
The ROGUELITE that feels like a ROGUELIKE. Praised for its fantastically generated dungeons, real-time combat and surprising amount of content and depth. One of the BEST GAMES OF THE YEAR according to PC Gamer and VICE Waypoint.
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Unexplored is the roguelite that feels like a roguelike. An accessible yet challenging action rpg, praised for its fantastic level generator, real-time combat and a surprising amount of content and depth. Plus: free dlc which adds even more variety!
Explore dangerous dungeons, solve mysterious puzzles and engage hundreds of foes, big and small, in intense melee combat.

Easy to Play, Easy to Die
Fantastic Generated Dungeons (using brand new tech)
Real Emergent Gameplay with many Tactical Options
Intense, Real-time, Dual Wielding Melee Combat
Stealth Mechanics (dungeon crawling like a real rogue…)
Over 50 dangerous bosses
Challenging, generated puzzles
Adaptive, original soundtrack

Misery, one of Unexplored’s Early Access players, thought our description didn’t do the game justice. So, we asked: “What do you feel makes the game stand out?”
We really liked what Misery wrote, so here’s a summary:
1. the Dungeon Generation
2. It uses a ton of traditional roguelike concepts, but in non-annoying ways
The fact that the game FEELS like a traditional one while still being real-time is a pretty major thing as far as I see it.
3. The combat is pretty fun, yeah
Lots going on there, particularly once things like potions and staves or whatever are thrown into the mix. Feels more tactical than the usual "shoot everything" sort.
4. Pausing the game
Being able to pause the game and deal with your inventory, use items, and examine things, without actually leaving the game screen, that's a big one. It all really opens up a lot of options for tactical play.
5. The Puzzles
[The puzzles] feel like the sorts that the old Zelda games used to use. That same satisfaction from that is here overall.
6. The hub floors
Ended up being a great feature.
7. The huge variety of enemies
Not just bosses, but monsters and traps and all sorts of stuff. I've been constantly impressed by this. Even after so much time with the game there's still plenty I haven't even seen yet.
8. And of course the whole "lock and key" concept.

The goal of Unexplored is to find the dragon in the depths of the dungeon of doom, slay it to claim the Amulet of Yendor and bring it back to the surface. Every run, the game will create an intricate map of dungeons, hinting at foes to come and solutions for puzzles you’ll face.
During your adventure through the dungeons, you’ll regularly face off with one of over fifty possible bosses. These range from the Queen Ant, to the Balrog and, yes, several menacing Dragons. Some of these bosses can only be slain with the right weapons, so make sure not to miss those on the previous levels.
In the spirit of roguelikes, the game does not tell you which potions will save you, and which will kill you. You’ll have to find out yourself either by taking risk or using the right Magic Scrolls. Same story for the Enchanted Weapons: are they blessed with divine powers or cursed with deadly spells?
Pitted throughout the dungeons you’ll encounter strange statues. Some of these are part of puzzles and solving those may reap great rewards. So, you may want to pick up and read the books you’ll see lying around. They may feature hints on how to solve a puzzle, even one a few levels deeper.
You’ll be able to equip two items and wield them both. In the darkest deeps you might want to hold a burning torch beside your axe. Bats tend to be killed easily from a distance by throwing daggers at them, so why not equip them in both slots? Or wield a whip, no better, the Flaming Whip you just plucked from that Balrog you managed to finally kill. Or… perhaps it’s best you start with a shield. A big, enchanted shield. Yes.
Your starting armor may not seem like much, but that’s only because… well, because it IS not that much. It will keep you safe from the bites of bats, but don’t try your luck with an Orc. Beat the right foes to collect their leather breastplates or chainmail. Or… equip the right cloak on go stealth…
Yes, that is an option. You can go unnoticed for a long time and execute surprise attacks for added damage. Like everything in Unexplored, it’s up to you to weigh the rewards versus the risk. Because a surprise attack on a Necromancer may sound like a terrific idea, but it’ll probably survive your first strike, leaving you quite vulnerable in your cloak of cloth.

Unexplored features several kinds of progression for you and your character. The most important is simple: experience. Expect to die a lot in the beginning, whilst learning exactly how to play the game. But you will learn and before you know, you reach a deeper level every run. However, there’s more than just experience. Within each run, you’ll find Potions of Strength, drink those and your power increases for as long as your stays alive. A Potion of Life not only completely heals your hero, it increases the amount of Hit Points. Upgrading your equipment by combining it with certain magic items on an anvil will grant you perks for the time being. Offer to the Gods, and you may receive another upgrade.
