Game file / ROGUE BY ROGUEReturnal
BREAK THE CYCLE Fight to survive as this award-winning third-person shooter brings Selene’s story to PC. Take on roguelike challenges. Engage enemies in bullet hell-fuelled clashes. Share your journey through Returnal™ with another player.
Why this score?
Original text · Simplified Chinese
强项在移动射击、首领战和探索氛围,自有评分会因构筑层次较浅及 PC 稳定性反馈而保留明显扣分。
Core gameplay
Weight 25%9.0 / 10Original text · Simplified Chinese
根据资料评估:冲刺、射击和抓钩移动与弹幕首领配合紧密,快照对操控与反馈有一致具体肯定;大地图往返有时拖慢节奏。
Builds & strategy
Weight 25%6.5 / 10Original text · Simplified Chinese
根据资料评估:武器词条和寄生物有风险收益权衡,但不少遗物仅加数值,单武器携带限制了局内组合表达。
Replayability
Weight 20%7.0 / 10Original text · Simplified Chinese
根据资料评估:塔模式与新移动能力支持反复挑战,主线房间和奖励机制却未持续改变每局打法。
Randomness & fairness
Weight 20%8.0 / 10Original text · Simplified Chinese
根据资料评估:敌人弹幕和首领模式通常可学习,熟练走位有效;混乱战斗的视野与个别陷阱会降低风险可读性。
Polish & usability
Weight 10%6.0 / 10Original text · Simplified Chinese
根据资料评估:PC 版支持挂起循环和输入辅助提示,但快照的内存、纹理及合作断连问题对长局可靠性影响显著。
- 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。评价对象为 PC 资料;技术故障来自收录反馈,未实测。官方列有辅助功能,不采用快照“没有辅助选项”的笼统说法。
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 3 (2025)、Top 10 of 2024 (#8))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
Returnal for PC — PlayStation 官方介绍
2026-10-08 访问。官方 PC 页面确认 Suspend Cycle、合作、Tower of Sisyphus、输入提示与性能选项。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 third-person sci-fi bullet-hell shooter by Housemarque in which astronaut Selene relives death on the alien planet Atropos, with a roguelike run structure, Metroidvania-style traversal unlocks and a cosmic-horror time-loop story.
Critics received Returnal very well: Metacritic is 86 on both PS5 (115 reviews) and PC (Climax Studios port, Feb 2023), and it won Best Game at the British Academy Games Awards. Players are more split: Metacritic user score is 7.4 (68% positive, 12% mixed, 20% negative), and Steam sits at Very Positive (about 81%, roughly 11,100 reviews). Nearly everyone loves the gunplay, movement, sound and atmosphere; the split comes from the brutal difficulty, long runs with thin meta-progression, and (on PC) technical problems. Sony has effectively finished updating it, so PC issues that appeared after the last patch are still open. The game is fully released, not early access.
What players praise
- Fluid, responsive third-person shooting and movement (dash, jump, melee, adrenaline mechanic) that feels arcade-tight and addictive
- Bullet-hell enemy and boss design that is readable and rewards pattern mastery; players talk about getting noticeably better over time
- Best-in-class sound design, music and lighting; the oppressive, eerie alien atmosphere (Giger/Beksinski-style visuals) is widely praised
- Strong voice performance by Jane Perry and a mysterious psychological-sci-fi story that rewards digging into scout logs and secret endings
- Weapon traits, parasites and artifacts create risk/reward decisions inside a run; Metroidvania-style tool unlocks open up traversal
- Post-launch content: Ascension update added online co-op and the Tower of Sisyphus endless mode, praised by fans who want pure gameplay with no story
- Runs acceptably on modest PCs and supports suspend-cycle saves since Update 2.0, making long runs less punishing
- High feel of mastery: many Steam reviewers with 50-180+ hours call it a favourite game of the decade and a Hades alternative for action fans
What players criticize
- PC port stability: widely reported VRAM/memory leak and texture-streaming degradation after a late patch, forcing restarts every hour or two and never fixed
- Crashes on launch or after the logos, black screens and poor frametimes for some players despite high fps
- Unwanted Epic Online Services install and optional PlayStation account linking (with region-locked prompts) on Steam drew a wave of negative reviews
- Co-op is buggy: lost runs after disconnect as guest, locked shops, reticle/ammo UI bugs, curses carrying over, loading-screen joins, and story progress only counting for the host
- Very punishing difficulty with no accessibility or easier mode; a single early hit can cripple a run because healing only raises max health when already full
- Environments are repetitive across biomes (same structures, palette swaps) and the loop feels samey after many runs
- Sony effectively abandoned PC support; full price on PC years later is criticised, and the next Housemarque game (Saros) is not coming to PC
Distinctive features
- Third-person bullet-hell shooter hybrid, rare in a genre dominated by top-down/2D roguelikes
- Runs are long (often 1-3 hours) and open-ended with persistent tools and Metroidvania-style gating rather than short quick runs
- Procedurally shuffled rooms paired with hand-built biome bosses and handcrafted story progression
- Haptic/adaptive trigger and 3D audio design built around the DualSense, carried into a cosmic-horror time-loop narrative
- Adrenaline, overload and malfunction systems (parasites, cursed items, weapon proficiency that persists) make every pickup a risk decision
- Tower of Sisyphus endless mode and 2-player online co-op added after launch
Divided opinions
- Permadeath and no-checkpoint structure: fans see it as thematically perfect and the source of mastery, detractors call it exhausting and unfair
- Story: some love the ambiguity and secret endings, others cannot follow it or find the heroine sparsely written
- Roguelike credentials: judged as a roguelike, some say it lacks build variety and quick runs; others say it reinvents the genre
- PC port: some report flawless performance on cheap hardware, others unplayable instability or VRAM leaks
Repetition and friction
- Losing a long run to a single mistake, with minimal carry-over; runs feel like they do not respect player time
