Revita cover artGame file / ROGUE BY ROGUE
One more run.

Revita

ShooterPlatformerAction combat

In this fast paced twin-stick roguelite platformer, you play as an unnamed child ascending an ominous clocktower in pursuit of their lost memories. Harvest and sacrifice souls to grow your power in order to challenge procedural encounter rooms and intimidating bosses!

ROGUE BY ROGUEV1

Our score

76.8/ 100
Tied overall #44
Our review / RBR V1

Why this score?

Original text · Simplified Chinese

生命货币让射击与成长紧密关联,但负向滚雪球和操作信息问题影响稳定体验。

01

Core gameplay

Weight 25%8.5 / 10
Original text · Simplified Chinese

双摇杆射击配合冲刺和墙面移动有紧凑反馈;狭窄房间、射程和后坐力反馈使部分遭遇难操控。

02

Builds & strategy

Weight 25%8.0 / 10
Original text · Simplified Chinese

生命同时是购买资源,让加伤与保命形成明确取舍;部分平淡数值道具及不生效交互削弱组合质量。

03

Replayability

Weight 20%8.0 / 10
Original text · Simplified Chinese

碎片难度、门票与隐藏路线改变风险选择,但较慢的解锁及真结局重复通关增加负担。

Sources01 ↗
04

Randomness & fairness

Weight 20%6.5 / 10
Original text · Simplified Chinese

以血换强度的规则可理解,却容易因早期受伤同时失去购买力;盲买宝箱与弱预警加重滚雪球。

Sources01 ↗
05

Polish & usability

Weight 10%6.5 / 10
Original text · Simplified Chinese

官方提供慢速、轮廓和辅助瞄准选项;快照仍有控制器、遮挡与误退出丢失一局的反馈。

Sources01 ↗
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

基于收录资料与官方页面的主观归纳,未进行试玩。快照包含正式分支和测试分支讨论,未将待发布更新当作现成功能;具体 BUG 未复现。

Review sources 02

  1. 01
    Archived 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 1 (2023) 及 玩家好评与批评 中的机制、交互、重复与易用性反馈;未将外部分数或旧等级用于计算。

    View archived external material ↓
  2. 02
    Web source
    Original text · Simplified Chinese

    Revita 官方产品说明

    2026-10-08 访问。确认用生命交换力量、随机房间、冲刺墙滑,以及调速、敌人轮廓和辅助瞄准选项。 官方页面不单独证明平衡或稳定性。

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YOUTUBE + BILIBILI / VIDEO

Video reviews

2 videos

Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.

Review sources

Other voices, for reference.

Excluded from our score

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 twin-stick, pixel-art roguelite platformer by BenStar in which an amnesiac child climbs a clocktower and spends their own health as currency for relics and upgrades.

Revita is well liked by the players who stick with it: Steam sits at Very Positive (about 81% of roughly 2,400 reviews) and Metacritic shows 78 from 11 critics, with a user score of 8.1 from only 14 ratings. Praise centres on the tight twin-stick feel, the risk/reward health-as-currency loop, the art and music, and deep unlock-driven replayability. Detractors find the rooms claustrophobic, the weapons short-ranged, items weak or flat stat bumps, and progression slow and RNG-heavy. The game is effectively abandoned: the planned 2.0 update was halted in late 2023 due to money problems, but a 2.0 beta branch on Steam contains much of the finished work and is widely recommended. It is a recognized hidden gem that rarely appears on big roguelite lists.

What players praise

  • Health-as-currency loop: you pay HP for chests, relics and upgrades, which makes every hit and every purchase a real risk/reward decision
  • Tight, responsive twin-stick movement and shooting that several reviewers say feels snappy and satisfying
  • Pixel art, atmosphere and soundtrack are repeatedly called beautiful; some compare the mood to Hollow Knight
  • Steady drip-feed of unlocks, relics, tickets and secrets, plus relic synergies that keep runs unpredictable
  • Ticket system lets you opt into more difficulty for more power, plus ascension-style (shard) difficulty ramping
  • Cryptic, interesting lore and a true ending that keeps some players hooked across many runs
  • Polish and respect for player time: snappy transitions, light hardware demands (runs on integrated graphics), very cheap on sale
  • Critics (GameCritics, GamingTrend, Nintendo World Report, PLAY! Zine at 80) praised balance, satisfying combat, smooth platforming and fresh-feeling runs

What players criticize

  • Claustrophobic, chokepointed rooms; some later rooms and boss arenas make enemies hard to reach or avoid
  • Short weapon range, bullet spread and self-knockback make aiming feel imprecise and damage feel cheap
  • Poor visual clarity: semi-transparent foreground elements hide bullets, traps blend into levels, and some enemy attacks have weak tells
  • Many items and upgrades are flat stat boosts (a few percent damage or fire rate) that do not change gameplay
  • Heavy RNG and snowballing: chests reveal contents only after you pay HP, and taking damage early can leave you unable to buy anything
  • Controller support criticised: right-stick aiming feels off, confirm/back buttons follow Nintendo layout, reported gamepad complaints on PC
  • Bugs and rough edges reported: cannot quit from main menu, accidental return-to-metro wipes a run with no confirmation, some max-health mechanic reports, a startup-screen ad for a plush no longer sold
  • Development abandoned, so these issues will not get official fixes beyond what is in the beta

