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SpellRogue

Construction de deckStratégie au tour par tourDés et hasard

Texte original · AnglaisSpellRogue is the ultimate tactical turn-based roguelike! Draft from over 350 powerful spells to assemble the perfect combination and crush your enemies in 70+ unique encounters. Face brutal choices, adapt to impossible odds, and strike back at the horrors that destroyed the world.

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Classé après évaluation des cinq critères

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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.

Mécaniques de jeu essentielles25 %—
Combinaisons et stratégie25 %—
Rejouabilité20 %—
Hasard et équité20 %—
Finition et ergonomie10 %—
Méthode d’évaluation ↗
YOUTUBE + BILIBILI / VIDEO

Critiques vidéo

2 vidéos

Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.

Sources de l’évaluation

D’autres voix, à titre indicatif.

Sans effet sur notre note

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 turn-based roguelike from Guidelight Games where you roll mana dice each turn and slot them into a loadout of spells (an engine-builder more than a true deck-builder) to fight through corrupted regions and three acts.

Texte original · AnglaisSpellRogue is a well-liked but under-the-radar Slay the Spire-style roguelike, sitting at Very Positive on Steam (about 87% of roughly 1,650 reviews). Players who like it praise the dice-plus-spell system for giving more control than a draw pile, the depth of build variety, and the clean art and UI. The main complaints are grindy meta-progression, slow late-game difficulty tiers, balance swings and a feeling that it runs out of surprises. Critics are sparse: Metacritic lists only two reviews (Softpedia 85, Gaming Age 70), so it has no Metascore. It was in early access from February 2024 and left it with a full 1.0 launch on 24 April 2025. Steam review dates suggest players are still posting well into 2026, though Steam forum threads mention a thin player base and some bugs.

Ce que les joueurs apprécient

  • Texte original · AnglaisDice-driven spell casting keeps the variance of a card game but gives players more agency and skill expression; many compare it favourably to Slay the Spire
  • Texte original · AnglaisHuge build variety: 350+ spells with branching dual upgrades, shards/badges, 145+ artifacts, and several viable archetypes per character
  • Texte original · AnglaisFour elemental characters (fire, earth, water, wind) with their own mechanics and multiple starting loadouts
  • Texte original · AnglaisUI and information display are praised as adaptive and clear, and the game plays well on mouse, keyboard and controller
  • Texte original · AnglaisRuns are fairly short and do not overstay their welcome; some reviewers find the pacing of progression and achievements satisfying
  • Texte original · AnglaisStrong art direction (board-game-like tiled maps and figurine characters), good graphics and card/spell design
  • Texte original · AnglaisLong-term replay from daily challenges, the Descent difficulty ladder, mutators and meta-progression unlocks
  • Texte original · AnglaisGood value on sale; a demo with carried-over progress was appreciated

Ce que les joueurs critiquent

  • Texte original · AnglaisMeta-progression and unlocking feel grindy, with some calling the unlock structure bloat rather than meaningful new content
  • Texte original · AnglaisHigher Descent/difficulty tiers are described as a slog, with semi-random modifiers undermining build experimentation
  • Texte original · AnglaisCombat rules are hard to grasp at first, and some players find few synergy paths so building up power over a run is difficult (the most-upvoted negative review)
  • Texte original · AnglaisBalance: some enemies and forced debuffs hard-counter builds, offered spells are often weak, and scaling is hard to come by in some runs
  • Texte original · AnglaisLate-game and some runs feel luck-dependent; a few players say you can tell after two fights whether a run is viable
  • Texte original · AnglaisRepetitive enemy variety and a feeling that you have seen everything the game offers after a while
  • Texte original · AnglaisCombat screens carry a lot of effects and information, which is overwhelming and hard to parse at first
  • Texte original · AnglaisAudio/SFX mixing criticised by some; Steam Deck battery drain and performance mentioned in one review
  • Texte original · AnglaisSome reviewers find it competent but unremarkable (a '5/10') and say it lacks the choice impact of Slay the Spire

Caractéristiques distinctives

  • Texte original · AnglaisNot a draw-pile deck: you equip up to 7 spells on the field with extra in reserve, and power them with dice
  • Texte original · AnglaisMana dice can be rerolled, duplicated, split and enchanted, turning dice manipulation into a build axis
  • Texte original · AnglaisEach spell has branching upgrade paths plus shards and badges, giving layered customisation
  • Texte original · AnglaisEnemies actively disrupt spells and dice (curses, ignite and spreading debuffs), so you are managing your own toolkit as well as the enemy
  • Texte original · AnglaisBoard-game presentation with tiled maps and figurine-like characters
  • Texte original · AnglaisDescent difficulty system and mutators for escalating challenge