- Having to replay early biomes repeatedly to reach where you died, seeing the same sequences dozens of times
- Random trap rooms, laser-heavy rooms and spikes felt cheap or cause lag on some PCs
- Incoming attacks are hard to track in chaotic fights, making hits feel unavoidable to some
- Needing to restart the PC game every hour because of the memory leak
- Unlocks and permanent progression feel too minor to help performance, so the grind feels unrewarding (a top-voted negative review)
Hoped-for improvements
- Add an easier or accessibility/narrative difficulty so story-focused players can progress
- Stronger permanent meta-progression so failed runs feel like they move the needle
- Fix the PC VRAM leak and crash bugs and keep patching the port
- More build variety: larger pool of weapons, artifacts and non-stat-boost upgrades, plus more biome/environment variety
- Shorter runs or more checkpoints beyond suspend-cycle for players with limited time
- Fix co-op reliability (reconnect handling, shared story progress) and drop the forced extra launcher/online services
PS5 launch (Apr 2021) was critically acclaimed, with debate over the no-save design; Update 2.0 (Oct 2021) added suspend cycle saves, and the free Ascension update (Mar 2022) added co-op and the Tower of Sisyphus. It sold about 866,000 copies by Feb 2022 and won Best Game at BAFTA. The PC version released Feb 15, 2023 (Climax Studios, PlayStation Publishing) with the same Metacritic 86; many current Steam negatives concern a VRAM leak introduced in a late patch, Epic Online Services and PSN linking, and co-op bugs. Steam data estimates 500k-1M owners and about $10.8M gross / $3.2M net on Steam (Boxleiter-style estimate, not audited). OpenCritic score could not be retrieved (web search budget exhausted, fetches failed), so left null. No first-hand Reddit or IGN pages were readable.
Community sources
- Top helpful positive and negative English Steam reviews for Returnal ↗
- Steam store page data: review summary, developers, release date, price, tags (via local steam_data.json) ↗
- Metacritic critic scores (PS5 86 from 115 reviews, PC 86) and PS5 user score 7.4 ↗
- Metacritic user review themes: gunplay and atmosphere praised, meta-progression and run length criticised ↗
- Critical reception, sales, awards, Update 2.0, Ascension update, PC port details ↗
- Estimated Steam gross/net revenue (Boxleiter method) ↗
Archived creator commentary 2
Third-party summaries based on automatic captions may contain transcription or interpretation errors.
Tier list Part 3 (2025)
Returnal is a third-person shooter action roguelike, billed as the first AAA roguelike, where a big-budget studio adapted the indie-dominated subgenre. He loves the story, atmosphere, biomes, bosses and Metroidvania-style traversal unlocks, and he finished the whole game and enjoyed it. His main frustration is that the roguelike elements (relics, abilities) are dull and make runs feel too similar, which leaves replayability weak. He frames the game as one he likes and wants to be better, and places it on the board with only a vague location cue rather than a tier letter.
What the creator praises
- Story and first-person segments are captivating
- Big budget gives massive, immersive biomes and great visuals
- Metroidvania feel: new traversal tools (e.g. sword) unlock across runs
- Bosses feel cool
- Core third-person gameplay is super enjoyable
- Exploration and moving between worlds, especially the first time
Issues raised by the creator
- Roguelike elements are disappointing; studio seems not to be a roguelike developer
- Relics are boring (more health, more damage, simple triggers)
- Runs do not feel different enough from one another
- Replayability is weak once the story is finished
- The more roguelike mode (the tower) is enjoyable but should be in the core game
Design observations
- First AAA-budget roguelike, bringing narrative and world scale to the genre
- Plays like a non-roguelike adventure with Metroidvania progression
- Design lesson: relics and abilities should subtly change gameplay to differentiate runs without straying from core gameplay
Updated opinion
He discussed it in his top 10 list of the previous year, so he keeps detail short here.
Top 10 of 2024 (#8)
Returnal is a third-person action shooter roguelite with metroidvania and horror elements, and one of the first big-budget non-indie roguelites. He thinks the core gameplay, presentation, story and bosses are excellent, but that the roguelite systems are disappointing. He has mixed feelings and regrets not being able to place it higher. It still lands at number 8 and remains one of his favorite roguelites he played this year.
What the creator praises
- Looks great, with huge, detailed biomes and an immersive world
- Grand-adventure campaign feel that indie games rarely match
- Story full of mysteries and twists that holds attention
- Genuinely creepy, compelling horror segments
- Crisp, satisfying controls with great sound design and visual effects
- Solid movement, including the grappling hook for high-speed mobility
- Fantastic bosses
Issues raised by the creator
- Most artifacts/parasites are simple number tweaks with no unique mechanical changes
- Consumables are interesting but situational and not impactful enough to use over the weapon
- Weapons drop constantly but with one weapon slot and no recycling they feel unnecessary
- Chests are underwhelming, keys are hard to find, and the malignant mechanic is rarely worth the risk
- Huge maps can be slow to traverse and sometimes feel like a chore
- Runs do not feel different enough from one another
Design observations
- One of the first non-independent roguelites, with AAA-scale production and campaign feel
- Blends roguelite structure with metroidvania and horror elements
- He thinks many consumable effects should have been artifacts instead


