Ficha del juego / ROGUE BY ROGUECurse of the Dead Gods
Texto original · InglésYou seek untold riches, eternal life, divine powers - it leads to this accursed temple, a seemingly-infinite labyrinth of bottomless pits, deadly traps, and monsters.
¿Por qué esta puntuación?
Texto original · Chino simplificado
体力、光暗和献血交易让动作决定与风险相连,短板集中在后期重复与终战数值压力。
Jugabilidad principal
Peso 25 %9,0 / 10Texto original · Chino simplificado
招架、精准闪避与体力管理让每次出手有重量,光暗和陷阱增加位置选择;末期长战斗拖慢节奏。
Combinaciones y estrategia
Peso 25 %8,0 / 10Texto original · Chino simplificado
献血换装备、诅咒副作用和武器动作相连,风险收益取舍清楚;快武器优势限制平衡。
Rejugabilidad
Peso 20 %7,0 / 10Texto original · Chino simplificado
神庙路线和诅咒改变部分处理方式,但有限房间与首领反复出现,后续变化不足以抵消重走流程。
Azar y equidad
Peso 20 %7,5 / 10Texto original · Chino simplificado
攻击模式可学,火光与闪避可主动避险;晚期传送敌人、吸血诅咒和终战检查压缩补救空间。
Acabado y usabilidad
Peso 10 %8,0 / 10Texto original · Chino simplificado
快照肯定手柄操作与表现,视听提示帮助辨认完美闪避;长流程和低回报解锁影响便利性。
- Autor del análisis
Texto original · Chino simplificado
Rogue by Rogue · AI 资料评测- Versión analizada
Texto original · Chino simplificado
具体构建未知;以所引资料描述的版本为准
Alcance y limitaciones
Texto original · Chino simplificado
基于收录资料与官方页面的主观归纳,未进行试玩。未实测各武器或终战难度;快照中相互冲突的公平性反馈按可读动作与后期风险分别考虑。
Fuentes del análisis 02
- 01Material archivadoVer material externo archivado ↓
Texto original · Chino simplificado
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。
- 02Fuente webVer original ↗
Texto original · Chino simplificado
Curse of the Dead Gods 官方产品说明
2026-10-08 访问。确认诅咒双面影响、多类武器、光与火的战术用途,并列出已提供的辅助模式。 官方页面不单独证明平衡或稳定性。
Reseñas en vídeo
Reseñas y análisis de YouTube y Bilibili en todos los idiomas. Abre el vídeo original para verlo.
Otras voces como referencia.
Las reseñas de terceros y los materiales de la comunidad archivados pueden corresponder a versiones diferentes. Las opiniones y notas externas se muestran por separado. Consulta los vídeos originales para conocer todo el contexto.
Resumen de la comunidad
Texto original · InglésAn isometric, Hades-adjacent action roguelite from Passtech Games where a treasure hunter delves procedurally generated Mesoamerican-themed temples, using parry-and-dodge combat, torch light management and a corruption/curse system.
Texto original · InglésGenerally well received: Steam sits at Very Positive (about 83% of roughly 9,200 reviews), critics land in the high 70s to low 80s, and the combat is the near-universal highlight. The dissent is about structure rather than feel: a repetitive, grindy loop, limited enemy/room/weapon variety, slow meta-progression, and a punishing, RNG-heavy final temple. It spent about a year in Early Access (from March 2020) and launched fully on 23 Feb 2021 on PC, Switch, PS4 and Xbox One; post-launch support included a Dead Cells crossover in April 2021. Players often describe it as Hades on hard mode, but with much less story and personality, and it tends to be recommended to people who already like skill-based action more than to genre newcomers.
Lo que elogian los jugadores
- Texto original · InglésCrunchy, responsive combat built on parry, perfect dodge and weapon combos; many reviewers (critic and player) rate it above Hades for feel and fairness
- Texto original · InglésSkill-first design: limited randomness in weapons and synergies means learning enemies and patterns, not build luck, decides runs
- Texto original · InglésLight and darkness system: braziers and the torch reveal traps and reduce danger, and fire can turn enemies into light sources, adding a tactical layer
- Texto original · InglésCurse/corruption mechanic creates risk-reward decisions (taking curses or trading blood for loot) and runs with real tension
- Texto original · InglésBosses with thematic, readable patterns, each tied to a god's domain (power, knowledge, etc.)
