Fiche du jeu / ROGUE BY ROGUEDrop Duchy
Texte original · AnglaisBuild your duchy piece by piece in this refreshing hybrid rogue-lite game. Use block-dropping mechanics to collect resources, recruit troops to fight against belligerent armies, and let every block shape your realm, leading your path to victory!
Pourquoi cette note ?
Texte original · Chinois simplifié
把地形拼图变成资源与战力选择,构筑取舍扎实;抽取顺序、规则解释和长局节奏是主要限制。
Mécaniques de jeu essentielles
Pondération 25 %8,0 / 10Texte original · Chinois simplifié
根据资料评估:落块位置同时决定地形资源和兵力,拼图与战斗有直接因果联系;完整一局较长会摊薄关键决策密度。
Combinaisons et stratégie
Pondération 25 %8,5 / 10Texte original · Chinois simplifié
根据资料评估:地形转换、建筑邻接与兵种克制构成多层取舍,资源和军事路线有协同;部分派系及军用建筑偏强。
Rejouabilité
Pondération 20 %7,5 / 10Texte original · Chinois simplifié
根据资料评估:派系、路径与地块组合使空间问题发生变化,首领和后段策略的重复仍影响长期局面差异。
Hasard et équité
Pondération 20 %6,5 / 10Texte original · Chinois simplifié
根据资料评估:无时间压力允许仔细规划,但落块顺序与解锁池稀释可能破坏既定组合,玩家缓冲坏抽取的能力有限。
Finition et ergonomie
Pondération 10 %7,0 / 10Texte original · Chinois simplifié
根据资料评估:动作和界面整体清楚,但敌我建筑区分、战斗计算说明及少量输入故障反馈增加理解成本。
- Évaluateur
Texte original · Chinois simplifié
Rogue by Rogue · AI 资料评测- Version évaluée
Texte original · Chinois simplifié
具体构建未知;以所引资料描述的版本为准
Périmètre et limites
Texte original · Chinois simplifié
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。快照对撤销功能是否存在互相矛盾,本次不据此加减分;未覆盖所有后续派系内容。
Sources de l’évaluation 02
- 01Documents archivésVoir les documents externes archivés ↓
Texte original · Chinois simplifié
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 4 (2025))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。
- 02Source webVoir l’original ↗
Texte original · Chinois simplifié
Drop Duchy — Steam 官方商店页
2026-10-08 访问。确认了落块、建筑邻接、资源与军队优化,以及通过局间解锁增加选项的结构。该页不作为实测性能或缺陷已修复的证据。
Critiques vidéo
Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.
D’autres voix, à titre indicatif.
Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.
Synthèse des discussions
Texte original · AnglaisA Tetris-like block-dropping roguelite deckbuilder from Sleepy Mill Studio where terrain and building pieces build your realm, generate resources and troops, and feed turn-based battles against enemy armies and act bosses.
Texte original · AnglaisDrop Duchy is well received by critics and most players: Steam shows Very Positive (about 89% of roughly 3,300 reviews in the local data), Metacritic critic score is 83 from 15 reviews, and OpenCritic has a 81 top critic average with 89% of critics recommending. Reviewers praise the fresh Tetris plus deckbuilding hybrid, the chill pace with forgiving undo, and deep faction-based meta progression. The recurring complaints are heavy RNG on piece draws, a progression tree that dilutes the draft pool as you unlock more, unclear combat math and UI, and uneven balance. It is actively supported: two paid faction DLCs (The Tribe, Aug 2025; The North, Dec 2025), a Game Pass Xbox release in Jan 2026, PS5 and Switch in Apr 2026, and a mobile port reported for late Sep 2026. It has not been abandoned. Metacritic user score is low (6.5 from only 23 ratings), contrasting with Steam.
