Game file / ROGUE BY ROGUEClover Pit
A rogue-lite slot machine nightmare. Gamble for your life in a never-ending debt simulator!
Why this score?
Original text · Simplified Chinese
围绕偿债的紧张感和倍率组合很有效,但本体系更重视决策与化解坏运气,因此随机与公平得分较低。
Core gameplay
Weight 25%7.5 / 10Original text · Simplified Chinese
根据资料评估:限期偿债让每次转轮积累压力,组合成型时反馈突出;常规操作偏重复,局内主动决策密度有限。
Builds & strategy
Weight 25%7.0 / 10Original text · Simplified Chinese
根据资料评估:符号价值、图案与倍率可互相放大,但快照认为大量饰物过于狭窄,利息等少数路线压缩有效选择。
Replayability
Weight 20%6.5 / 10Original text · Simplified Chinese
根据资料评估:起始卡与随机商店会改变可用组合,无尽模式支持继续构筑;后续局面常回到相近的高倍率解法。
Randomness & fairness
Weight 20%5.5 / 10Original text · Simplified Chinese
根据资料评估:道具允许改变概率,但前两个期限的商店与转轮运气影响较大,失败时可执行的补救动作不足。
Polish & usability
Weight 10%7.0 / 10Original text · Simplified Chinese
根据资料评估:氛围音效清楚强化反馈,抽屉换物与反复镜头转向较繁琐,慢动画和结束流程增加重复成本。
- 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
基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。不将快照中未经独立验证的具体中奖概率错误当作事实;评分仍依据可核查的低干预循环及收录反馈。
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 的具体玩法优缺点(Tier list Part 4 (2025))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。
- 02Web sourceView original ↗
Original text · Simplified Chinese
Clover Pit — Steam 官方商店页
2026-10-08 访问。确认了限期还债、饰物修改转轮概率、随机种子和无尽模式。该页不作为实测性能或缺陷已修复的证据。
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 first-person, PSX-styled roguelite where you pull a demonic slot machine in a prison cell to pay escalating debt deadlines, buying Lucky Charms to bend the odds (Balatro meets Buckshot Roulette).
CloverPit is received as a stylish, highly addictive slot-machine roguelite: Steam sits at Very Positive (about 90% of roughly 26k reviews), and critics are generally favorable (Metacritic 77, OpenCritic 81). Praise centers on the grimy atmosphere, sound and tactile feel, the number-go-up thrill and cheap price. The recurring complaint is that it has far less player agency than Balatro: it is luck-heavy, early deadlines can be lost on bad shop rolls, and the growing pool of niche charms dilutes good shops as you unlock more. Metacritic users are noticeably cooler (6.8, mixed) than Steam. After release the dev patched the game (1.2 nerfs, Hard Mode required for holographic memory cards, endless runs removed), which angered parts of the community; 1.3 softened some of this. A paid DLC (Unholy Fusion, April 2026) and console/mobile ports followed, and it reportedly passed 1 million copies by mid-November 2025.
What players praise
- Addictive loop: huge dopamine hits on jackpots and a 'one more run' pull, often described as Balatro plus Buckshot Roulette
- Oppressive, grungy low-poly PSX visuals, humour and sound design create a distinctive tense tone (cramped cell, ticking deadline, intercom voice)
- Satisfying number-go-up build-crafting once charm synergies (symbol value, patterns, luck, multipliers) come together, with values climbing into e-notation
- Gambling thrill without real money; several reviewers even call it an anti-gambling statement
- Very good value at $9.99, with a demo whose progress carries over to the full game
- Phone/telephone permanent perks and memory cards add run-to-run variety; big unlock catalog (about 160 charms) gives long replay value for completionists
What players criticize
- Low player agency and skill expression compared with Balatro: you are essentially pressing a button, so outcomes often feel like pure luck
- Charm pool bloat: as you unlock ~160 charms, many are niche or bad and pollute the shop, so progression can make runs worse
- Many charms are considered never worth using (too specific triggers, non-functional effects, no supporting builds), leaving a narrow meta (e.g. interest farming)
- Brutal early game: the first two deadlines are dominated by shop RNG and can fail on consecutive runs even with luck items
- Drawer/charm swapping and camera turning is fiddly and time-consuming
- Post-launch balance patches (1.2) were seen as mostly nerfs that removed fun builds and endless runs
- Late-game and end-of-run flow: cannot just quit at run end, dialogue/animations hard to skip
- Some critics and players find the game runs out of gas and gets repetitive after several runs
- Players flag the in-game odds for the 666 jackpot as misleading (the top-voted Steam review says the displayed chance and the real chance look swapped, roughly 1.5% vs 1/4), which feels unfair in a luck-driven game
Distinctive features
- Slot machine as the core roguelite engine, with charms modifying symbols, patterns, luck and payouts rather than a card deck
- Survival-horror framing: escape-room cell, debt deadlines, trapdoor on failure, corpse parts and multiple endings
- Telephone calls give permanent deadline-by-deadline abilities that combine with charms
- Memory cards act as single-use run modifiers that can be upgraded (holographic/rainbow) for meta progression
- Deliberate PSX low-poly look, tactile lever pulling and a first-person physical-space interface
- Demo progress carries over to the full game
Divided opinions
- Luck versus strategy: some love the desperate, random feel and the thrill; others feel there is no real decision-making compared with Balatro
- Dev nerfs and Hard Mode: many see them as needed anti-exploit balance, others as punishing players of a single-player game