- Texto original · InglésStrong atmosphere and art direction for the Aztec/Maya-inspired temples, with good sound design (for example the death-whistle perfect-dodge cue)
- Texto original · InglésLarge weapon roster (claws, swords, hammers, etc.) with different movesets, plus pleasant pick-up-and-put-down run length
- Texto original · InglésPolished after a long Early Access period; performs well and is playable on controller and Switch
Lo que critican los jugadores
- Texto original · InglésRepetition: the same limited set of rooms, traps, enemies and bosses are learned by heart within roughly 15 hours, and the structure forces replaying earlier temples to reach later ones
- Texto original · InglésStory and characters are thin to non-existent, so there is little narrative pull to keep running
- Texto original · InglésLate-game difficulty feels cheap to many: teleporting, briefly invulnerable enemies, area attacks and health-sponge elites in the last temples
- Texto original · InglésFinal temple is long and grindy, with heavy gold requirements for final sacrifices and a DPS-check final boss that players call a wall
- Texto original · InglésWeapon balance is uneven; some players feel fast weapons like claws dominate and other weapons are technically viable but worse
- Texto original · InglésCurses often feel weak or randomly punishing: some reviewers say they rarely affect a run, while in the last temple the health-draining curse can leave you one hit from death
- Texto original · InglésSlow, low-value meta-progression: unlocks cost a lot of crystal skulls for marginal gains
- Texto original · InglésAchievements (including memoir-style completionist ones) are seen as grindy for 100% runs
- Texto original · InglésHeavy reliance on RNG (starting items, late-game luck) makes the back half feel slow and unfair, and several reviewers say the final boss is a chore rather than a challenge
Características distintivas
- Texto original · InglésTorch and brazier light management that changes both visibility and damage, rather than being just cosmetic lighting
- Texto original · InglésCorruption meter that builds from room transitions and blood trades, spawning rule-changing curses instead of only giving buffs
- Texto original · InglésSouls-like, turn-taking combat rhythm (strike then defend) in an isometric roguelite instead of Hades-style fast aggression
- Texto original · InglésParry-centred weakening/stun mechanic tied to blessings, with the sense of a slower, more deliberate run
- Texto original · InglésTemple-by-temple structure with tiered boss sections and a distinctive Mesoamerican-inspired setting
- Texto original · InglésCrossover content such as the Dead Cells weapon pack (April 2021)
Opiniones divididas
- Texto original · InglésWhether it is a good roguelike or just a good action game: some say slow, methodical combat suits a run-based loop, others say it is a poor fit because runs are slow and repetitive
- Texto original · InglésDifficulty and curses: some love the skill ceiling and risk-reward tension, others find late difficulty and RNG curses cheap
- Texto original · InglésProgression pace: fans like slow unlocks that preserve weapon preferences, critics of it call the grind a chore
- Texto original · InglésHades comparison: praised as better combat and fairer, but clearly behind on story, art style and character
Repetición y obstáculos
- Texto original · InglésRe-clearing the first section of each temple to reach deeper boss tiers, then repeating the whole structure for the final temple and hard mode
- Texto original · InglésGrinding crystal skulls for weapons, blessings, rerolls and better starting gear, with some players saying normal difficulty feels gated by those hours
- Texto original · InglésRooms packed with five or more enemies, many tanky or unparryable, which slow the pace and undermine the parry mechanic
- Texto original · InglésTeleporting/invulnerable enemies and screen-filling attacks in later temples that feel more like waiting than skill
- Texto original · InglésElite health-sponge enemies and high gold costs in the final temple
Mejoras esperadas
- Texto original · InglésMore enemy, room, boss and weapon variety so later runs feel different
