Game file / ROGUE BY ROGUEBlazBlue Entropy Effect
Enjoy action-packed flashy combat with incredibly satisfying combos and responsive controls! Numerous characters, each with completely unique playstyles and loads of unlockable moves & upgrades! This action roguelike sets the bar for fluid fast-paced action.
Why this score?
Character-specific combat depth and satisfying combos are its greatest strengths, with in-run progression supporting skilled play. Repetitive rooms and confusing attack warnings limit overall replayability.
Machine-translated summary. The original review and its sources are preserved below.
Original text · Simplified Chinese
最强的是各角色的动作深度与连段反馈,局内成长能服务操作;重复房间和混乱预警限制整体重玩质量。
Core gameplay
Weight 25%9.0 / 10Original text · Simplified Chinese
角色连段、浮空和取消操作把执行技巧转成战斗收益,首领设计受到肯定;重复清房和枢纽移动会切断动作节奏。
Builds & strategy
Weight 25%8.0 / 10Original text · Simplified Chinese
招式分支、元素战术与传承技能能改变同一角色的连段路线;部分触发型强化重复,熟悉后有效路线趋于收敛。
Replayability
Weight 20%7.0 / 10Original text · Simplified Chinese
不同角色要求重新掌握操作,难度条件会改变首领应对;普通房间、关卡与遭遇重复明显,长期局面变化有限。
Randomness & fairness
Weight 20%7.0 / 10Original text · Simplified Chinese
可调难度与可练习连段支持技能成长;霓虹特效和预警颜色不一致会掩盖攻击,快照中的失误不总容易解释。
Polish & usability
Weight 10%6.5 / 10Original text · Simplified Chinese
角色动作精细,但技能说明密集、重复语音和慢枢纽增加阻力;资料记录过卡顿、崩溃及合作不同步,现状未经实测。
- Reviewer
Original text · Simplified Chinese
Rogue by Rogue · AI 资料评测- Version reviewed
Original text · Simplified Chinese
具体构建未知;以所引资料描述的版本为准
Scope and limitations
Original text · Simplified Chinese
未进行试玩;分数是依据已收录评述与社区具体反馈作出的主观资料评测。旧反馈跨版本、部分原始材料为不可重开的本地快照;本次 Steam 核查仅确认玩法与功能,未复测平衡、性能或报告的故障是否仍存在。
Review sources 02
- 01Archived materialView archived external material ↓
Original text · Simplified Chinese
收录评论与社区资料(2026-10-01 快照)
使用 作者观点摘要 的 Tier list Part 2 (2024) 的具体优缺点,以及 玩家好评、玩家批评 与 资料核查说明;不使用旧等级、外部分数或销量反推。
- 02Web sourceView original ↗
Original text · Simplified Chinese
BlazBlue Entropy Effect · Steam 官方商店
2026-10-08 访问。核对角色独立动作体系、可解锁招式、元素效果和跨角色传承技能。未据商店介绍推定性能或故障已修复。
Video reviews
Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.
Other voices, for reference.
Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.
Community discussion
A 2D action roguelite by 91Act (published with Astrolabe Games) that turns BlazBlue fighting-game characters and moves into a fast combo-driven run-based brawler, with solo and co-op play.
Players and critics agree the combat is the draw: fluid, combo-heavy, fighting-game-flavoured action with a large roster and many build paths. Steam sits at Very Positive (94.3% of about 36.7k reviews), Metacritic has 83 from 6 critics and OpenCritic 84 from 15 reviews. Weak spots are a thin, generic story and setting, repetitive rooms and enemies, a cluttered neon look, mediocre music and a BlazBlue brand that feels tacked on. The game passed through early access and has been updated often (new characters, a Dead Cells collab with The Prisoner, the larger 'X' story content that also shipped on consoles). Recent Steam reviews are noticeably worse than lifetime ones because of post-update stuttering, crashes and co-op desyncs, and the later release revamps split early-access fans.
