
A fast-paced co-op dungeon crawler for up to four players! 🏛️ Fight enemies and collect loot through 16 floors of caves, sewers, dungeons and hell to rescue an ancient wizard and regain your humanity.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
Whenever a player respawns in the game after a boss fight, the game crashes. This bug must be fixed in order to enjoy co-op.
My all-time favourite sokpop game to date!
An amazing lil game that has depth and mechanics but doesn't take playing the game 100 times to beat it. When playing the game, builds don't require much too much commitment which allows you to swap between them easily but limits build potential which I didn't find that annoying since the game is on the shorter side for rogue-likes. Only thing I found slightly annoying was you can get stuck on stairs sometimes but this can be avoided by jumping, so not that big a deal. All in all a very good casual game to play with friends!
One of my fav sokpop games all-around-- also one of many I wish they could expand on and port to console. Fun and challenging dungeon-crawling roguelike gameplay with the twist of a 2-minute timer for each section before things start getting intense. Like all sokpop games it has a really pleasant, minimal aesthetic I just can't get enough of. Soundtrack is chill and catchy, perfectly paired as usual. Highly recommend playing with a controller.
데미지 3짜리 강철활을 내구도 무제한으로 업글하면 온 세상을 재패할 수 있음
I really wanted to like this game but it constantly crashed to desktop. :(
Playing with my neighbours. Love it. Even few bugs do not spoil the wonderful feel. Highly recommend.
TEMPLE of RUBBO is a compact yet surprisingly energetic action-roguelike developed and published by Sokpop Collective, a studio well known for crafting experimental and tightly scoped indie experiences. True to Sokpop’s philosophy, the game embraces simplicity in its mechanics while delivering enough unpredictability and cooperative chaos to make each run feel fresh. At its core, it is a fast-paced dungeon crawler built around short but intense sessions, procedural generation, and an accessible combat system that encourages experimentation rather than complexity. The premise is playful and immediately engaging. Players take on the role of shipwrecked pirates who have been transformed into animals by a mysterious curse. Their only hope of reclaiming their human forms lies within the depths of the Temple of Rubbo. This light narrative framing provides context without overwhelming the gameplay, allowing the focus to remain squarely on exploration, combat, and progression. The tone strikes a balance between whimsical fantasy and perilous adventure, creating a setting that feels adventurous but not overly grim. Each run takes players through a series of procedurally generated floors, typically spanning sixteen levels that gradually increase in difficulty. The layouts vary between sessions, mixing combat arenas, treasure rooms, shops, and miniboss encounters. This procedural structure ensures that no two descents feel identical. Early floors ease players into the mechanics with manageable enemies, while later stages demand sharper reflexes and more thoughtful build choices. The escalating difficulty provides a satisfying arc, culminating in challenging boss encounters that test both positioning and resource management. Combat is streamlined but engaging. Controls are intentionally simple, allowing players to focus on movement, timing, and situational awareness. Despite the minimal input complexity, the variety of enemies keeps encounters dynamic. From swarming creatures to heavily armored foes and magical adversaries, each enemy type introduces different attack patterns and behaviors. This variety prevents the action from becoming monotonous and encourages adaptation as players progress deeper into the temple. Between floors, players can interact with shops, blacksmiths, and witches to improve their builds. The game features a broad array of items—ranging from weapons to passive enhancements—that allow players to tailor their playstyle. Some builds favor aggressive melee combat, others emphasize ranged attacks or magical abilities. The interplay between randomly acquired items and player decision-making creates a satisfying layer of strategy within each run. Because items and upgrades are not guaranteed to appear in the same combinations every time, players are encouraged to experiment and adjust to the tools available. One of TEMPLE of RUBBO’s strongest features is its cooperative play. Supporting up to four players locally or through Remote Play Together, the game transforms into a lively and often chaotic shared experience. Enemy scaling ensures that additional players do not trivialize encounters, maintaining tension even in multiplayer sessions. Coordination becomes important, especially when managing resources or facing powerful bosses. Cooperative play amplifies both the fun and unpredictability of each run, making it particularly well-suited for casual group sessions. Visually, the game adopts a bright and minimalist 2D style that prioritizes clarity over intricate detail. Character sprites are simple but expressive, and environmental designs are colorful without becoming cluttered. This clean aesthetic ensures that combat remains readable, even when multiple enemies fill the screen. The soundtrack complements the gameplay with energetic tracks during battles and lighter tones in exploration segments, reinforcing the game’s adventurous atmosphere. The pacing of runs is brisk, typically lasting under an hour. A subtle time pressure mechanic discourages overly cautious exploration, nudging players forward and maintaining momentum. This design choice prevents stagnation and ensures that sessions feel concise and purposeful. Even unsuccessful runs contribute to a growing sense of mastery as players become more familiar with enemy patterns and effective item combinations. Ultimately, TEMPLE of RUBBO succeeds by embracing focused design. It does not aim to rival larger roguelikes in mechanical depth or narrative complexity. Instead, it delivers a polished and accessible dungeon-crawling experience that emphasizes replayability and cooperative enjoyment. Its charm lies in its balance of simplicity and unpredictability, offering short but satisfying adventures that invite players to return again and again in pursuit of better builds and deeper descents into the temple. Rating: 7/10
also erstmal muss ich sagen wo ich das gesehen habe dachte ich es sei ein entspanntes Game... ich ging rein und dachte mir was ist das für eine scheiß Steuerung Fortbewegung mit den Pfeiltasten Sachen Aufhebn mit z schlagen mit x ich bitte euch wie umgänglich will man es noch machen nicht flüssig spielbar alles andere als entpannt eher völlig ♥♥♥♥♥♥ .....
Ummmmmmmm, In my defence, it didn't feel like 30 hours...
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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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