Distinctive features

  • Your health bar is your currency: you convert souls into permanent max HP, then spend HP on relics, chests and upgrades
  • Twin-stick shooter combined with 2D platforming and wall jumps in a roguelite structure
  • Soul-harvesting and sacrifice theme in a clocktower tied to the five stages of grief, with cryptic lore and a bleak true ending
  • Ticket system that trades extra difficulty for power before each run, plus shard-based ascension difficulty
  • Secret alternate biomes unlocked by obscure conditions (for example breaking hidden beehives), plus a fishing minigame
  • Curses you can stack that restrict you only in specific, circumventable ways

Divided opinions

  • Health-as-currency: praised as the defining hook and depth of the game by many, called frustrating and a gamble by others who compare it unfavourably to Isaac devil deals
  • Difficulty: some say it is challenging but fair and finished a run on the second attempt, others find it punishing or tedious; both views appear in the same Steam reviews
  • Abandonment: some reviewers mark the game down because updates stopped, while long-time players say it already feels complete and the beta adds plenty
  • Run variety: fans cite synergies and constant unlocks, critics cite one character, one style of weapon and samey stat-boost items

Repetition and friction

  • Slow meta-currency accumulation; most run items are locked behind it, so early runs feel limited
  • Getting the true ending requires repeated clears, which some find exhausting
  • Obscure, niche secret-unlock requirements for late content that feel undiscoverable without a guide
  • Being starved of HP or starved of items; any damage reduces what you can buy, so careful no-hit play is required to progress
  • Boss fights described as health sponges, and difficulty ramps slowly for some players who quit around shard 2
  • Bleak ending in which the player character dies, which one reviewer found off-putting

Hoped-for improvements

  • Faster early meta-progression so varied, powerful builds arrive sooner (several positive reviewers also say this)
  • More interesting, gameplay-altering items and more distinct weapons instead of small numeric boosts; more than one character and few choices per run is a recurring gripe
  • Open up rooms and boss arenas and improve visual clarity and enemy telegraphing (the 2.0 beta reportedly addresses claustrophobic rooms)
  • Better guidance on secret progression, such as the post-Shard-5 alternate biome unlock conditions that players say they only found by googling
  • Polish controller aim and button mapping, and add confirmation before abandoning a run or quitting
  • Faster transitions and loading between rooms; some players call the lift/loading/spawn waits too long, though others praise the transitions

Launched April 21, 2022 on Switch and Windows; PlayStation and Xbox versions followed April 20, 2023, and Red Art Games released a physical edition in late 2023. A major 2.0 update was announced in April 2023 but development stopped around October 2023 because of financial difficulties, and the developer reportedly said in Discord that the project was abandoned for budget reasons. The last official update was in 2024, and a Steam 2.0 beta branch holds much of the finished content and tweaks. Several reviewers mention a wish that BenStar would return. One reviewer mentions unspecified political issues around the developer. Steam price $16.99, frequently discounted to about $5. Steam-revenue-calculator estimates roughly $1.0M gross and about $296k net, with SteamSpy owners at about 200k to 500k; these are rough estimates, not audited figures. OpenCritic score not found (page could not be retrieved); Steam lists no Metacritic score in its data. Reddit and Push Square fetches were blocked, and web search budget was exhausted, so community coverage relies mainly on Steam reviews and forum topics.

Archived creator commentary 1

Third-party summaries based on automatic captions may contain transcription or interpretation errors.

Tier list Part 1 (2023)

Revita is a 2D action dungeon-crawler roguelike where your health doubles as currency, so every purchase costs HP. He loves it and calls it one of his favorite roguelikes these days, plans a 100 percent achievement run, and thinks it deserves far more attention. He stresses it is packed with content and builds, but is not for everyone since it demands comfort with action roguelikes. Bugs and broken item interactions hold it back from topping Gungeon. No tier letter is spoken in this segment.

What the creator praises

  • Health-as-currency gimmick creates a strong risk/reward loop that rewards skilled players
  • Huge amount of content: many builds, items, guns and customizations
  • Every run feels different from the start and ends differently
  • Hub world with purchasable options, plenty of secrets and hidden worlds
  • Builds can feel genuinely overpowered, with good balance of skill and luck
  • Strong Gungeon inspiration; he keeps returning to it and calls it a new favorite

Issues raised by the creator

  • Many bugs, including ones that blocked achievements during his completion attempt
  • Many item combinations do not interact as expected (e.g. laser beam and split bullets)
  • Health-as-currency is risky design: struggling players snowball downward and cannot buy anything
  • Not recommendable to players uncomfortable with action roguelikes
  • Promised update still not released

Design observations

  • Health is the currency; everything you do costs HP
  • Design snowballs in both directions: comfortable players get easier runs, strugglers get harder ones
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