Ce que les joueurs apprécient
- Texte original · AnglaisGenuinely fresh twist on Tetris: terrain tiles (plains, forest, river) and building tiles interact, so placement matters more than clearing lines; completing a row triggers an 'exploration' that pays out resources by terrain
- Texte original · AnglaisSatisfying synergy building: farms, lumberjacks and military buildings reshape nearby terrain and combo with each other; finding combos is repeatedly called rewarding
- Texte original · AnglaisRock-paper-scissors unit counters and enemy buildings that you are forced to place add a second layer of tactical thinking to block placement
- Texte original · AnglaisForgiving and relaxed: unlimited single-turn undo and quick reload of a battle, no time pressure on placement, good for short sessions and runs well on Steam Deck
- Texte original · AnglaisLots of content in the base game: 110+ cards, 100+ achievement-style challenges driving unlocks, multiple very different factions, branching paths and selectable boss order
- Texte original · AnglaisHooks grow over time: several players say it is gimmicky for the first hours and becomes addictive around 10 to 30 hours as depth appears
- Texte original · AnglaisPolished, cute presentation with snappy actions and a pleasant evolving soundtrack; critics (Guardian, Vandal, Games Machine) singled out the clever design and clean interface
- Texte original · AnglaisGood value at $14.99 with post-launch faction DLC and ascension/endless modes; Steam reviews at 89% positive across ~3,300 reviews
Ce que les joueurs critiquent
- Texte original · AnglaisHeavy RNG: with roughly 20 pieces per round, a few bad draws can ruin a run, and several reviewers say good play cannot always outskill a bad hand; GameCritics called it RNG-dominated
- Texte original · AnglaisUnlock tree dilutes runs: as you unlock more tiles and passives the draft pool gets watered down, making later runs feel unfocused and harder to get the pieces you need
- Texte original · AnglaisCombat math and information are opaque: players say enemy vs player buildings are hard to tell apart (poor contrast, small flags), and the UI lacks the info needed for informed placement; the dev reportedly acknowledged the explanation is confusing
- Texte original · AnglaisBalance is uneven: some factions and cards feel far stronger than others, later-unlocked factions are more tile-order sensitive, and military buildings are often the obvious pick over resource ones
- Texte original · AnglaisSome find it more of a deckbuilder with Tetris flavor than a real Tetris game; Tetris skill helps but the game offers no tutorial or training for newcomers
- Texte original · AnglaisBoss and late-game design feel like mechanical checkpoints to some, and late-game reroll abundance makes builds samey
- Texte original · AnglaisMinor technical issues reported: Steam Deck button dropouts, controls or keyboard layout resetting, resolution setting not applying, occasional stuck combat prep and visual flicker
Caractéristiques distinctives
- Texte original · AnglaisHybrid of falling-block puzzle, roguelite deckbuilder and light tactics; compared by players to Slay the Spire mixed with Tetris, or a single-player Catan
- Texte original · AnglaisLine clears are 'explorations' that harvest resources from terrain rather than just clearing space, and you are sometimes better leaving gaps than clearing
- Texte original · AnglaisEnemy buildings are shuffled into your deck and must be placed on your board, turning defense and counters into a placement puzzle
- Texte original · AnglaisFaction design: Duchy, Republic and Order in the base game, plus Tribe (druid, constellation/combo mechanics, endless mode) and North (Viking, individual unit battles, ascension mode) DLC
- Texte original · AnglaisBranching map with selectable order of the boss fights and a large achievement-driven unlock tree
- Texte original · AnglaisWon Excellence in Game Design at the 2025 DevGAMM Awards and got D.I.C.E. and Pegases nominations; Todd Howard publicly praised it
Points qui divisent
- Texte original · AnglaisRNG: fans see it as roguelite spice and part of adapting, while detractors say it removes the sense of skill and cleverness
- Texte original · AnglaisTetris identity: people who love Tetris techniques (T-spins, holding for key pieces) feel rewarded, others feel it is really a deckbuilder and Tetris newcomers feel lost
- Texte original · AnglaisDepth vs overwhelm: some call the synergy depth addictive, others call the deck and combat systems overwhelming or over-complex
- Texte original · AnglaisLongevity: 50 to 60 hour reviewers love the ongoing discovery while others feel done after 20 hours
Répétition et contraintes
- Texte original · AnglaisProgression is grindy and opaque early on: other clans are gated behind crowns and tree unlocks, and one reviewer was 8 hours in before understanding how crowns are earned
- Texte original · AnglaisAchievement-gated unlocks can stall progress (a reviewer stuck waiting on a rare card tied to a windmill achievement), and forcing you to play weaker starting cards for unlocks feels punishing
- Texte original · AnglaisChoosing between a winning run on higher difficulty and an 'unlock run' is a disliked tension
- Texte original · AnglaisRepetitive loop after roughly 20 hours: several positive reviews say they finished most achievements and hit the end of engagement
- Texte original · AnglaisCombat often feels pointless or slow by the end of each round to some, and pace is too slow for those expecting fast Tetris
- Texte original · AnglaisLate-game reroll and sell cycles feel like chore work when you can simply reroll until you get your build
Améliorations espérées
- Texte original · AnglaisReduce RNG frustration with more draw control, better piece smoothing, or a fast retry that keeps the same seed
- Texte original · AnglaisRework the progression tree so unlocking more does not dilute the pool, and allow presets or loadouts for the progress tree (a requested Steam feature)
- Texte original · AnglaisClearer combat UI and tutorials: show unit math, make enemy buildings visually distinct, and add a Tetris primer or training mode
- Texte original · AnglaisRebalance factions and weak cards, and make peaceful/resource paths competitive with military
- Texte original · AnglaisMore varied bosses and a fresher late game (one reviewer asked for a different Act 4), plus more run-to-run variance
- Texte original · AnglaisFix reported platform bugs (Steam Deck input, controls resetting, French DLC translation error) and consider a GOG release that players have asked about
Texte original · AnglaisLaunched May 5, 2025 on Steam (Windows only) and was a critical and player success. Post-launch support has been steady: The Tribe DLC (Aug 18, 2025) added a druid faction and endless mode; The North DLC (Dec 5, 2025) added a Viking faction and ascension mode. The Complete Edition reached Xbox Series X/S via Game Pass on Jan 28, 2026, PS5 and Switch on Apr 21, 2026, and Wikipedia reports a mobile version on Sep 29, 2026. It was bundled in a Humble Bundle, which brought in some players who bounced off it. Recent Steam reviews remain Very Positive. Estimated Steam revenue (Boxleiter-style, unaudited): about $1.13M gross, roughly $334k net, and SteamSpy owners of 50k to 100k. Steam reports that the DLC (Tribe, North) are on sale separately. Metacritic user score is low on few ratings. Web search budget was exhausted during research, so Reddit, Guardian and Ars pages could not be fetched; critic detail comes from Metacritic, OpenCritic, Wikipedia and Steam pages.
