Ficha del juego / ROGUE BY ROGUEHeroes of Hammerwatch 2
Texto original · InglésA rogue-lite action-rpg that offers extensive persistent progression. Build your town, upgrade and equip your heroes, before taking on the ever-changing Dark Citadel - either solo or with a team of friends.
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Resumen de la comunidad
Texto original · InglésA pixel-art twin-stick action-RPG roguelite from Crackshell (published by Team17) where you build up a hub town, level seven classes and push through the Dark Citadel solo or in 4-player co-op, then grind endless New Game+ tiers.
Texto original · InglésPlayers rate it Very Positive on Steam (about 82% of roughly 6,600 reviews, with the store page showing Mixed, about 69%, for the most recent 30 days), and it appears to have sold well (Boxleiter-style estimates of 1-2M owners, about $3.4M gross). The praise is for the snappy twin-stick combat, class variety, the account-wide meta-progression and co-op. The criticism is that it is light on roguelite variety (same zones in the same order), long-run balance collapses in New Game+, and content has been thin since the 1.0 launch in January 2025. Critic coverage is almost absent: Metacritic has one critic review (TheSixthAxis, 100) and no Metascore yet, and I could not find an OpenCritic page. It is fully released, not early access, and has received free updates (Epic Missions, Epic Weapons, hotfixes) plus the paid Celestial Ruins DLC with a new class. Some long-time fans now feel the developers are monetising a stagnant game.
Lo que elogian los jugadores
- Texto original · InglésSnappy, satisfying dual-stick combat with kiting; auto-fire skills and big lightning or piercing attacks that clear hallways of enemies feel great
- Texto original · InglésSeven classes with three specialisations each; classes play distinctly and encourage experimenting
- Texto original · InglésAccount-wide buffs from levelling every class mean alternate characters make real progress, so you always keep something after a run
- Texto original · InglésTown building and upgrades give a sticky long-term progression loop; the town is shared across characters and you keep most of your resources
- Texto original · InglésCo-op for up to four players is a highlight, with easy drop-in and drop-out and the ability to leave and resume a run later; a Gauntlet-like slow-burn feel
- Texto original · InglésGorgeous pixel art, good lighting and effects, strong sound design; a solid sequel improvement over the first game's pacing
- Texto original · InglésRuns are quittable and resumable at area boundaries, which suits short sessions and Steam Deck play
- Texto original · InglésResponsive dev support on save problems and free post-launch updates that added missions, weapons and mode variety
Lo que critican los jugadores
- Texto original · InglésRoguelite elements are thin: the main run goes through the same zones in the same order with only tile and enemy shuffling, so runs feel alike
- Texto original · InglésLate-game and New Game+ scaling breaks: enemy HP grows faster than gear and trinkets, some subclasses become too weak, and you eventually get one-shot with nothing to counter it
- Texto original · InglésContent is limited after 1.0 (few bosses, maps, legendary gear); reviewers call it barebones or like an early-access game and feel 2025 roadmap promises were underdelivered
- Texto original · InglésCharacter builds lack depth: no skill trees, upgrades are mostly flat stat increases, and loot is many tiny numerical bonuses with little identity
- Texto original · InglésSave-file loss and character-deletion bugs reported by multiple players, including after updates, with some needing support tickets to restore backups
- Texto original · InglésBalance issues: non-piercing weapons and single-hit defensive skills are weak at high difficulty, making some classes (e.g. Ranger) worse
- Texto original · InglésSlow health and mana regeneration leaves you waiting between fights, and the screen can get cluttered by effects so you cannot read what is happening
- Texto original · InglésPaid DLC (Celestial Ruins) drew anger from some players who say it should have been base-game content and that updates are scarce
Características distintivas
- Texto original · InglésBlends a Diablo-style ARPG with a roguelite meta-loop, built around a persistent town with NPCs and building upgrades
- Texto original · InglésAccount-wide class-level bonuses apply to every character, so alternate classes keep pushing your main roster forward
- Texto original · InglésDual-stick shooter-style combat with cooldown abilities, reminiscent of Gauntlet and Children of Morta
- Texto original · InglésYou can leave a run mid-dungeon at a level boundary and resume it later, including in multiplayer
- Texto original · InglésEndless New Game+ tiers and one-time special maps unlocked through the town
- Texto original · InglésKeep most resources on death (with a penalty of roughly 40% of carried gold and materials), so failure still yields progress
Opiniones divididas
- Texto original · InglésDifficulty and pacing: some find it never unfair and even a bit easy, others call the early game a gear-check grind and the late game a slog
- Texto original · InglésWhether it is really a roguelite: fans enjoy the slow-burn RPG progression, others say the roguelike mechanics barely matter
- Texto original · InglésValue: many say it is worth the $20 and hundreds of hours, especially in co-op, while others say content runs out after 15-20 hours
- Texto original · InglésPost-launch support and DLC: praised for free updates and dev responsiveness, but criticised as too sparse and monetised
Repetición y obstáculos
