Rogue's Tale is a single player turn-based dungeon crawling game. The game takes place in a place called Frostmourn Keep and its underlying dungeons located in the World's End Mountains. The goal is to overthrow the current king of the Frostmourn Keep and become the new king. A demo version and game guide can be found on the homepage. Key features: - Classless character building where you can choose to be the kind of rogue you want. - Seemingly unfair, untimely and unforgiving deaths which are also permanent. - Ways to counter these deaths by learning the game mechanics. - Random dungeons and encounters. - 24 talents to build your character with. - 30 spells to build your character even further. - 30 heritages that make your next character stronger. - 30 challenges to complete once you get the hang of the game.

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Tough little roguelike, well balanced and fun. Great job guys!

The the latest patch, which was released around January 16th, 2014, adressed much of the early game balance issues I had with this game. You still occasionally get some messed up spawning issues, but they're very very rare now.

The spellcasting, scroll, and wand system still needs work in order to be viable/fun outside of late game, but Rogues Tale is fun again and actually requires some skill rather than 100% luck.

Good fun, but random horrible death with no strategy to prevent stops me from giving a higher rating. No matter how much that flying boulder trap, drowning pit or impaler pees me off by killing my flegling mini-me I still seem to keep coming back for more gratuitous random horrible death punishment though.

Punishingly hard and completely unforgiving, but the reward for progress (which does happen!) is sweet, and makes it worth persevering.

Not for the faint hearted, but a very well put together game with a unique feel and beautiful graphics.

Yes, rated a 10. Now, before you act like "GRASPEE SAYS", and start throwing a fit about it being a difficult game at the start... DUH... it's a Roguelike!!!

Please don't get me wrong, there are times when you start a new game, where your heart sinks because you just KNOW that the snake (who is 3 squares away) AND the Archer standing next to it, is going to make a quick end to your game... only to be ecstatic that you barely squeaked by. There will be times, while walking down a corridor, you spot some baddy off in the distance. You turn quickly to try and find a narrow section or bottle-neck, in order to reduce the chance of his friend getting into the fray with you. Trouble is, while scurrying away, bottle-neck in sight, you failed a check for traps and fell into a spiked pit.

Roguelikes are meant to be difficult. They aren't meant to be a breeze, especially at the early levels. Certainly, this can differ from game to game, developer to developer... but, by and large, the difficulty of staying alive in a Roguelike, is what makes it FUN.

Now, if fighting to stay alive, isn't your thing, might I suggest something a little less stressful? Say, maybe... Havest Moon? That is unless tending to garden work or feeding livestock isn't your thing. Well, I take that back. I guess there is always Minecraft. You could just turn off the Mobs and build yourself a Soft-Serve-Yogurt-Stand, and feed the Sheep.

Explaination of 10 out of 10:

Graphics: I like the simple stuff.

Sound: Nice, creepy at times when something moans in the distance.

Game Play: Mama always said, "Life is like a good Roguelike... sometimes you just get the stuffins kicked out of you. Now, get up and quit being such a sissy!"

Overall: I would recommend it to anyone that would like a good challenge, and doesn't mind fighting for the chance to see the next whatever is just down the corridor. But, if you have the attention span of a Grapefruit, you may want to look elsewhere.

Have a blessed day,

frustrating game

Not bad, but for these characters i like the pixel

This game is simply awesome, one of the best roguelike games I've seen in years (and I've seen a lot).

You start as a simple rogue, with no skills, no armor, no magic - just a dagger and some food. You can complete different Challenges and Heritages through the game to expand the starting skills and equipment (which means you have to complete the heritage/challenge and then die, which you most certainly will do).

All checks are made via D6 roll - that makes some checks almost completely random, and there are some situations you can't get out even if you're an awesome player with outstanding eqipment.

You will die a lot, in many stupid ways, and then, when you feel almost invincible, a rock falls on top of you or you just step into a spiked pit right in front of two cave bears with no polymorph scrolls/spell with you.

The main goal is to kill a King and become one yourself (see Highscores for current list of ex-kings).

I absolutely love the design: while the menu reminds me of Warcraft III (which is nice), the game itself looks simple yet thorough. I hope Nibbe will be able to expand the set of spells, items and enemies soon.

As for buying this game - you should totally do this: I mean, game is fun (I've spent more than 100 hours playing it, and I've downloaded it only a few weeks ago, lol), and it's made by ONE guy!

I purchasedd this game yesterday, and I must say it is some ridiculous fun. The unforgiving nature of the game (I died 10 times rapidly), and the finality of death drive you to go back again and again just to try to get a little farther. There are some ridiculous ways I died (rock on head, one shot at start by an enemy), but I didn't care, I just rerolled and went back in. If you like rogue-like games, and love a challenge, give this game a shot. I look forward to future updates!

This game is not well-balanced with respect to the difficulty the player experiences as the game goes in.

Basically it seems there is too much randomness and not enough procedural stuff going on in the design of levels. As others have pointed out, you can start out surrounded by three enemies. Also you can start out in a room with multiple locked doors to get out and it is boring as hell battering yourself on the doors and losing most of your hp, then resting for tedious amounts of time until the game will let you try again (there's stamina points to consider in addition to hp). You can even die on doors before you get attacked by a monster.

The developer seems to offer two excuses for this:

1) Once you have played for a while you get these persistant character traits or perks or something that make it all much easier, so you'll never be in danger of dying on the first few levels.

--well that just sounds boring the other way round. Am I to assume that the only time I will ever have fun on the first few levels if for some small, unrepeatable time when I have gained some perks but not all, such that the first few levels are not too hard and not too easy?

2) A run can last 10 to 20 hours so what do the first five minutes matter? The implication being that players should keep starting over until they get a good start position.

--I'm not going to keep starting over until I get a good starting position to make up for the developer not being able to procedurally write starting positions that are not super-deadly. A roguelike game written in 7 days, in the upcoming 7drl competition (starts 9th march) would be roundly criticised if it operated like this game does.

The above things are my main objection but there's also the cringe-worthy way the tutorial calls your character your "toon", the fact that full keyboard control seems to be thrown in as an afterthought, the assumption being you'll use the mouse.

Seriously, don't buy this. Get Dungeon Crawl Stone Soup free

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