However, if you die, your powers die with you. Unexplored is a game featuring perma-death.
Nevertheless, some upgrades are permanent. When you unlock achievements, you unlock equipment and items you can purchase before you start a new run. You pay for these items with the other permanent feature: gold. Your hero will inherit all the gold your previous one owned. So it is always an absolutely fabulous idea to try an open as many chests as possible, you might get rich trying.
Or, just spend it all during your run when you meet one of the vendors. Yes, you heard that correctly: during the game you will be able to spend your gold on new equipment and potions. Obviously, if you subsequently fail, all that gold is lost. Like in forever.
The deeper you go, the more dangerous the dungeons will be. So, make sure to pick up the right equipment, potions and scrolls along the way. You can even craft better items and mix healthy or plain deadly drinks.

Part of Unexplored’s allure is the way it generates the dungeons. Not just the levels themselves (see this video about Cyclic Dungeon Generation), but all the dungeons in their entirety. The game knows what you’ll face on the deepest levels even before you start wandering the first one. So, it will provide you with hints, keys and notes about what to expect down the line. Best keep an eye out for those.
No, of course not. Unexplored is a game filled with content, with lava and water, plants and trees (flammable trees that is), with hidden doors and locked doors (use lockpicks!), with small bosses and big bosses and with so much more. But we won’t spoil everything here. It’s up to you to find out! So, go have yourself an adventure! You’ll love it!
***************************************
Unexplored has a fantastic community of players helping each other out. They have been an integral part of the development of this game. So, if you're really stuck, let us know in the Steam forum, and we, or one of the other players, will try and help you out.
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 41 reviews with recorded playtime.
Reviews
Themes across 41 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
This game has a lot of the classic elements of an action roguelike: randomized unidentified potions and scrolls, curses, traps, secrets, character classes... or so it seems, since the classes are locked behind achievements, and for some reasons the achievements are not unlocking properly. The end result is that much of the game's content is unreachable for me, which ruins an otherwise interesting game.
Game looks awesome but holy smokes controling your character is like playing air hockey with chopsticks and feels BAD. Hard, hard pass.
A tightly designed roguelite that only some people will love. Weapons and enemies are tightly balanced, early success/difficulty depends heavily on learning the game mechanics rather than luck, and the game rewards exploring. But there's near zero variety in abilities and weapons in every run, and it's very "low fantasy" meaning super powers / magic are very limited. If you want a super dry, tightly designed and mechanically rewarding roguelite this is a superb game. If you want something with fast (or even medium) paced combat where you can play around with character builds and experience diverse ability and gear combos, this game is not for you at all. It's tough giving this a thumbs down but the game is so limited in run variety that I think only a small subset of roguelite fans will enjoy this game. Thus I really can't recommend this game.
Gave this game a solid try it is unforgiving and hard. Feels like your on an air hockey table gliding around. They start you off with an annoying 1/4 inch long Dagger so you are sliding around trying to hit with this little annoying weapon.... i finally get a run going and get a dungeon that is just dead ends and broken due to poor generation. Even on easy mode, no puzzles or bosses i still get puzzles and whooped. I reread some reviews and feel like i must be missing something so i torture myself more and i finally figured it out the game is just not for me AT ALL. It requires skills and patience I'am just not willing to invest with all the other options i would avoid this game. 1.8/10 PS. save is broken/unreliable so if you get a good run and want to continue later "pray for help"
Years later, I still think about this game a lot. It has a lot of clever aspects and it feels unlike any other game out there. A great sense of exploration, challenge, learning the game's mechanics and mysteries is satisfying, exploring the levels all feel quiet immersive, the random generation is well done.
Kind of hard and good for playing in short bursts. Like a side job, not the main game to play. may be during updates or if something is being installed. Gets frustrating in the long run. Once in 9 hours I got a bug that made me stuck inside a room without any means to get out, was only able to get out because I had a descent scroll which is a bad way to get down floors.
