Game file / ROGUE BY ROGUEHe is Coming
Deep in the forgotten corners of the world, a dark force stirs – the Demon King rises once more. Sharpen your wits, seek out powerful artifacts, and stand firm in the face of the apocalypse in this roguelite RPG auto battler.
Why this score?
Original text · Simplified Chinese
真正的深度来自限时路线与装备取舍,自动战斗降低操作负担,也让抽取质量对结果有更大影响。
Core gameplay
Weight 25%7.5 / 10Original text · Simplified Chinese
根据资料评估:三日追击节奏让路线探索有明确期限,短局便于连续试验;自动战斗本身的互动较少。
Builds & strategy
Weight 25%8.5 / 10Original text · Simplified Chinese
根据资料评估:装备合并、套装与有限栏位提供明确取舍,提前研究追击首领可定向调整;部分协同过度依赖凑齐指定零件。
Replayability
Weight 20%7.5 / 10Original text · Simplified Chinese
根据资料评估:不同首领和区域机制迫使更换应对,异步对手也带来变化;地图内容和成熟环境中的固定套路限制长期复玩。
Randomness & fairness
Weight 20%6.5 / 10Original text · Simplified Chinese
根据资料评估:首领预告允许主动准备和选择路线,但物品池扩张及关键组件缺席使坏运气仍难完全化解。
Polish & usability
Weight 10%7.5 / 10Original text · Simplified Chinese
根据资料评估:图鉴、短局与简洁像素展示便于回顾构筑;战斗表现静态及屏幕震动控制方面的反馈保留扣分。
- 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。未评价官方尚计划加入的最终首领;异步模式和震动选项体验来自快照,未作当前版本实测。
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)、Top 10 of 2025 (#7))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
He is Coming — Steam 官方商店页
2026-10-08 访问。确认了三日首领追击、按首领能力准备装备和有限探索时间;仍标抢先体验。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 pixel-art roguelite RPG auto-battler from Chronocle (published by Hooded Horse) where you explore a fog-and-daylight-limited map gathering and combining items, then face a new boss every three days, plus asynchronous PvP.
Steam players rate it Very Positive (about 85% of roughly 4,200 reviews at time of research) and many call it an obsessive, build-crafting favourite with short runs and surprising depth. The single critic write-up found (Try Hard Guides, early access) is also positive, praising the streamlined loop and retro look while noting static combat and thin content. The loudest recurring complaint is that item synergies depend too heavily on RNG, and that unlocking more items dilutes the pool and makes good builds rarer. It has been in Early Access since 17 July 2025 with two biomes live and a third map and Demon King content still promised; the developer is praised for frequent patches, but some players say balance is being driven by PvP at the expense of single player. Note: web search budget was exhausted in this session, so community detail is drawn mainly from the Steam reviews file, Steam store page and forum overview, not Reddit.
What players praise
- Tight, addictive core loop with short runs (roughly 10-15 minutes), so a bad-RNG run costs little
- Deep build theorycrafting: 350+ items, set bonuses, pairing items to merge them and save inventory slots; compared by players to MtG-style triggers and to Rummy
- Second biome (swamp) brings new mechanics, status effects and items rather than a reskin
- Kingmaker asynchronous PvP uses ghosts of other players' builds as bosses, and a daily hall of fame drives experimentation
- Strong retro pixel art, sound design and catchy chiptune music with a nostalgic NES feel
- Active developer: patches weekly or sometimes daily, listens to feedback
- Large compendium with 100+ unlockable challenges and many achievements giving long-term goals; players report 100-300+ hours
- Player agency in movement and item choices feels more direct than in Loop Hero, which some reviewers prefer
What players criticize
- Heavy RNG: synergies often require several specific pieces, and runs can be dead on day one if a key piece never appears
- Unlocking items via the compendium dilutes the pool, so the game feels harder and less synergistic the more you unlock
- Content is thin for some players: two biomes and a PvP mode, no final Demon King fight yet, two levels cleared in 3-4 hours by some
- Auto-battle means you feel like a spectator; decisions mostly reduce to which item to take
- Kingmaker PvP is accused of being meta-driven, sweaty and unfriendly to off-meta builds, with balance changes tilted toward PvP
- Screen shake causes headaches for some players with no option to disable it (most-upvoted negative review)
- Combat lacks animation, so fights look static and repetitive (critic and players)
- Price ($19.99 / about 9.99 euro in some regions) judged too high by some for an Early Access title with limited content
- Runs and campaigns feel short and easy: several reviewers say combos end before you get to enjoy them, and both maps can be cleared in about 3 hours
- Game play feels shallow to some: mostly walking around picking up good items, with little strategy beyond matching items to the boss
Distinctive features
- Day-and-step limited exploration with darkness, watchtowers and campfires, so routing and scouting are a core skill
- Boss every three days that you can challenge early to gain inventory slots, turning timing into a risk/reward decision
- Items are the only progression (no levelling), with pair-merging to compress inventory
- Asynchronous Kingmaker mode where bosses are other players' saved builds, plus a separate real-time duel (Gauntlet) mode
- Hidden objectives in the compendium that unlock items, with biome-specific item sets
- Often compared to Loop Hero, Backpack Battles and Slay the Spire, but mixes a map-exploration layer with auto-battle
Divided opinions
- RNG: some see it as the intended loop that you learn to work around, others call it slot-machine gameplay with too little control
- Auto-battler format: a turn-off for some, the point for others who like pure build theorycrafting
- Kingmaker PvP: praised as smart asynchronous multiplayer by some, called unfun, meta-bound and a drag on single-player balance by others
- Value: worth $20 for 100+ hours to many, overpriced for an Early Access game with two maps to others
Repetition and friction
- Restarting repeatedly until RNG cooperates, especially on Hard and Very Hard difficulties
- Opening chests and discarding them because you cannot store, craft or manipulate items between days
- Filler fights against ordinary enemies that pose no challenge while you wait for a build to form
- Grinding the compendium and achievements, after which motivation drops sharply for some
