Fiche du jeu / ROGUE BY ROGUEHeroes of Hammerwatch 2
Texte original · AnglaisA 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.
Notre note
Classé après évaluation des cinq critères
Jeu répertorié. Évaluation à venir.
Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.
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 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.
Texte original · AnglaisPlayers 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.
Ce que les joueurs apprécient
- Texte original · AnglaisSnappy, satisfying dual-stick combat with kiting; auto-fire skills and big lightning or piercing attacks that clear hallways of enemies feel great
- Texte original · AnglaisSeven classes with three specialisations each; classes play distinctly and encourage experimenting
- Texte original · AnglaisAccount-wide buffs from levelling every class mean alternate characters make real progress, so you always keep something after a run
- Texte original · AnglaisTown building and upgrades give a sticky long-term progression loop; the town is shared across characters and you keep most of your resources
- Texte original · AnglaisCo-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
- Texte original · AnglaisGorgeous pixel art, good lighting and effects, strong sound design; a solid sequel improvement over the first game's pacing
- Texte original · AnglaisRuns are quittable and resumable at area boundaries, which suits short sessions and Steam Deck play
- Texte original · AnglaisResponsive dev support on save problems and free post-launch updates that added missions, weapons and mode variety
Ce que les joueurs critiquent
- Texte original · AnglaisRoguelite 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
- Texte original · AnglaisLate-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
- Texte original · AnglaisContent 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
- Texte original · AnglaisCharacter builds lack depth: no skill trees, upgrades are mostly flat stat increases, and loot is many tiny numerical bonuses with little identity
- Texte original · AnglaisSave-file loss and character-deletion bugs reported by multiple players, including after updates, with some needing support tickets to restore backups
- Texte original · AnglaisBalance issues: non-piercing weapons and single-hit defensive skills are weak at high difficulty, making some classes (e.g. Ranger) worse
- Texte original · AnglaisSlow health and mana regeneration leaves you waiting between fights, and the screen can get cluttered by effects so you cannot read what is happening
- Texte original · AnglaisPaid DLC (Celestial Ruins) drew anger from some players who say it should have been base-game content and that updates are scarce
Caractéristiques distinctives
- Texte original · AnglaisBlends a Diablo-style ARPG with a roguelite meta-loop, built around a persistent town with NPCs and building upgrades
- Texte original · AnglaisAccount-wide class-level bonuses apply to every character, so alternate classes keep pushing your main roster forward
- Texte original · AnglaisDual-stick shooter-style combat with cooldown abilities, reminiscent of Gauntlet and Children of Morta
- Texte original · AnglaisYou can leave a run mid-dungeon at a level boundary and resume it later, including in multiplayer
- Texte original · AnglaisEndless New Game+ tiers and one-time special maps unlocked through the town
- Texte original · AnglaisKeep most resources on death (with a penalty of roughly 40% of carried gold and materials), so failure still yields progress
Points qui divisent
- Texte original · AnglaisDifficulty 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
- Texte original · AnglaisWhether it is really a roguelite: fans enjoy the slow-burn RPG progression, others say the roguelike mechanics barely matter
- Texte original · AnglaisValue: 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
- Texte original · AnglaisPost-launch support and DLC: praised for free updates and dev responsiveness, but criticised as too sparse and monetised
Répétition et contraintes
- Texte original · AnglaisThe early hours are a grind of the first zones; dozens of hours to build out the town and vendors in single-player
- Texte original · AnglaisRe-fighting identical maps and enemies in the same positions and order across runs, including late game
- Texte original · AnglaisRuns that turn into kiting huge mobs for long stretches once you are outscaled, with hundreds of enemies per floor on high difficulty
- Texte original · AnglaisWaiting for health or mana to regenerate between encounters, sometimes alt-tabbing while you wait
- Texte original · AnglaisSome permanent upgrades are per-character, so starting another class means regrinding
- Texte original · AnglaisControl complexity for some: aiming, moving, dashing and managing several cooldowns at once (a reviewer refunded after 36 minutes)
Améliorations espérées
- Texte original · AnglaisMore variety in tilesets, zone order, bosses and maps so runs differ more, which is the most common request
- Texte original · AnglaisMore build-defining depth: talent or skill trees, more abilities earlier, and loot with distinctive effects instead of small flat stats
- Texte original · AnglaisRebalance late-game and NG+ scaling so gear, trinkets and weak subclasses keep pace, and fix useless defensive skills and non-piercing weapons
- Texte original · AnglaisReliable cloud saves and save-loss fixes, plus an easy manual backup and copy option
- Texte original · AnglaisQuality-of-life: faster out-of-combat regen, less visual clutter, local co-op, and more language translations (e.g. Spanish) requested on Steam forums
- Texte original · AnglaisDeliver a larger post-launch roadmap with more maps, bosses and legendary gear
Texte original · AnglaisLaunched 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.
Sources communautaires
- Texte original · AnglaisTop helpful positive and negative English Steam reviews (local file) ↗
- Texte original · AnglaisLocal Steam metadata: app 619820, review totals, tags, SteamSpy owner range ↗
- Texte original · AnglaisSteam store page: all-time and recent review summaries, features, Celestial Ruins DLC ↗
- Texte original · AnglaisSteam community discussion titles: patch threads, requests for more bosses/maps/gear, translation, local co-op, cloud saves ↗
- Texte original · AnglaisMetacritic page: one critic review (TheSixthAxis, 100), no Metascore ↗
- Texte original · AnglaisMetacritic user score 6.7 from 9 ratings ↗
- Texte original · AnglaisRevenue estimate (Boxleiter method): about $3.43M gross, $1.01M net ↗
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 3 (2025)
Texte original · AnglaisHeroes 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.
Ce que le créateur apprécie
- Texte original · AnglaisVery nice, immersive visuals and environment that give a real sense of adventure
- Texte original · AnglaisVillage meta progression: new buildings and NPCs unlock new abilities after each death
- Texte original · AnglaisPersistent character levelling with freedom to pick or switch classes at any time
- Texte original · AnglaisSubclasses change playstyle drastically and make you much more powerful
- Texte original · AnglaisRun-only abilities and items have cool effects and are enjoyable
- Texte original · AnglaisBoss fights feel epic, killing huge monsters as a tiny character
- Texte original · AnglaisStrong drive to upgrade and see the next area or boss; a solid sequel
Problèmes relevés par le créateur
- Texte original · AnglaisGameplay is extremely simple and gets repetitive, doing the same ability the same way
- Texte original · AnglaisLevels are repetitive, mostly rooms of enemies despite good visuals
- Texte original · AnglaisCharacters and monsters are hard to see
- Texte original · AnglaisSubclass unlocks arrive very late (about 70% through playtime)
- Texte original · AnglaisLittle reason to continue after the final boss; no hidden worlds or biomes like the first game's DLC
Observations sur la conception
- Texte original · AnglaisVillage-building meta progression gives an almost RuneScape-like feel of a persistent character
- Texte original · AnglaisFixed biome and boss order makes it about full exploration from village to deep final layer
- Texte original · AnglaisSubclass system dramatically reshapes play, though gated late