- Late-game balance: some say it is 'startlingly easy' once you optimize, while others say the early game is brutally unfair
- Metacritic users (6.8, mixed) disagree with the much more positive Steam reception
Repetition and friction
- Constant charm shuffling in and out of drawers, with repeated camera turns, described as '90% prep, 10% play'
- Grinding for specific memory cards and corpse parts/skull for the real ending, with no way to skip dialogue or animations
- Losing early deadlines due to shop RNG and having to restart at Deadline 1
- Rerolling the charm shop becomes an expensive second slot machine
- Forced Hard Mode for holographic cards and 100% completion after the 1.2 update
- Flashing lights and overstimulation (an option to tone these down was added in 1.3)
Hoped-for improvements
- Rework or buff the large set of weak/niche charms and rebalance to reduce dead picks
- Give players control over the shop pool (ban, favorite or remove charms) so unlocks do not dilute good options
- Make memory cards easier to obtain and unlock, and allow reuse instead of single-use consumption; make holographic/Lord of the Pit achievable without forced Hard Mode
- Improve the drawer/charm-swap UI so players do not constantly turn around and click back and forth
- Add more player agency (e.g. freezing rows/columns or other ways to nudge the machine) and smoother early-game odds
- More cosmetic unlockables and QoL: skip dialogue/animations, option to quit cleanly after a run, better accessibility (audio settings, flashing lights)
Announced April 2025 with a demo at Steam Next Fest (over 680k downloads per Wikipedia), delayed to avoid Hollow Knight: Silksong, and launched on Windows Sept 26, 2025 at $9.99 (Panik Arcade, published by Future Friends Games). Reported 100k copies in one day and about 1M by mid-November 2025 (Wikipedia; third-party Steam revenue estimator returned $0 so no reliable revenue figure was obtained). Ports: Xbox/Game Pass Nov 2025, iOS/Android Dec 2025, PlayStation/Switch Aug 2026. Patch 1.2 nerfed many charms, removed endless runs and tied holographic memory cards to Hard Mode, drawing a wave of negative Steam reviews; 1.3 made Hard Mode fairer, reworked memory cards and added a reduced-flashing option but kept the holographic requirement. Unholy Fusion DLC (April 9, 2026) added a new ending and a charm-fusion Surgery Machine. Some users complained that Steam community discussion groups were locked. OpenCritic figures varied between fetches (81 rating, 27 to 30 reviews, 73-86% recommend). Not early access and actively supported.
Community sources
- Top helpful positive and negative English Steam reviews (local file) ↗
- Steam store page data (release, price, Very Positive 90.2%) via local steam_data.json ↗
- Metascore 77 (12 reviews) and user score 6.8 (77 ratings) ↗
- OpenCritic rating 81, outlet scores, critic consensus ↗
- Development, release timeline, sales milestones, DLC and ports ↗
- Design critique: tedious drawer management, snowballing economy, limited interactivity ↗
- Positive but reserved review: atmosphere, charm system, RNG and fussy clicking ↗
- Checkpoint Gaming review (7.5/10) ↗
- Games Asylum review listed in search results ↗
- PCGamesN preview of gritty Balatro-inspired slot roguelite ↗
Archived creator commentary 1
Third-party summaries based on automatic captions may contain transcription or interpretation errors.
Tier list Part 4 (2025)
Clover Pit is a first-person slot machine roguelike where you are locked in a room, gambling to earn enough money to get the key and escape. It blends Luck Be a Landlord's slot-machine idea with Balatro-style multiplicative scoring and Inscription's eerie, interactive-room vibe. He loves the gameplay and the run variety, and the escape motivation kept him playing. He holds it back from S tier because the eerie atmosphere promises a story and spooky events that never really arrive. He still highly recommends it and calls it very solid.
What the creator praises
- Scoring stacks multiplicative bonuses on symbols and on their positions, which can then be duplicated, leading to trillions-scale numbers
- Many different builds; runs felt different depending on relics and goals
- Relics plus the phone's permanent passive upgrades (symbol odds, doubled values) combine well
- Being locked in a room with an eerie vibe and a real incentive to escape is more motivating than Luck Be a Landlord's rent
- Interactable room (toilet, door, telephone) adds charm and atmosphere
- Getting the key and escaping was satisfying; there is also a true ending
Issues raised by the creator
- Little content beyond the gameplay; the eerie setup promises a subplot that does not materialise
- Wants random spooky events (power outage, alley sequence) even if purely cosmetic
- Animations, like tickets and cards coming out, feel slow and tiring even when sped up
- Many unlockable pre-run cards are uninteresting or too situational
- Nothing crazy unique, in a crowded genre of Balatro-like games
Design observations
- Uses a slot machine inside a first-person locked-room setting, unlike the 2D screen of Luck Be a Landlord
- Stacks multipliers on both symbols and positions, each duplicable
- Phone gives permanent passive bonuses alongside run-based relics
- Icons matter less than in Luck Be a Landlord; the slot machine almost serves as the excuse for the game