What players praise
- Combat feels fast, snappy and deep, with ground combos, launches, air follow-ups and cancels that reward fighting-game-style execution
- Large roster of characters with distinct playstyles, adapted from their BlazBlue fighting-game moves (including guest characters such as The Prisoner from Dead Cells)
- Strong build variety: tactics (elemental and status upgrades), legacies and unlockable move branches let a run change how a character plays mid-run
- Approachable for people who are bad at fighting games, yet with a high skill ceiling for mastering characters
- Scalable difficulty via the Entropy/Extreme settings, where harder modes also let you get stronger and bosses change behaviour
- Solo, local co-op and online co-op are all supported
- Developers keep supporting it with content and updates; many reviewers call it great value, and the standard roster is considered enough without paid characters
- Bosses and set-piece fights are often cited as a highlight
What players criticize
- Story and setting are generic sci-fi and hard to follow; many reviewers say it feels disconnected from the BlazBlue universe
- Stages and rooms repeat a lot, with the same bosses and stage layouts run after run, so variety wears thin after the early hours
- Enemy designs and animations are plain compared with the detailed playable characters; heavy neon glow and screen clutter hurt visual clarity
- Soundtrack is called only okay and repetitive, not matching BlazBlue's reputation for music
- Performance and netcode complaints: stuttering, crashes and multiplayer desyncs, worse after recent updates; one review also blames the dev-authoritative netcode for input delay with distant partners
- Quick boss kills or very high damage in co-op can cause desyncs or softlocks that wipe a run
- Mixed comments on the hub: slow to navigate and heavy on dialogue/quests for a fast game
- Systems and skill descriptions are dense and not well explained, so players turn to guides
- Some players find the combat and content too simple or limited: it is fun but wears thin after a few hours, with little reason to continue once the story is beaten
Distinctive features
- Fighting-game move lists translated into a roguelite, so characters unlock and expand their own movesets during a run rather than only stacking stat upgrades
- Combo-count and cancel-based play that feels closer to character-action or a 2D brawler than a typical dodge-and-shoot roguelike
- Entropy system that lets you raise difficulty in exchange for stronger buffs, with bosses changing behaviour at higher levels
- Characters from other franchises (for example The Prisoner from Dead Cells) implemented as fully playable roguelite characters
- Support for local and online co-op in a fighting-game-derived action roguelite
- Layered build system of elemental tactics, move-expanding potentials/legacies and evolutions, supporting dozens of distinct builds
Divided opinions
- Difficulty: some find it too easy because recovery frames were added and enemies are not threatening, while others praise Extreme 100 with max mutations and complain about a few unbalanced late bosses
- The 1.0 and X revamps: early-access fans say removing or reworking systems (corruption, mind upgrades, arena, a story subplot) made combat feel slower and more RNG-driven, while newer players praise the clearer new story
- BlazBlue link: fans of the franchise split on whether it is a great action roguelite with BlazBlue paint or a missed chance at a real BlazBlue experience
- Complexity: some love the depth of systems and skill trees, others feel overwhelmed by the number of attacks and mechanics
Repetition and friction
- Early progression leans on grinding and unlocking; some players dislike having characters stripped of their signature fighting-game moves until they get them by RNG within a run, with nothing carrying over
- Runs feel long and similar at the start, and some find them easy until a late boss spikes the difficulty
- Astral Finish (a boss instant-kill type move that bypasses revives unless perfectly dodged) is called unfun by at least one 300-hour player
- Dialogue, quest and hub overhead between runs can interrupt players who just want to keep running
- New story (X) content locked behind finishing the original story, which can take new players 20+ hours
- Waiting for online co-op partners in your region can take a long time, according to one heavy player
