
The world has been thrown into chaos, and it's up to you and your friends to battle the corrupted beasts of the Rotwood. Upgrade your gear, choose your preferred weapon, and hone your skills to defend your safe haven.
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About
The world has fallen into chaos, and it’s up to you and your friends to battle the corrupted beasts that threaten your home. Choose your weapon, upgrade your gear, sharpen your skills, and get ready to take on the frenzied foes of Rotwood!
Surviving Rotwood is no easy task. You’ll need practice, strategy, and refined combat skills to tackle the game’s toughest encounters.
Featuring rich and varied combat mechanics, play solo or co-op with up to three friends, fighting increasingly challenging encounters as you battle your way through 8 unique locations.
Rotwood focuses on combat mastery and gear progression to defeat enemies that you once thought impossible.
Pick your target carefully and sharpen your skills as you face increasingly difficult encounters. Battle your way through deceptively vicious rots in search of your true foe, a powerful, corrupted boss battle that will put your abilities to the test.
Experiment with various gear combinations and refine and perfect your build to best make use of these strange powers. However, true success comes from skill, adaptability, and strategy.
Button mashing and decent gear will only get you so far. Practice and perfect combo attacks for each weapon type to reach your destructive potential. Discover and upgrade different weapons and armor to further enhance your combat effectiveness.
Master a variety of weapons or specialize in the one that suits you best. Each weapon type offers its own distinct combat style and benefits. Get in close to smash, slam, pierce, or hang back and blast your foes from a distance.
Boss fights are not just a test of strength but also a test of skill. Each boss has unique attack patterns and mechanics, requiring careful analysis of their weaknesses and precise mastery of your weapons to tackle Rotwood's toughest foes. Victory grants you unique loot required to face ever-increasing challenges as you progress through the game!
While every run offers different powers and abilities, progression is built on skill and mastery rather than randomness. Through practice and proficiency, you’ll learn to take down increasingly formidable foes more effectively with greater efficiency and precision.
The challenges ahead may be unpredictable, but your fate is not. While Rotwood has elements of randomness, true mastery comes from skill, adaptability, and precise execution, not luck.
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 827 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
第一次科雷让我失望的作品,首发尝试了一段时间,觉得游戏不是很完善,以为随着游戏更新科雷会让人满意,奈何到现在几乎摆烂不更新了,内容也依然不甚充足。看来设计底层还是有问题。
It's not bad. And the inclusion of cozy Animal Crossing lifesim elements makes for an interesting loop. You do a beat em up run, give a gift to date a cat, garden, mix some food into your lunchbox, etc. The combat feels technical enough that there's some skill ceiling, and I suspect the game is a bit harder single player, but with friends you can kind of just turn your brain off. It's not Castle Crashers. I wouldn't say there's particularly any sauce to Rotwood. It plays things relatively safe and leans on the art style and coziness rather than ever trying to swing for a fence, but this also means it doesn't fall on its face the way a *lot* of beat em ups can. I think it's fair to say that Rotwood is like a pizza. It does not need to be perfect if everyone can agree on it. And even imperfect it's a pretty decent time.
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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*, Portuguese - Brazil*, Spanish - Latin America*, Simplified Chinese*, Traditional Chinese*, Russian**languages with full audio support
Hours played at review time, across 827 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I see a lot of different reviews complaining about this game so I figure I oughta leave my own opinion on the game, since I've been here for a long time (check the time played) First, the gameplay. The gameplay loop is very repetitive, as is the case for a roguelite. The recent updates expanded on the gameplay loop to make it both more customizable preparing for a run, as well as making a unique kit during the run. All of the weapons types feel distinct and fun to play with (even the cannon, though that one takes more practice to work well). Others have complained about floaty controls or HP sponge enemies, I disagree. Sure the boss fights can feel a little tedious, but with a solid kit you still get a good sense of push and pull throughout the fight. The Super Frenzy mechanic is a nice way to ramp the difficulty, especially since it's split between each weapon, incentivizing diversity for completion and upgrades. here's plenty of armor and weapon variants to choose from, there's a kit for anyone, even if some are easier to work with than others. The co-op gameplay is really fun, but it can get a bit hard to follow. I don't have much issue with it, but my friends have struggled with busier rooms. The art style and animation needs no comment, it's beautiful, I don't feel like the animation cancellation is necessary for combat, just plan your field placement better. The 2.5D camera takes a little getting used to, but it's fine to fight with after some practice. Now the biggest issues with the game aren't in the game, it's Klei's handling of it. The early access started out strong, with them adding new fully decked out areas fairly regularly, and even a new weapon class. But as time went on they started sharing less, less frequently. The early major updates came out every couple months, pretty generous. But the most recent early access major update and 1.0 release both came 7 months after their previous update, with practically no updates or public communication in the meantime. For a while I thought the game had been abandoned and it just sat in my library 100% completed for the early access content. Then out of nowhere they drop the 1.0 release with no fanfare, no publicity, just a quiet shadow drop me and my friends almost missed entirely. Others have said it already, it was likely an ashamed and passive launch because of the balancing and QOL issues that they didn't or wouldn't fix raised by the community. It's a little jarring to see the global achievements for the game start at 3.2% and go down because so many people completed the game in early access and just forgot about it due to the lack of updates and pathetic shadow drop. I still love this game, and will continue to play it with my friends until I do everything there is to do. I wish they cared more about this game to give it more attention and care, it's delightful
哎,我也是首发入的,讲道理中正式版这么敷衍,憋了那么久你就告诉我这个?????
