
Zorbus is a fantasy-themed, tile-based, turn-based, traditional roguelike game.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 23 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
A TRADITIONAL ROGUELIKE
Zorbus is a fantasy-themed, tile-based, turn-based, traditional roguelike game. Your goal is to delve deep into a dungeon, find a portal to a mythical place called the Zorbus, where a mere mortal can ascend to demigodhood. You can recruit other creatures along the way so you don't have to adventure alone.
Being a roguelike game, Zorbus creates the dungeon randomly so that every played game is slightly different. The game has permadeath, meaning that when a character dies, it really is permanent, and the player must begin a new game. You can save the game, but the save file is deleted when loaded. Zorbus does not have item identification or a hunger mechanic.
A LIVING DUNGEON
Thematically Zorbus draws influence from the late 70s and early 80s tabletop D&D campaigns, adventures and lore.
The game tries to create a dungeon which feels alive, eventful, and rich in content. Something more than just empty rooms and corridors. Diversely shaped levels with themed content (throne rooms, prisons, hidden treasure caches, etc.) with good connectivity between the areas.
The dungeon denizens act intelligently, fight each other, flee when threatened, and try to gather their friends to overcome a threat. Most creatures can use items, and can also pick them up from the dungeon floor. Creatures are not silent either, but comment on things with speech bubbles.
The dungeon has dynamic lighting. There are light sources as dungeon furniture and in the hands of creatures, and these both can be lit and unlit. Some creatures have darkvision. Creatures react to light and sound.
RPG RULE SYSTEM
The rule system for the game is slightly influenced by the d20 system used in the 3rd edition of Dungeons & Dragons. Zorbus has races and experience levels but no character classes. On each level up, you point buy skills and talents.
CONTROLS & UI
Keybindings are configurable. Mouse control is supported, but is not ideal for playing the game. A game controller can be used. The game has a targeting system, making it very easy to use ranged attacks or talents. Usable items and talents can be assigned to quickslots.
Display size can be configured. You can play in windowed mode or fullscreen and with 32x32-, 48x48- or 64x64-pixel tile graphics or ASCII characters. The font can be changed, and text size can be adjusted.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A good classic roguelike, maybe the most beginner friendly of them all. I've only sunk 10 hours at time of writing, but I could see hundreds.
epic game good fun especially when playing the game
[h1]Zorbus es un roguelike de mazmorras puro y duro, sin adornos innecesarios.[/h1] Gráficamente es simple, a mi personalmente me agradan los gráficos y su manera de ser. Aquí ganas por aprender, equivocarte y adaptarte partida tras partida. El sistema de clases, objetos y enemigos tiene más profundidad de la que aparenta al principio y cada decisión equivocada por pequeña que sea puede matarte. No es un juego para todo el mundo, pero si te gustan los roguelikes clásicos Zorbus merece mucha más atención de la que tiene. Por el precio que tiene es un regalo.
Media

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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
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A traditional roguelike that has no qualms about instagibbing fresh characters, especially when it comes to the more frail builds. It's also one of the few genre entries with proper party members to recruit, though herding them can be a bit of a headache. It's best to not get too attached to any one specific character, whether it's yours or a recruit...
First, it's $3.50 on sale right now, and my coffee this morning cost twice that. Even if you hate it you didn't spend a ton of money on it. A very well-designed traditional roguelike. The pixel graphics are pretty and there are a lot of options during character creation. If you look at the other reviews you'll get a pretty good idea of what the game is like and why people love or hate it. It is punishingly hard and you very much need to (a) use your consumable items, (b) find and recruit allies in the dungeon, (c) run away, and (d) die a lot. I use blink potions a lot, which are basically teleport-away in a bottle. Hiding in a dark corner and healing up is a part of life in this one. It is very random so sometimes you get an incredible "holy bardiche on fire +2" that can smack stuff two squares away, and other times you are fighting with a stick for half the level. Similarly, sometimes you find a panther at the entrance to Level 2 that can leap on you and cuts through plate armor like it's paper, and other times you will beat a horde of garbage enemies that level you up. The main issue is that when you enter a new floor you can't go back up, so you often get trapped by a horde of archers and summons at the start of a new level. While there are items that can help you escape, you are likely going to be wandering blind through a new dungeon and running into lots of bad guys. I assume this gets less bad after about Level 4 of the dungeon, but honestly... I haven't made it that far. I'm going thumbs up because I am having a good time, but it may not be everyone's cup of drain cleaner.