- Texto original · InglésFaster or more meaningful meta-progression, and fewer repeat traversals of earlier temples
- Texto original · InglésBetter tuning of the final temple: less elite health-sponge padding, more viable dexterity/damage builds, and a fairer gold requirement
- Texto original · InglésMore story, characters or lore payoff to give a reason to keep running
- Texto original · InglésMore reliable tools for managing corruption, so the curse system feels like a choice and not a dice roll
- Texto original · InglésClearer or more predictable handling of tanky/unparryable enemies in large mixed-enemy rooms
Texto original · InglésMetacritic PC critic score is 78 from 20 critic reviews (user score 6.9 from 112 ratings), verified on the Metacritic page. OpenCritic shows a Top Critic Average of 81 from 50 reviews with 86% recommending (Strong tier). IGN called it a standout roguelite; Nintendo Life compared the combat favorably to Hades; Game Informer felt it went stale after several runs. Launched from Early Access (March 2020, initially only the Jaguar section) to full release on 23 Feb 2021 on Windows, Switch, PS4 and Xbox One (no Mac/Linux). Steam price $19.99, SteamSpy owners estimate 500K-1M, about 84 concurrent players at time of data, and recent Steam reviews are still being posted, so it has an active if small audience. No major controversies found.
Fuentes de la comunidad
- Texto original · InglésTop helpful positive and negative English Steam reviews (local file) ↗
- Texto original · InglésSteam app data: 83.4% positive of 9,242, SteamSpy owner range, revenue estimate (local file) ↗
- Texto original · InglésMetacritic critic score 78 (20 reviews) and user score 6.9 (112 ratings) ↗
- Texto original · InglésOpenCritic Top Critic Average 81, 86% recommend, 50 reviews ↗
- Texto original · InglésRelease timeline, Early Access, Dead Cells crossover, per-platform Metacritic scores, IGN/Nintendo Life/Game Informer reception ↗
- Texto original · InglésPrima Games review 'Hades on hard mode' (via search snippet; page itself blocked with 403) ↗
- Texto original · InglésGod is a Geek review (via search snippet) ↗
- Texto original · InglésTampere University Playlab review on light mechanics, parry and corruption curse ↗
- Texto original · InglésEstimated gross/net revenue (Boxleiter-based estimate) ↗
- Texto original · InglésSteam community discussion surfaced in search (not fetched) ↗
Comentarios archivados del creador 1
Los resúmenes de terceros basados en subtítulos automáticos pueden contener errores de transcripción o interpretación.
Texto original · InglésTier list Part 1 (2023)
Texto original · InglésCurse of the Dead Gods is a third-person action dungeon crawler with an Indiana Jones-style hero, multiple weapons and abilities, and a core mechanic built around curses. Nearly every action (opening doors, buying, upgrading) can curse you, bringing big upsides and downsides that force you to adapt each run. He loves the crisp, meaningful combat and VFX, and finds it a very challenging but rewarding risk-reward game. He is surprised it did not get more recognition and places it in a solid A tier.
Lo que elogia el creador
- Texto original · InglésCurse system that attaches big upsides and downsides to almost every action and reshapes each run
- Texto original · InglésAmazing, crisp combat where every action feels meaningful, e.g. swinging a heavy hammer
- Texto original · InglésPhenomenal visual effects and great overall visuals
- Texto original · InglésGreat boss fights and very unique enemy designs
- Texto original · InglésStrong risk-reward focus throughout
- Texto original · InglésRogulite upgrading gives long-term progression
Problemas señalados por el creador
- Texto original · InglésVery challenging and not easy
- Texto original · InglésParry system is very unforgiving
- Texto original · InglésStamina must always be managed carefully, making it tough
- Texto original · InglésTakes a long time to finish (about 20 hours for his one completion) with a lot of upgrading
Observaciones de diseño
- Texto original · InglésCurses as the defining mechanic, tied to nearly every interaction, with heavy upside/downside tradeoffs
- Texto original · InglésRuns must be adjusted around the curse concept, which the devs put heavy focus on