TLDR: Rotwood is visually awesome with a trippy-cute vibe, but clunky combat, weak upgrades, and punishing resets hold it back. Worth a look if you love the art, but don’t expect smooth gameplay just yet. Average 5/10 The Good: Rotwood really stands out with its wild, adorable art style. It’s got this weird, almost psychedelic charm, like something straight out of a dream where everything is both cute and just a little bit unsettling. The characters and monsters are fun to look at, and the world feels like it has its own personality. The Bad: Combat, unfortunately, doesn’t feel as good as it looks. There’s a noticeable delay when you try to use your skills. It’s like your character takes a deep breath before actually doing anything, and that tiny pause can cost you a hit or even your whole run. It makes you feel disconnected from the action, like you’re not really in control. Then there’s the power-up system. While it sounds exciting to collect random upgrades as you go, they often feel too scattered and disconnected from the way you actually play. Most of the time, they don’t seem to boost your strength in any meaningful way, which is frustrating in a game that demands quick reactions and tight timing. The biggest downfall is the progress reset. If you die, that’s it, you start all over again. No meaningful carryover, no way to build up from past runs. It makes every loss feel punishing instead of motivating.
It's just playing the same boards and defeating the same bosses over and over to collect achievements. I tried really hard to like it, but it's boring AF,fighting is clunky AF, and I don't understand the point of crafting and farming when gold and stores would be so much simpler. No stars except for the art style. Maybe it will be better when it's finished.
Dunno what everyone's deal is. It's pretty fun for its price and it's length. It's not very long. But it has replay value. The game is not expensive. Especially given how everything else these days are much more expensive and not worth it. The only thing I don't like is how ridiculously overpowered the end game bosses are. Especially if you are a solo player. But that's really it. I personally enjoyed it.. it doesn't waste a lot of my time and most challenges are fair enough to finish.
1、游戏定价有点贵,不建议原价入;2、游戏内容太少,一局经过测试精简化了,但还是有那个毛病,游戏难度设计不平衡,不玩轮椅的话感觉特别坐牢,特别是官方还削弱重做内测的装备效果,而且买新装备需要玩家反复多次刷关卡,过程比较繁琐。3、游戏内武器设计得特别敷衍,一个BOSS系列的武器包括锤、矛、球、炮、弓箭全都是用同一个技能,技能都一样还是分那么多种干嘛,特别是新出的浸润boss武器,先不说获取难度还需要打过超级狂暴,失败了武器原胚还要修复再打一遍,重要的是武器技能太幽默了,拿最后一个狂暴boss来说,中后期boss都满地图乱窜了,你这个树洞武器是架个盾往前面定点扔炸弹,真是服了,设计师你自己玩过自己设计的武器吗?4、地图中间那个技能加点,点数给得太少了,打完全部主线加第一次狂暴后,剩下的只能刷特殊关卡,一次最多才给两点,根本不够用,局外加成根本不够爽。5、地图装饰倒是特别多,我也不明白你弄那么多装饰干嘛,好看吗,本来在基地待得时间就不多,根本用不上。6、总得来说,除非大改,优化玩家体验,否则不建议入手。
抢先体验就入手了,更新慢,内容少,各个流派构筑也不大行,没有一点肉鸽游戏的爽感 突然上个正式版,还定价82,不值,不要买。
更新了一年几乎没有新内容 跟失落城堡一比就是依托
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
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