I don't know if I'm unlucky or what, but every time I make it to the second floor I'm killed by either a room full of high level enemies that I can't escape or a single high level enemy that spams spells on me and kills me, usually within a minute of entering. So, I'm leaning towards the game not being very fun or fair if I simply can't get out of the first room on the second floor. I've seen people recommend having companions and... that didn't help the times I've had them. They just get slaughtered by an inescapable room full of high level enemies too. I've only found companions in maybe half the runs I've done as well so I'm not sure, again, if I'm just amazingly unlucky and I'm supposed to be finding companions everywhere or what. Edit: So there's a shop where you can buy and recruit! I had no idea. I stocked up on traps and potions, had two companions, went into the second floor and... got killed by the second floor boss in two or three hits before I could get out of his line of sight. My companions were busy fighting the swarm of crocodiles he summons on top of his overtuned magic shots that never miss and apparently can go through obstacles in his path. This was after nearly dying to multiple Deadly rated enemies that are the only thing that spawn on the second level. There are simply better roguelikes out there that are difficult but fair. I've heard that the early game is rough to get through and that it evens out later, but honestly I'm not sure how it would possibly be worth the trouble.
Cannot really recommend this one. Well- made world with its almost full autonomy, but several critical cons: - lack of balance in everything, including enemies, spells, weapons and areas. Cleaning full 1st floor and dying in the first room of the 2nd is pretty normal here, tho it's critically unclear, what exactly shoud I've done before. - frustration of the game core is bounded with balance, there is no satisfaction of clearing a room/ area/ floor, beacuse you cannot understand your own progress. It's not clear, whether you just killed a boss of your life or it was just a shallow enemy. - not really a problem, but controls are over- sophisticated and utterly weird. Tho most of the actions are binded on mouse clicks and bumping, some of them are arrowkeys and things we do not ever use now WASD or ESDF would be quite more cofmortable). I can't see a reason why not doing things right by default Won't recommend it for most, just in case if you are extremely big fan of Rogue original game, you can try this
Would have a TON more hours if I wasn't always tired. Easily one of the best roguelikes should cost more. Dungeon floors can be infinite if you IGNORE the Zorbus Portal. Still dying to floor 3 you need companions ASAP to survive against groups of enemies unless you fight in a corridor meaning 1v1's.
A really good, neat, and well-designed roguelike. The art style is charming, and the visual clarity is genuinely impressive. This is easily the most readable roguelike I've ever played; it's always obvious what's going on, and you rarely need to read or inspect something in closer detail to understand what just went down. The only real downside is the small variety in builds and playstyles, but you can reasonably get away with a lot (i.e. an Overgod ending with ranged, melee, and magic builds, solo or group based). This game is pretty difficult in a macro-sense, and you can't take any of the fights lightly. Everything in your inventory has a purpose, and I mean everything. Every single arrow, potion, trap, scroll, etc. has to be used in order to survive. You will have a very difficult time if you refuse to strategically place down traps ahead of time, scouting ahead with orbs of scrying or stealth, playing around light sources, and swapping to a ranged weapon with special arrows (e.g. Anchoring, Withering, or otherwise) to afflict specific enemies with the needed status effect(s) to win the fight. If you are up for this style of gameplay, then the game will feel very rewarding and fun. However, due to the lack of variety in builds, Zorbus has a very low replay value for a roguelike. If there were more feats and ways to play the game, then it would be easy to recommend, but as it is, you really have to like the concept to get into it. I do wish you could disable the Finnish flags, though, that really takes me out of the game sometimes.
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Players by region
Where this game's players are, estimated from review languages.
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