- Keeping up with the PvP meta and heavy amount of item data to learn
- Unskippable intro and overtuned bosses mentioned in community threads
Hoped-for improvements
- Add more luck mitigation: rerolls, stronger banishing, more reliable ways to shape the item pool, and more useful transmutation
- Add an undo or confirmation for accidentally swapping weapons, and let oils and edge upgrades carry over when changing weapon
- Add more roguelite meta progression (permanent upgrades, better starts) to offset the item-dilution problem
- Add an accessibility option to disable or reduce screen shake
- Deliver the promised third map and Demon King final boss, and more single-player content so it is not dominated by PvP
- Rework Gauntlet (real-time PvP) mode, whose path generation can be lopsided, and rebalance Kingmaker rewards and the crown system
- Quality-of-life requests such as a paper-doll avatar showing equipment, who-killed-you info on the death screen, and a skippable intro
Launched in Early Access on 17 July 2025 at $19.99 (Windows only) and quickly built a strong Steam score. Metacritic has a page with one critic review and scores still marked TBD, so no critic or user score exists; OpenCritic listing could not be confirmed. Developer commitment is stated as additional bosses up to the Demon King, at least one new biome and more equipment with no price change at 1.0 and no exit date. Some reviews mention a third map being expected and a single-slot backpack being added; the last-30-day Steam sentiment (73%) is lower than overall, reflecting complaints about RNG dilution and PvP-focused balance. Steam revenue estimate sources returned $0 / no data, and SteamSpy owners showed 0-20,000 (unreliable), so sales figures are unknown; 3,852 Steam recommendations is the best hard number. Limitations: web search quota ran out and Reddit, OpenCritic, Steam announcements and Wikipedia pages could not be retrieved, so no Reddit or patch-note detail was read.
Community sources
- Top helpful positive and negative English Steam reviews (18 each), main source for praise, RNG and PvP complaints ↗
- Local Steam metadata: developer, publisher, release date, review counts, price ↗
- Steam store page: description, Early Access statement, 350+ items, 30+ bosses, review percentages ↗
- Steam discussion overview: difficulty, boss tuning, guides, feature requests ↗
- Metacritic page: one critic review, scores TBD ↗
- Early access critic review: pros (loop, art, accessibility) and cons (static combat, limited content) ↗
- Revenue estimate page, returned $0 so no usable sales figure ↗
- Developer site, no substantive game info retrieved ↗
Archived creator commentary 2
Third-party summaries based on automatic captions may contain transcription or interpretation errors.
Tier list Part 4 (2025)
He is Coming is an early-access auto-battler roguelike where you walk a forest gathering items and events across a 3-day cycle, then fight a boss, repeating until a final boss. The moment-to-moment gameplay is deliberately simple, but the item pool is full of mechanics-changing pieces that enable many wild build paths. He also loves the asynchronous PvP mode, where you face other players' saved builds and chase king status. He calls it one of his favorite games of the genre and places it in an easy A tier, above Clover Pit.
What the creator praises
- Simple, low-effort gameplay paired with deep, complex roguelike strategy
- Huge variety of items that alter mechanics rather than giving flat stat bumps, enabling many build paths (bomb chains, acid/armor conversion)
- Forest map is full of events, fusion, shopkeepers and unique weapons/pendants, so he still finds new things after long play
- Speed options, skippable trivial fights and teleporting keep pacing fast and never boring
- Bosses each have puzzle-like mechanics and you can adapt your build to the announced upcoming boss
- Asynchronous PvP against other players' builds, with king progression, creates a meta and strong replayability
- Clear, non-overwhelming pixel art and great classic eight-bit music
- Low barrier to entry and selectable item bundles in PvP add flexibility; achievements unlock more items
Issues raised by the creator
- Gameplay itself has almost nothing to do; the depth comes entirely from the roguelike elements
- The second map is less simple and in his view weaker than the first map
- Some build complexity gets very intricate, though he frames this as a positive
Design observations
- Uses a very simple exploration/auto-battler loop and puts nearly all the depth into items and builds
- PvP is asynchronous: your dead build becomes an opponent for others, with beat-five-to-become-king and unbeaten-king goals
- Players can pick item bundles for PvP instead of having every item, shaping build diversity
Top 10 of 2025 (#7)
He is Coming is an early-access auto-battler roguelike in which you walk around a map collecting loot while fights resolve automatically. The mechanics are simple on the surface but the strategy is deep, built on item synergies. He ranks it number seven of 2025 and calls it one of the most addictive games he played this year. He keeps coming back for updates while waiting for the full release.
What the creator praises
- Simple mechanics and gameplay that still support deep, extensive strategy
- Most items have unique effects, so players hunt for elaborate synergies and fun builds
- Map is full of diverse NPCs and event encounters
- Each boss has one mechanic the player must adapt to
- Builds get crazier as more item slots unlock during a run
- Multiplayer mode where you face other players' builds is among the most entertaining he has seen in a roguelike, competitive yet casual
- Short runs with easy-to-understand but complex mechanics make it very addictive
Issues raised by the creator
- No real criticism given; he only notes he is impatiently waiting for the full release out of early access
Design observations
- Auto-battling where all player agency is in building and synergizing items
- Asynchronous-feeling multiplayer against other people's builds adds a competitive layer to a roguelike
- Progressive unlocking of item slots keeps builds escalating through the run