Sources communautaires
- Texte original · AnglaisTop helpful positive and negative English Steam reviews (local file) ↗
- Texte original · AnglaisLocal Steam metadata: review counts, Metacritic 83, SteamSpy owners, revenue estimate ↗
- Texte original · AnglaisMetascore 83 from 15 critics; user score 6.5 from 23 ratings ↗
- Texte original · AnglaisIndividual critic scores and blurbs (Try Hard Guides 100, Critical Hits 90, Vandal 85, etc.) ↗
- Texte original · AnglaisOpenCritic top critic average 81, 89% recommend, 28 reviews ↗
- Texte original · AnglaisSteam store page: features, DLC, review summary ↗
- Texte original · AnglaisSteam discussions: bug reports, loadout requests, GOG interest ↗
- Texte original · AnglaisPublisher page: platforms, factions, DLC descriptions ↗
- Texte original · AnglaisRelease timeline, DLC dates, awards, outlet reception (Guardian, Ars Technica, RPS, Vandal) ↗
- Texte original · AnglaisEstimated Steam revenue figures (Boxleiter method, unaudited) ↗
Commentaires archivés du créateur 1
Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.
Texte original · AnglaisTier list Part 4 (2025)
Texte original · AnglaisDrop Duchy is a Tetris-style land-building strategy roguelike where placed pieces generate resources, and you also position units and fight enemies and bosses. He already reviewed it in an earlier video and is re-evaluating it after the full release and a big update. Most of his original complaints were fixed, especially quality-of-life ones. He finds it unique, strategic and fun, but notes lingering gaps: no rewind button, only three bosses, and very long runs. He places it in high B for now.
Ce que le créateur apprécie
- Texte original · AnglaisVery unique and interesting blend of Tetris-like placement with strategy and combat
- Texte original · AnglaisDistinct factions (now a third via DLC) that play so differently they feel like new games
- Texte original · AnglaisMultiple build paths such as river, mountain/military and religion/enemy-stealing
- Texte original · AnglaisBosses act as mini puzzle mechanics you must solve with your build
- Texte original · AnglaisMap pathing requires real thought depending on your build, which he loves in deckbuilders
- Texte original · AnglaisSimple rock-paper-scissors unit combat becomes surprisingly strategic and mathematical late game
- Texte original · AnglaisUpdate added the constellation cooldown ability and many QoL fixes, like an option to stop pieces auto-falling
Problèmes relevés par le créateur
- Texte original · AnglaisStill no rewind button, despite frequent small mistakes
- Texte original · AnglaisAlways the same three bosses; wants variety within them
- Texte original · AnglaisMeta-progression mostly unlocks more options, which can clutter the reward pool
- Texte original · AnglaisWants more Slay the Spire-style narrative events with choices on the map
- Texte original · AnglaisRuns are very long (hours), which is a caution even if pacing is good
- Texte original · AnglaisEarly on the game felt overwhelming, boring and repetitive until more was unlocked
Observations sur la conception
- Texte original · AnglaisTetris piece placement as the core of a strategy roguelike, with placement location changing building effects
- Texte original · AnglaisFactions each change the game drastically, making the game feel new
- Texte original · AnglaisBosses designed as individual miniature puzzle mechanics
- Texte original · AnglaisRerolling map path choices tie terrain and unit presence to boss strength, creating a risk/strategy tradeoff
Avis actualisé
Texte original · AnglaisPreviously covered in an earlier video; this is a re-evaluation after the full release and update, where he says roughly 70% or more of his original issues were addressed.


