Ficha del juego / ROGUE BY ROGUERevita
Texto original · InglésIn 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!
¿Por qué esta puntuación?
Texto original · Chino simplificado
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。
Jugabilidad principal
Peso 25 %8,5 / 10Texto original · Chino simplificado
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。
Combinaciones y estrategia
Peso 25 %8,0 / 10Texto original · Chino simplificado
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。
Rejugabilidad
Peso 20 %8,0 / 10Texto original · Chino simplificado
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。
Azar y equidad
Peso 20 %6,5 / 10Texto original · Chino simplificado
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。
Acabado y usabilidad
Peso 10 %6,5 / 10Texto original · Chino simplificado
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。
- 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。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。
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
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。
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 · InglésA 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.
Texto original · InglésRevita 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.
Lo que elogian los jugadores
- Texto original · InglésHealth-as-currency loop: you pay HP for chests, relics and upgrades, which makes every hit and every purchase a real risk/reward decision
- Texto original · InglésTight, responsive twin-stick movement and shooting that several reviewers say feels snappy and satisfying
- Texto original · InglésPixel art, atmosphere and soundtrack are repeatedly called beautiful; some compare the mood to Hollow Knight
- Texto original · InglésSteady drip-feed of unlocks, relics, tickets and secrets, plus relic synergies that keep runs unpredictable
- Texto original · InglésTicket system lets you opt into more difficulty for more power, plus ascension-style (shard) difficulty ramping
- Texto original · InglésCryptic, interesting lore and a true ending that keeps some players hooked across many runs
- Texto original · InglésPolish and respect for player time: snappy transitions, light hardware demands (runs on integrated graphics), very cheap on sale
- Texto original · InglésCritics (GameCritics, GamingTrend, Nintendo World Report, PLAY! Zine at 80) praised balance, satisfying combat, smooth platforming and fresh-feeling runs
Lo que critican los jugadores
- Texto original · InglésClaustrophobic, chokepointed rooms; some later rooms and boss arenas make enemies hard to reach or avoid
- Texto original · InglésShort weapon range, bullet spread and self-knockback make aiming feel imprecise and damage feel cheap
- Texto original · InglésPoor visual clarity: semi-transparent foreground elements hide bullets, traps blend into levels, and some enemy attacks have weak tells
- Texto original · InglésMany items and upgrades are flat stat boosts (a few percent damage or fire rate) that do not change gameplay
- Texto original · InglésHeavy RNG and snowballing: chests reveal contents only after you pay HP, and taking damage early can leave you unable to buy anything
- Texto original · InglésController support criticised: right-stick aiming feels off, confirm/back buttons follow Nintendo layout, reported gamepad complaints on PC
- Texto original · InglésBugs 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
- Texto original · InglésDevelopment abandoned, so these issues will not get official fixes beyond what is in the beta
Características distintivas
- Texto original · InglésYour health bar is your currency: you convert souls into permanent max HP, then spend HP on relics, chests and upgrades
- Texto original · InglésTwin-stick shooter combined with 2D platforming and wall jumps in a roguelite structure
- Texto original · InglésSoul-harvesting and sacrifice theme in a clocktower tied to the five stages of grief, with cryptic lore and a bleak true ending
- Texto original · InglésTicket system that trades extra difficulty for power before each run, plus shard-based ascension difficulty
- Texto original · InglésSecret alternate biomes unlocked by obscure conditions (for example breaking hidden beehives), plus a fishing minigame
- Texto original · InglésCurses you can stack that restrict you only in specific, circumventable ways
Opiniones divididas
- Texto original · InglésHealth-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
- Texto original · InglésDifficulty: 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
- Texto original · InglésAbandonment: some reviewers mark the game down because updates stopped, while long-time players say it already feels complete and the beta adds plenty
- Texto original · InglésRun variety: fans cite synergies and constant unlocks, critics cite one character, one style of weapon and samey stat-boost items
Repetición y obstáculos
- Texto original · InglésSlow meta-currency accumulation; most run items are locked behind it, so early runs feel limited
- Texto original · InglésGetting the true ending requires repeated clears, which some find exhausting
- Texto original · InglésObscure, niche secret-unlock requirements for late content that feel undiscoverable without a guide
- Texto original · InglésBeing starved of HP or starved of items; any damage reduces what you can buy, so careful no-hit play is required to progress
- Texto original · InglésBoss fights described as health sponges, and difficulty ramps slowly for some players who quit around shard 2
- Texto original · InglésBleak ending in which the player character dies, which one reviewer found off-putting
Mejoras esperadas
- Texto original · InglésFaster early meta-progression so varied, powerful builds arrive sooner (several positive reviewers also say this)
- Texto original · InglésMore 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
- Texto original · InglésOpen up rooms and boss arenas and improve visual clarity and enemy telegraphing (the 2.0 beta reportedly addresses claustrophobic rooms)
- Texto original · InglésBetter guidance on secret progression, such as the post-Shard-5 alternate biome unlock conditions that players say they only found by googling
- Texto original · InglésPolish controller aim and button mapping, and add confirmation before abandoning a run or quitting
- Texto original · InglésFaster transitions and loading between rooms; some players call the lift/loading/spawn waits too long, though others praise the transitions
Texto original · InglésLaunched 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.
Fuentes de la comunidad
- Texto original · InglésTop helpful positive and negative English Steam reviews (local file) ↗
- Texto original · InglésLocal Steam store data: review counts, tags, SteamSpy owners, revenue estimate ↗
- Texto original · InglésSteam store page (Very Positive, 81%) ↗
- Texto original · InglésMetacritic: Metascore 78 from 11 critics, user 8.1 from 14 ratings, critic blurbs ↗
- Texto original · InglésWikipedia: release timeline, platforms, development halt, critic remarks ↗
- Texto original · InglésSteam discussions: relic balance thread, development-stopped thread, controller and bug topics ↗
- Texto original · InglésRevenue estimate (Boxleiter method): about $1.0M gross ↗
- Texto original · InglésOfficial game website ↗
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 · InglésRevita 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.
Lo que elogia el creador
- Texto original · InglésHealth-as-currency gimmick creates a strong risk/reward loop that rewards skilled players
- Texto original · InglésHuge amount of content: many builds, items, guns and customizations
- Texto original · InglésEvery run feels different from the start and ends differently
- Texto original · InglésHub world with purchasable options, plenty of secrets and hidden worlds
- Texto original · InglésBuilds can feel genuinely overpowered, with good balance of skill and luck
- Texto original · InglésStrong Gungeon inspiration; he keeps returning to it and calls it a new favorite
Problemas señalados por el creador
- Texto original · InglésMany bugs, including ones that blocked achievements during his completion attempt
- Texto original · InglésMany item combinations do not interact as expected (e.g. laser beam and split bullets)
- Texto original · InglésHealth-as-currency is risky design: struggling players snowball downward and cannot buy anything
- Texto original · InglésNot recommendable to players uncomfortable with action roguelikes
- Texto original · InglésPromised update still not released
Observaciones de diseño
- Texto original · InglésHealth is the currency; everything you do costs HP
- Texto original · InglésDesign snowballs in both directions: comfortable players get easier runs, strugglers get harder ones