Points qui divisent

  • Texte original · AnglaisDice luck versus control: fans say dice manipulation gives consistency, while others say you mostly win when lucky
  • Texte original · AnglaisDifficulty: some find it too easy early yet dragged out, while others call it dull and punishing
  • Texte original · AnglaisMeta-progression: praised as a deep well of content by some, dismissed as padding or a grind by others
  • Texte original · AnglaisVersus Slay the Spire: some say it improves on StS, others say the devs did not grasp what made StS great

Répétition et contraintes

  • Texte original · AnglaisGrinding character levels and unlocks, called out by the Gaming Age critic and several Steam reviewers
  • Texte original · AnglaisHigh-difficulty late game repeated runs described as a horrific slog
  • Texte original · AnglaisFriction of rolling dice and placing them into spell slots every turn wore some players down over many runs
  • Texte original · AnglaisLots of on-screen effect and information tracking each turn
  • Texte original · AnglaisRuns with weak starting loadouts or useless offers feel like you should just restart

Améliorations espérées

  • Texte original · AnglaisOffer clearer onboarding for the combat rules and more reliable ways to build synergies and scaling
  • Texte original · AnglaisAdd more enemy variety and more varied encounter/path design
  • Texte original · AnglaisAllow swapping spells in and out before a fight for more flexibility
  • Texte original · AnglaisMake spell and artifact offers less often useless, and strengthen scaling options such as runes
  • Texte original · AnglaisReduce reliance on grinding for unlocks and rework difficulty modifiers so they are less punishing
  • Texte original · AnglaisImprove the audio mix and polish remaining UI/icon rough edges and controller dice-selection bugs

Texte original · AnglaisLaunched in early access in February 2024 and reached 1.0 on 24 April 2025 (Windows only; $19.99 on Steam; publisher Ghost Ship Publishing). Metacritic has 2 critic reviews and 3 user ratings, below its threshold for a displayed score; OpenCritic search did not surface a listing. The Steam store page quotes TechRadar praising the dice-and-deckbuilding mix, though I could not open that review. SteamSpy-style estimates put owners at 50k-100k and steam-revenue-calculator.com estimates about $496k gross and $146k net (Boxleiter-method estimates, not audited). Steam forum threads mention bugs (controller dice selection, dodge, a mutator combo) and worries about a small player base, while recent positive reviews show continued play and appreciation. I could not retrieve patch notes or Reddit discussion (Reddit blocked, WebSearch budget exhausted), so post-launch update history is not verified here.

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 2 (2024)

Texte original · AnglaisSpellRogue is a dice-based deckbuilding roguelike where spells trigger on specific dice rolls. PepperHead likes the art style and finds the randomness less punishing than in most games of its genre. His main problem is that the roguelike layer is thin: only about five or six spell slots, limited upgrades, few passives and events, and almost no change in build from one floor to the next. He finds runs slow and repetitive, and he got bored quickly. He thinks it could improve with more content and places it in C tier.

Ce que le créateur apprécie

  • Texte original · AnglaisAppealing art style
  • Texte original · AnglaisHandles dice randomness better than most deckbuilding dice games; low rolls are still usable
  • Texte original · AnglaisSpells keyed to specific roll values let you build a deck that covers low and high rolls
  • Texte original · AnglaisCore mechanics are pretty cool
  • Texte original · AnglaisHas room to grow with future updates

Problèmes relevés par le créateur

  • Texte original · AnglaisVery few spell slots and all spells are found quickly
  • Texte original · AnglaisSpells can be upgraded only once and upgrades are often not very impactful
  • Texte original · AnglaisFew passives, events and unique things to find during a run
  • Texte original · AnglaisSlow pacing and repetitive fights; build barely changes by the third floor
  • Texte original · AnglaisNo permanent roguelite meta-progression, so every run feels the same
  • Texte original · AnglaisOnly about three characters, with starting decks that must be unlocked
  • Texte original · AnglaisDice randomness still favors high rolls (sixes) and undercuts the strategy side

Observations sur la conception

  • Texte original · AnglaisSpells activate on particular dice values, so deck building means covering low and high rolls
  • Texte original · AnglaisMany spells scale with how high the rolled value is
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