unexplored is a bit of a mild name for how solid a roguelike adventure this game is an even, uh, worse name would be cave exploring cyclops pros: -vivid runs; where i have max stealth stuff and the shadows are providing genuinely safe harbour in hell-like depths, or ive gotten ahold of some extensive combo of materials ie copy scroll and scrolls -a stack of maps for your adventure that are slow to explore and connected sparsely. you need to return after reaching the bottom. everything remains as you go up and down the y axis, stairs -environmental hazards and chemistry. crafting/cooking of the try and fail variety. light sources and all its cons and pros. actors respond to distraction and alarms, like the alarm bell. religion, and conducts -weird ass ♥♥♥♥♥♥♥ orientation combat, where you effectively wield your hand equipment of choice directly, precisely in front of you, just like how doomguy hold his guns, dead center and w the sight near his chin shields offer a very good barrier w the side they're literally on, in the live combat of swinging, stepping and strafing as you wait for cooldowns indicated by a differently shaded dagger -distinct enemies. you will remember the ones that kill you and they will stress you out as you come up to them again even if its that pos mage goblin that uses all his randomly enchanted items and sundries as assigned by the universe run. or the spiders that jump. love spiders, normally, but the spiders in this are a legit minor threat cons -the waterlogged areas are AWESOME and they are also lethal run enders -some iterations or runs can be bugged, in that old school procedural way. the religious system has a pray function which can get you a [necessary unavailable item] or whatever but itll happen. or itll appear to happen, but maybe you're just stupid/innattentive and haven't spotted the [necessary unavailable item] -there are cryptic (but very thorough) mechanics normally found in hardcore rogues, namely; mystery. id-ing potions, scrolls and that shirt you just put on that now hurts and wont come off, is vital -the crafting/stuff enchanting is a pain to really get to grips with (runes and enchant spots are sparce) as well as necessary. and not every enchant rock|enchant rock|weapon go together. crafting is fine it just contains set recipes tropes. you can make tea, which is hot (yes temp) water plus tea. you can also make strength potions (perm +stat) that are two bodyparts of midtier (at least) enemies. -sudden, immediate, steep death might be far harsher than youd like, and the results screen might not give you much more context for whatever happened. dont let it happen again? dont lose your temper, the next run has a gun plus gun ammo ingredients almost certainly, or a new gargoyle enemy you've never hit with an unenchanted sword before, and couldnt possibly be completely immune to a tier of damage or huge murmuring ogres patrolling thin paths across a void, ogres being capable of knockback or a lich, which rarely isn't a challenge across tropes
[h1]全体[/h1] アクション制の伝統的ローグライクで、迷宮探索が楽しい(開発者はローグライトアクションRPGと称している) ゲームシステムを調べる(探索する)のも楽しさの一部なゲームだと思うので、黒塗り多めにする ダンジョン(地形,怪物,罠,謎,道具)と書物(謎解き等のヒント)が上手にランダム生成されていて、毎回、新鮮な迷宮で遊べる アクション要素と伝統的ローグライク要素が3:7ぐらいで配合。アクションにそこまで疾走感や派手さがあるわけではなく、硬派に迷宮を攻略するゲーム [h1]ダンジョン[/h1] ・Cyclic Dungeon Generationという技術でランダム生成された迷宮が本当に本当に面白い。「この部屋は前も見た、またあれするんでしょ?」という展開が少ない。このゲームを体験した後だと、他のローグライクのランダム生成迷宮が手抜きなんじゃないかと思うぐらいよくできている ・怪物の種類は沢山。ダンジョンのボスは[spoiler]ドラゴン系[/spoiler]だが、中ボスや怪物は毎回知らないのと出会うぐらい種類が多い ・怪物や毒ガス出てくる罠や無敵のタレットが待ち構えている[spoiler]だけでなく、部屋に半永久的に閉じ込めてきたり、下の階層へ突き飛ばされたり、橋が崩れたりといった危険な状況に直面することもある。逆に言うと、敵を同じ目に合わせることも可能[/spoiler] ・探索に役に立つ情報が書かれた本を拾って読む [h1]アクション[/h1] ・一見すると似ている武器が多いが、攻撃範囲,タメ時間,ダメージ量,ダメージ種などが違う ・人型の怪物は自分が使うこともできる装備を使い、仕様が共通している ・[spoiler]不意打ちすると大ダメージが入る。卑怯なと思うかもしれないが、大人数の怪物、罠がしかけてある敵地、透明化する敵が待ち構えているので、やらなきゃやられる[/spoiler] ・武器を振った後のクールタイムに入るなどするとスローモーションになるオプションがある。