Hoped-for improvements
- Fix performance, stuttering, crashes and co-op desync/softlock bugs introduced or exposed by recent patches
- Add more BlazBlue-specific content, story integration and lore so the license feels like more than a skin
- Open up the new X story content earlier on PC instead of locking it behind finishing the original story
- Improve enemy variety and level design, and reduce room and boss repetition across runs
- Better explain progression, evolutions and legacies in-game and improve visual clarity of effects and boss attacks
- Shorten or vary the start of each run and streamline the hub
Steam lists release as Feb 14, 2024 at $11.99 (Windows and Mac) with paid character packs (Hazama, Rachel, Bullet, Naoto). Launch reviews were strong, with critics praising combat and docking story and BlazBlue integration. The game saw an early-access-to-1.0 overhaul and later the Entropy Effect X expansion with new story content; an early-access thread complains that reworks made combat feel clunkier and more RNG-heavy. The Dead Cells collab added The Prisoner, praised for design but blamed by some recent reviewers for bugs and stuttering. A review-summary site rates recent sentiment around 66% positive, well under the 94% lifetime, driven by performance, crashes and co-op desync after updates. Third-party revenue estimates (Steam Revenue Calculator, Boxleiter method, not audited) say roughly $18.9M gross and $5.6M net; SteamSpy-style owner range is 500k to 1M. A console port (X) is also on OpenCritic with about 83. The Nintendo Life review page and Steam discussion 6363076374193246966 could not be read (403 or not fetched).
Community sources
- Top helpful positive and negative English Steam reviews (local file) ↗
- Steam store data: review counts, metacritic 83, SteamSpy owners, revenue estimate (local file) ↗
- OpenCritic page: rating 84, 15 reviews, 93% recommend, per-outlet scores ↗
- Metacritic PC: Metascore 83 from 6 critics, user score 7.6 from 47 ratings ↗
- Aggregated Steam review summary: pros, cons, recent 66% sentiment, performance/multiplayer complaints ↗
- 8/10 review: fluid combat, tacked-on branding, repetitive environments ↗
- God is a Geek review (8.5/10 via OpenCritic; page itself returned 403) ↗
- Steam discussion: early-access fans on removed or reworked systems and slower combat ↗
- OpenCritic for Entropy Effect X: 83 from 26 reviews ↗
- Estimated gross and net revenue (Boxleiter method) ↗
- Search result for Switch X review (fetch blocked, not used for claims) ↗
Archived creator commentary 1
Third-party summaries based on automatic captions may contain transcription or interpretation errors.
Tier list Part 2 (2024)
BlazBlue Entropy Effect is a 2D action roguelite with hack-and-slash combat that leans toward fighting-game feel. The developers sent him the game for review. He finds it impressive, visually stunning and very satisfying to play, though not especially unique in mechanics. Its bosses and story are the highlights, while repetition in rooms and builds plus visual clutter hold it back. He places it in A tier.
What the creator praises
- Fighting-game-like action: each character has a drastically different move set with input-timed combos
- Roughly 20+ bosses, each designed uniquely with different mechanics; bosses are where the game shines
- Strong story focus with many cutscenes and NPCs, giving an RPG-like feel
- Stunning visuals, great VFX and sound effects, character voice lines
- Epic anime-style final boss
- Many characters, each with two to three viable builds, giving a good amount of runs
Issues raised by the creator
- Repetitive once you have played each character a couple of times; not much new per run
- Elemental/proc abilities are always the same and not very interesting
- Flashy visuals make attacks hard to read, including the final boss, and he lost runs to it
- Inconsistent telegraph colors, e.g. the lone enemy firing yellow projectiles that always hits him
- Few unique events or levels, and rooms of fighting enemies take a while
- Voice lines have no cooldown so jump-spamming makes characters shout repeatedly
Design observations
- Pushes roguelite action toward a fighting-game style with per-character move sets and combos
- Story progression gated behind talking to particular NPCs, RPG-style
- Design lesson: elaborate visuals can undermine readability compared to simple pixel art telegraphs