- Texto original · InglésThe early hours are a grind of the first zones; dozens of hours to build out the town and vendors in single-player
- Texto original · InglésRe-fighting identical maps and enemies in the same positions and order across runs, including late game
- Texto original · InglésRuns that turn into kiting huge mobs for long stretches once you are outscaled, with hundreds of enemies per floor on high difficulty
- Texto original · InglésWaiting for health or mana to regenerate between encounters, sometimes alt-tabbing while you wait
- Texto original · InglésSome permanent upgrades are per-character, so starting another class means regrinding
- Texto original · InglésControl complexity for some: aiming, moving, dashing and managing several cooldowns at once (a reviewer refunded after 36 minutes)
Mejoras esperadas
- Texto original · InglésMore variety in tilesets, zone order, bosses and maps so runs differ more, which is the most common request
- Texto original · InglésMore build-defining depth: talent or skill trees, more abilities earlier, and loot with distinctive effects instead of small flat stats
- Texto original · InglésRebalance late-game and NG+ scaling so gear, trinkets and weak subclasses keep pace, and fix useless defensive skills and non-piercing weapons
- Texto original · InglésReliable cloud saves and save-loss fixes, plus an easy manual backup and copy option
- Texto original · InglésQuality-of-life: faster out-of-combat regen, less visual clutter, local co-op, and more language translations (e.g. Spanish) requested on Steam forums
- Texto original · InglésDeliver a larger post-launch roadmap with more maps, bosses and legendary gear
Texto original · InglésLaunched as a full 1.0 release on 14 Jan 2025 (Windows only, $19.99, Steam). Early reception was positive from players and TheSixthAxis gave a glowing review centred on NG+ replayability; Metacritic has only 1 critic review so no Metascore, and user score is 6.7 from 9 ratings. Steam ratings drifted: Very Positive overall but Mixed for the last 30 days as of the store page I fetched, with negative reviews in 2026 citing stagnant content, the paid Celestial Ruins DLC (new class, priced separately or in a Deluxe Edition) and lost saves after updates. The studio shipped free Epic Missions and Epic Weapons updates and hotfixes, and players mention a 2026 roadmap; some call that roadmap an undersell. Steam Deck works well per player reports, though sleep/resume can cause lag. Steam owner estimates are 1-2M and gross revenue estimates about $3.4M per steam-revenue-calculator (rough). Searches were unavailable (budget exhausted), so critic coverage beyond Metacritic could not be checked and OpenCritic was not located; Reddit was not fetchable.
Fuentes de la comunidad
- Texto original · InglésTop helpful positive and negative English Steam reviews (local file) ↗
- Texto original · InglésLocal Steam metadata: app 619820, review totals, tags, SteamSpy owner range ↗
- Texto original · InglésSteam store page: all-time and recent review summaries, features, Celestial Ruins DLC ↗
- Texto original · InglésSteam community discussion titles: patch threads, requests for more bosses/maps/gear, translation, local co-op, cloud saves ↗
- Texto original · InglésMetacritic page: one critic review (TheSixthAxis, 100), no Metascore ↗
- Texto original · InglésMetacritic user score 6.7 from 9 ratings ↗
- Texto original · InglésRevenue estimate (Boxleiter method): about $3.43M gross, $1.01M net ↗
Comentarios archivados del creador 1
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Texto original · InglésTier list Part 3 (2025)
Texto original · InglésHeroes of Hammerwatch II is a top-down action-adventure roguelike sequel where you start in a village, push through fixed biomes (forest, cave, church, and so on) to a final boss, and rebuild the village between runs. He disliked the original somewhat but enjoyed this one enough to finish it twice. He loves the exploration, visuals, village-building meta progression and epic bosses, but finds the gameplay very simple and repetitive, with samey room-and-enemy levels. After beating the final boss he felt done. He places it at a very high B tier.
Lo que elogia el creador
- Texto original · InglésVery nice, immersive visuals and environment that give a real sense of adventure
- Texto original · InglésVillage meta progression: new buildings and NPCs unlock new abilities after each death
- Texto original · InglésPersistent character levelling with freedom to pick or switch classes at any time
- Texto original · InglésSubclasses change playstyle drastically and make you much more powerful
- Texto original · InglésRun-only abilities and items have cool effects and are enjoyable
- Texto original · InglésBoss fights feel epic, killing huge monsters as a tiny character
- Texto original · InglésStrong drive to upgrade and see the next area or boss; a solid sequel
Problemas señalados por el creador
- Texto original · InglésGameplay is extremely simple and gets repetitive, doing the same ability the same way
- Texto original · InglésLevels are repetitive, mostly rooms of enemies despite good visuals
- Texto original · InglésCharacters and monsters are hard to see
- Texto original · InglésSubclass unlocks arrive very late (about 70% through playtime)
- Texto original · InglésLittle reason to continue after the final boss; no hidden worlds or biomes like the first game's DLC
Observaciones de diseño
- Texto original · InglésVillage-building meta progression gives an almost RuneScape-like feel of a persistent character
- Texto original · InglésFixed biome and boss order makes it about full exploration from village to deep final layer
- Texto original · InglésSubclass system dramatically reshapes play, though gated late