アクションが苦手な人やアクションよりもターン制を遊びたい人に対する配慮だと思う。アクションに疾走感が欲しいならOFFにした方がいい [h1]ローグライク[/h1] ・耐性持ちの敵がいるので、武器等を使い分けたり工夫する必要がある ・杖,ポーション,一部の装備は効果が不明で判別していく必要がある(伝統的ローグライクでよくあるシステム)。昨今のゲームでは廃れた要素なので人を選ぶかもしれない。呪われた装備は外せないので、場合によっては大変な目に遭う ・道具を組み合わせる"調合",供え物と道具等を交換する"祭壇",装備と素材を合体させる"鍛造",詰まった時の"祈り"という要素がある。これらの要素もそうだが基本的にどの要素も、落ちている本から部分的に情報収集して後は手探り。この辺りの伝統的ローグライクのやり方は人を選ぶかもしれない。easyモードであればこれらをそこまで上手に使いこなせなくてもクリアできるので、やりながらゆっくり覚えればいい ・死んだ時の所持金や持ち帰った金品を使って、1回限りの装備や道具が買える。気楽に無料装備で稼ぐ、ガチガチに準備をして生還を目指すといったプレイスタイルを好きに選べるし、難易度を調整できる。ゲームが難しいと思ったら、とりあえず回復をたくさん持ち込めばいい ・レベル上げ要素はほぼない。実績を達成することで職業(最初の初期状態)が開放されたり、店の品揃えが良くなる ・元祖ローグと同じように、ダンジョンから帰ってくるまでがゴール。一度通った道を帰るわけだが、スルーした敵が残っていたり、新たな脅威と向き合う必要がある [h1]その他[/h1] ・お値段の割にたくさん遊べる。50時間ほどプレイしたが、まだまだ知らない敵,解けない謎,クリアできない難易度がある ・異なるモードが追加される、無料DLCが3つもある ・日本語非対応。日記のような探索メモを読むので、それなりの英語力かツールが必要 ・いい音楽 [h1]不満点[/h1] ・読んだ本の情報を再閲覧することはできるが整理する方法はゲーム内でほぼ用意されていない。例えば、拾った調合レシピを元にこちらでメモするなり暗記することが必要。何階で入手した情報か忘れてしまう ・謎解きのヒントを見つけることができるが、どの部屋のことか分からない。試行回数は有限なので解けないことも多い。単に自分の実力や英語能力の不足かもしれないが… ・少しでも謎解きの成功率を上げるために色んな階層を行ったり来たりする時はあまり面白くない ・多少異なる初期状態でゲームを開始できるが、大体やることは似ている ・見つけるメモに書かれた内容がダンジョンに反映されていないことがたまにある ・ゲームを中断して時間が空くと謎解きや迷宮のヒントの記憶が薄れて、ゲーム内のメモを参照して補完する必要があるが面倒になって一からやり直しすることになる
Now that I've finally managed to beat the game on Hard level, after about 330 tries, I guess I can share my thoughts on it validly. When I first took a look at Unexplored, coming upon it thanks to Unexplored 2, which is a very different game, I did not think that I was going to get much enjoyment out of it. After all, ARPGs are not really my thing. But the reviews were so positive, that I eventually decided to take a chance. And did the game ever grab me. From the simple, but not easy, fighting style, to the sheer variety of things in the game, to the clever interactions between certain aspects that it was a joy to discover, such as lighting a torch by dipping it into lava, the game is just fun to play. The RNG is pretty excellent - I very seldom ran into unplayable situations, and even sometimes when it seems that you are stuck, there is a "pray" option that will resolve most blockages, although you will only have a few opportunities to use it per run without heavy penalties. But I rarely ever needed it, so that's no problem. The single-eyed characters make the top down combat easy to understand. Sneaking is available, although it's been nerfed somewhat, but that is generally not a problem, except when you start as "The Fool". It is probably my only gripe with the game that the Fool doesn't start with a stealth +1 cloak. Speaking of variety, you can play as 1 of at least 9 classes in the game, there are at least 16 different kinds of enemies, most of which have at least 1 type of boss version which serves as mini bosses, of which you'll only ever encounter 4 at most per run, there are at least 5 types of Dragons which serves as the end boss (except in rogue-likes it seems that the final boss is never the final boss, is it?), there are a variety of weapons (and magic) to use, lots of potions and scrolls, not all with positive effects, etc. And all that is before you ever even get to the free DLC - none of which I have touched as yet. In short, if you enjoy a good rogue-like ARPG, I can heartily recommend Unexplored.
[u]Spoiler: This review is probably not helpful but true![/u] And on day number 3444425151 God invented: [b]Roguelike Games![/b] This genre needs to go extinct! Listen to me. I'm an 36 year old, wise guy with grey hair coming out of my nose! Don't do levels over and over! Go play some Doom or Hitman! There is more gaming beyond the horizon, my little rogue-like lover! [b]Be courageous, my friend! Time has come to part with the rogue-like devil hunting you! Unleash the real gamer within you! You're ready![/b]
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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