Really nice animation and artstyle and good decisions on how to flow your attention in a seemingly busy HUD. While in some overlaping objectives you need a moment to adjust, it is a turned base game, so you have all the time for that. Now the game has near zero info feedback, it's pure visual, so if you hover over stuff you won't get blaseted with layers of info about that block. Which is actually good. Cuz this way it makes you just go for it instead of overcomplicating it. The tutorial last for a bit, and honestly the more insane mechanics I just clicked away and not used it, it's pretty front loaded, but won't explain execatelly why. There is one major mechanic that pretty much bounds everything togather from a cluster F to a masterpiece of endless fun. The corruption timer. So every X amount of turns it grows, and makes your board more and more cluttered, until eventually in a cascade of matches it sneaks in damages and you eventually die. (or unable to do much maches and you get overwhelmed). This means that the game encourages you to find the most ♥♥♥♥♥♥♥ insane eyewatering convoluted solution to every single situation that absolutelly clears the room in so few turns that makes every single room and turn it's own puzzle suddenly bloating up the game's content to levels that you feel the game should cost triple for the amount of content you get. TL;DR: Easy to play, near impossible to master, plenty of mechanics to find your place where its fun to you in between.
This game reminds me of Final Fantasy Tactics when I first started playing. The art is really reminiscent of FFT but adds its own brand of cuteness. The music does its job but it is early access and I am expecting greater things as the game develops. The game play is smooth with plenty of options as you progress through the game with items that will change the way you will want to match the elements to form various patterns to get more powerful effects. Can anybody say vambraces? Yes. They make a difference and I like that many small factors can combine and tailor to each player's experience as they advance. From an early access game, I expect great things to eventually be delivered. Go devs! and vambraces.
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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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