
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
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.
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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
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。
poor replayability and gets boring quickly, specially without friends to play with.
The game's grinding features get boring and overwhelming over time... because every version of the weapons and the armors feels similar not exactly change that much the way you play. Moreover, why do we have to play for materials to upgrade stuff by *levels* while this is a rougelite type of game?
I bought this game way back in early access and played through defeating the Mother Treek at the time, but shelved it afterward because I knew I'd want to come back when it was properly finished. I think it was totally worth the wait! The art style is still as iconic as it was back then and meshes really well with the overall mood of the game. I did find some of the weapons clunky back in Early Access, but they all feel very fluid and fun now. The difficulty especially feels very well balanced to me so far. I prefer fighting games that have a slower pace and Rotwood really rewards you for matching it instead of trying to hack-and-slash through.
游戏内容少 提升纯靠刷 肝度十分高 实在是无聊
Graphics aside this is mid unfortunately.
What they did right: Focus hits mechanic is fun for big number damage Music is amazing Power combos (sometimes) Bosses What went wrong: Armor bonus stats that are exclusive to one area make no sense to use in other areas and are just a waste to buy/upgrade. Others like projectile damage are just funny in a bad way because most of projectiles take 3 bussiness days to land where they are supposed to, not to mention 90% of enemies are melee. Weight classes don't matter much, there is no real disadvantage of having the heaviest build and having trouble dodging, if anything you will get hit by something you didn't notice anyway. Bow is just unbalanced, lacking combos but dealing the best dps, wth guys. Canon right click spam is a free win machine. Story feels so idk funny in a bad way??, and relationship system being: 1) find gift 2) give gift 3) npc trauma dumps on you [spoiler]Also Toot having guilt by his hunters eventually dying to rots but when asked further into the main plot he just non-challantly says he knew from the start unfixed teffra leaks were Mulligans fault and done NOTHING about it to prevent that ♥♥♥♥ is so stupid it's funny wtf [/spoiler] Hitstreaks have no value outside some quirky powers and challanges for heart shards Heartshards themself increasing some things like number of free upgrades or potion charges are nice but most of them are increase damage, increase health, increase starting money, increase time before hitstreak ends are boring. (It is though a better system than the one before) I dunno the game feels like a let down, what didn't help is shadow droping the game felt like they gave up.
I've been in the early access and came back for the full release and this game feels better to me than Absolum. The enemies' tells are clear and it feels all around more readable, which in turn reduces the frustrations of feeling overwhelmed and getting hit by something you didn't see. The weapons' movesets have a delightful amount of depth and skill expression, and each variation brings with it a new playstyle that really does make a difference. Attacks and movement feels weighty and satisfying, yet defensive options are responsive, and I love how the enemies can dictate the pace and not just always get juggled into oblivion. Progression is dreamy, with constant short, mid, long term and even stretch goals keep you constantly invested and make repeating levels not feel as grindy. Some objectives not only act as tutorials, but also give you incentives to try different playstyles. The multiplayer has been super fun, smooth and seamless for me, as well. I sincerely hope the release has been a success as the team deserves every bit of praise for this jewel of a beat'em up.
Great game but why is the last update the whole way back in August????
Active players
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