Path of Achra
A dark-fantasy roguelike where you spend an hour designing a character and about eight minutes watching them win — 98% positive, and its critics and its store page agree on exactly what it is.
7.5 / 10
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339 Roguelike games reviewed and scored, best first.
339 reviews
A dark-fantasy roguelike where you spend an hour designing a character and about eight minutes watching them win — 98% positive, and its critics and its store page agree on exactly what it is.
7.5 / 10
A one-person-built, Overcooked-inspired restaurant roguelite that sold over 1.5 million copies on the strength of its co-op chaos and permanent between-run progression -- Very Positive at Steam scale, with a consistent, well-documented complaint that its randomised upgrade rolls and multiplayer netcode haven't kept pace with everything else it does well.
7.5 / 10
A fully text-based, single-player MUD revival with Steam Workshop mod support — reviewed against its complete English sample plus a translated look at its small Chinese-language negative sample, whose UI complaints this review found the developer had already fixed by name.
7.5 / 10
A fairytale-hero action roguelite whose distinct, wildly different playable characters and tight combat earn it a lasting Very Positive score, dragged down by a permanent three-map ceiling its own developers have confirmed will not grow, even as the roster keeps expanding.
7.5 / 10
A free bullet-hell MMO that's been asking the same brutal question for fourteen years — how far will you push a character you can never get back — and somehow still gets away with graphics that looked deliberately retro even in 2012.
7.5 / 10
A Kickstarter-funded tactics/deckbuilding roguelike that launched to a small, entirely non-English review sample — this review translated and read all fourteen of them in full to find a genuinely praised elemental-tactics system with one sharp, specific complaint about shop RNG.
7.5 / 10
Brace Yourself Games turns Crypt of the NecroDancer's rhythm-roguelike DNA into a dedicated rhythm game where monsters are the notes -- a genuinely inventive idea that a clear majority love, held back for a real minority by readability problems at high difficulty and a DLC catalogue that now costs several times the base game.
7.5 / 10
The game that invented the thing every roguelite now does — you die, your heir inherits, and the upgrades stay. Thirteen years later its founding criticism is still the genre's central argument, and its own sequel does it better.
7.5 / 10
A five-day-old Early Access boomer-shooter roguelite from a solo developer, blending Ultrakill-style movement combat with Risk of Rain-style item stacking and a boss roster drawn from world mythology — an unusually strong Early Access opening, read here as exactly that rather than a finished verdict.
7.5 / 10
A co-op dwarven mine-by-day, defend-by-night roguelite that arrived in Early Access with 100,000 wishlists behind it and immediately delivered on the hype — reviewers keep shouting Rock and Stone, and the one real complaint is that a single class is currently doing all the digging.
7.5 / 10
A weekly card draw from a mad ruler turns resource management into a genuinely dreadful moral gauntlet, and the concept is original enough that it sold a million copies and won an Indie Game of the Year award — set against a translation its own English-speaking audience has been calling unacceptable for over a year, and a loop that a large share of veteran reviewers say goes stale on repeat playthroughs.
7.5 / 10
A pixel-art roguelike duel game that fuses card-based deckbuilding with auto-battler positioning around a single risky idea — every summon draws against an energy cap, and overshooting it triggers backlash against you rather than your opponent.
7.5 / 10
A Scottish-flavoured Dynasty Warriors crossed with Risk of Rain 2, with genuinely praised combat, art direction and co-op carrying a large, consistent Steam review sample past a stingy meta-progression economy and some rough Early Access edges.
7.5 / 10
A fantasy bullet-hell roguelite with a loop players return to for hundreds and even thousands of hours, running in the same Early Access state for nearly four years -- Steam's own achievement data and the solo developer's own dev-blog admissions both back up the loudest recent complaint, that its major content update keeps slipping.
7.5 / 10
A gleefully anti-capitalist heist roguelike starring gaming's most beloved sentient vegetable, trading the original Turnip Boy's adventure-game pacing for run-based combat that most of the fanbase has made peace with -- and a small, vocal minority hasn't.
7.5 / 10
A genuinely inventive climbing-horror roguelike in Early Access that earned an Overwhelmingly Positive badge across a massive review base, whose own biggest, most consistent complaint is that it "does not respect the player's time" — permadeath resets progress through well-tuned early content, and reviewers say newer biomes added since launch haven't been tuned as carefully as the original two.
7.5 / 10
A gorgeously presented card-battler roguelike whose steep, deliberately punishing difficulty split its launch reception sharply — genre veterans defending it as fairly hard rather than broken, newer players describing runs so polarized that skill barely seems to matter.
7.5 / 10
One of the best-feeling shooters on the market, wired into a progression system that several of its own designers appear to have disagreed about — and, after two years in Early Access, finally close to 1.0.
7.5 / 10
A 2D pixel-art roguelite that pairs jianghu-flavoured build crafting with creature collecting, and five months of steady free patches since its February launch.
7.3 / 10
A solo-developed dive-jump-and-shoot roguelite that names its own scope in the title. Five stages, a Downwell-style dual-purpose control scheme and a genuinely tiny review base make this a case study in whether "quick session" games actually deliver the quick session.
7.2 / 10
Read review of An Action Roguelite for when you have 20 minutes to spare
A four-person turn-based party crawler built almost entirely around class variety and a respec-anytime skill tree, sold once for nine dollars with no ads and no premium currency. The loot loop is the whole pitch, and it works — but the game explains almost none of it to you.
7.2 / 10
A reverse dungeon crawler where you play the dungeon, not the hero — stock traps, hire monsters and watch a party of "heroes" die across a career measured in in-game weeks. Steam's 1,604 English reviews call it fun but thin, and the three post-launch DLCs are the corpus's single biggest sore point.
7.2 / 10
Read review of Legend of Keepers: Career of a Dungeon Manager
Meteor Forge's solo-developed launch grafts a Slay the Spire-style build ladder onto a physics pinball table — 50+ balls, 60+ artifacts and an ascension climb that early players clearly love, held back by an interface that won't explain itself and only three tables to play it on.
7.2 / 10
A four-dollar tower defence roguelite where the towers shoot themselves and you pick the upgrades — and whose players are averaging fourteen hours in its first week. The best value on this list, and the most repetitive thing on it.
7 / 10