Pocket Squire: Arena
A solo-developed turn-based roguelite where a single squire fights nine battles in a row per arena with no rest between them, so the wound you're carrying into fight seven matters as much as the one you took in fight one.
7 / 10
Browse by genre
339 Roguelike games reviewed and scored, best first.
339 reviews
A solo-developed turn-based roguelite where a single squire fights nine battles in a row per arena with no rest between them, so the wound you're carrying into fight seven matters as much as the one you took in fight one.
7 / 10
A solo-developed arena bullet heaven where you upgrade a hover tank instead of a runner, fighting inside five hazard-filled arenas instead of an endless field. Sharp neon presentation, a shallow upgrade tree, and a leaderboard that keeps a small but dedicated audience coming back.
7 / 10
A traditional roguelike that dresses ADOM- and Tales of Maj'Eyal-style permadeath dungeon-crawling in a friendlier interface and a satisfying meta-progression loop, held back by thin originality, patchy quality-of-life and a scattering of run-ending bugs.
7 / 10
A densely systemic bullet-heaven survivor-like that grew from a simple, focused Early Access hit into something several hundred-hour veterans now describe as buried under its own added complexity — alongside real, current complaints about difficulty balance and performance.
7 / 10
A solo-developed bullet-hell roguelite where every spell comes from a six-sided die — reviewed on its complete 20-review sample, which lands squarely in Enter the Gungeon and Nuclear Throne territory while surfacing one real, repeated onboarding complaint worth knowing about first.
7 / 10
Real chess, played with real rules, where every piece you capture hands you a spell card that can freeze a bishop, rotate a corner of the board, or turn a rook into a decoy king. A tactical roguelite built for players who already know how a knight moves.
7 / 10
A physics-based dice-fusion roguelite that nails its central hook — launching dice across a battlefield to trigger magical merge chains — then shipped with runs so short that the loudest launch complaint was "where's the rest of the game," a criticism the developer answered directly with a free Classic Mode update a month later.
7 / 10
Thylacine Studios' third monster-collecting dungeon crawler is Very Positive on Steam and genuinely enormous in scope -- 1,172 Steam achievements' worth of breeding, itemisation and grind -- but its own review history is candid about a crude sense of humour some found genuinely uncomfortable, and most of its longtime fans now point newcomers to its own 2021 successor instead.
7 / 10
Mega Crit's sequel to one of the most acclaimed deckbuilders ever made adds co-op, two new classes and a rebuilt Ascension ladder, then spends its first five months in Early Access getting hammered by its own veteran players over balance whiplash, a boss nobody could agree on, and a genuine RNG bug a fan had to prove existed.
7 / 10
A roguelite auto-battler where you draft slimes wave by wave, decide which ones hold the line and which roam free, and defend a King who's surrounded on every side rather than tucked behind a lane — a solo debut from Softkeep Studio, reviewed the day after launch.
7 / 10
A pixel-art dungeon crawler where a slot machine decides what's waiting on every floor — enemies, loot and spells all drawn as reel symbols you then have to walk up to and fight, not wager on. Distinctive, generous with content, and rougher around the edges than its 1.0 label suggests.
7 / 10
A content-dense, genuinely fun bullet-heaven roguelite with 22-plus characters and hundreds of skills, praised for its scope and exceptionally responsive small developer team — undercut by a real, consistently repeated complaint spanning both its fans and critics: despite the huge nominal variety, most builds converge on the same handful of optimal choices, and the endgame settles into what reviewers repeatedly, vividly call a "dodging simulator."
7 / 10
A NZ$4.79 incremental about shooting asteroids and dropping the ore into a Plinko machine. Its achievement curve is the flattest this library has measured — almost everyone who buys it finishes it — and its prestige system is the one part that doesn't work.
7 / 10
A Japanese-mythology roguelike deckbuilder that lets you dial your own difficulty and reward up or down mid-run through a "narration" choice — reviewed on launch day, when its own review corpus is still zero and the only real evidence is a year-old public demo.
7 / 10
A NZ$7.39 first-person survival horror game built entirely from a streamer's improvised joke pitch, sold with "Idler" as a top-voted community tag despite having no idle or incremental progression anywhere in it.
7 / 10
A first-person melee roguelike built on a custom, hand-written CPU software renderer by a solo developer with a small but devoted following — several of whom address him by name in their reviews and are already asking what he builds next.
7 / 10
An action RPG that layers levelling on top of levelling — your character, your skills, your weapons and your items all grow independently — and earns real comparisons to Diablo and Last Epoch for its first ten hours, before a near-universally hated grind wall right before the final boss undoes a lot of that goodwill.
7 / 10
A faithful, ambitious remake of the 1993 BBS door game Usurper — text-only dungeon crawling in a persistent world of autonomous NPCs who marry, betray and die whether you're logged in or not — built by a solo developer whose speed wins loud praise, while the game's single most-upvoted review raises real, detailed concerns about development stability.
7 / 10
A solo developer's debut that welds an automated turret to a twin-stick Asteroids clone, then closes the whole arc out in an afternoon — a sharp, cheap hook let down by a mouse-hostile upgrade screen and a progression curve that peaks right as the credits roll.
7 / 10
A solo developer's nearly two-year passion project, a procedurally-generated first-person voxel mining and exploration game with light AI-uprising narrative, released for NZ$1.49 in June 2023 with a perfect, if very small, positive review record.
7 / 10
A tactical turn-based roguelite that fuses combat with rhythm-game input timing, where debuffs literally complicate your button presses — a genuinely novel hook reviewers praise strongly, wrapped around a progression and balance layer several of the same reviewers find shallower than the concept deserves.
7 / 10
A creature-collecting twist on the Vampire Survivors-style bullet-heaven that spent seven months in Early Access absorbing genuinely substantial content updates before reaching 1.0 — most of its harshest criticism predates that work and describes a build that no longer exists, though a real, smaller cluster of post-1.0 complaints, including one raised inside a positive review, says its opening 30 minutes still aren't fixed.
7 / 10
Contingent99's Kickstarter-funded elemental combo roguelite is Very Positive on Steam eight years on, but the single most consistent complaint in its review history -- getting stunlocked by chains of hits with no invincibility frames on the dash -- is exactly the same complaint it launched with in 2018.
7 / 10
A genuinely novel deckbuilding RPG that fuses poker hands with fantasy ability cards, wrapped in lush, fully-voiced presentation -- Very Positive on Steam, but close to half of its negative reviews single out the same confusing interface, and a quarter raise the poker system's luck swings as a real fairness complaint rather than a taste issue.
6.5 / 10