게임 정보 / ROGUE BY ROGUEBlazBlue Entropy Effect
원문 · 영어Enjoy action-packed flashy combat with incredibly satisfying combos and responsive controls! Numerous characters, each with completely unique playstyles and loads of unlockable moves & upgrades! This action roguelike sets the bar for fluid fast-paced action.
이 점수의 이유는?
원문 · 중국어 간체
最强的是各角色的动作深度与连段反馈,局内成长能服务操作;重复房间和混乱预警限制整体重玩质量。
- 평가자
원문 · 중국어 간체
Rogue by Rogue · AI 资料评测- 평가한 버전
원문 · 중국어 간체
具体构建未知;以所引资料描述的版本为准
평가 범위와 한계
원문 · 중국어 간체
未进行试玩;分数是依据已收录评述与社区具体反馈作出的主观资料评测。旧反馈跨版本、部分原始材料为不可重开的本地快照;本次 Steam 核查仅确认玩法与功能,未复测平衡、性能或报告的故障是否仍存在。
평가 근거 자료 02
- 01보관 자료보관된 외부 자료 보기 ↓
원문 · 중국어 간체
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 2 (2024) 的具体优缺点,以及 玩家好评、玩家批评 与 资料核查说明;不使用旧等级、外部分数或销量反推。
- 02웹 자료원문 보기 ↗
원문 · 중국어 간체
BlazBlue Entropy Effect · Steam 官方商店
2026-10-08 访问。核对角色独立动作体系、可解锁招式、元素效果和跨角色传承技能。未据商店介绍推定性能或故障已修复。
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플레이어 의견 요약
원문 · 영어A 2D action roguelite by 91Act (published with Astrolabe Games) that turns BlazBlue fighting-game characters and moves into a fast combo-driven run-based brawler, with solo and co-op play.
원문 · 영어Players and critics agree the combat is the draw: fluid, combo-heavy, fighting-game-flavoured action with a large roster and many build paths. Steam sits at Very Positive (94.3% of about 36.7k reviews), Metacritic has 83 from 6 critics and OpenCritic 84 from 15 reviews. Weak spots are a thin, generic story and setting, repetitive rooms and enemies, a cluttered neon look, mediocre music and a BlazBlue brand that feels tacked on. The game passed through early access and has been updated often (new characters, a Dead Cells collab with The Prisoner, the larger 'X' story content that also shipped on consoles). Recent Steam reviews are noticeably worse than lifetime ones because of post-update stuttering, crashes and co-op desyncs, and the later release revamps split early-access fans.
플레이어가 칭찬한 점
- 원문 · 영어Combat feels fast, snappy and deep, with ground combos, launches, air follow-ups and cancels that reward fighting-game-style execution
- 원문 · 영어Large roster of characters with distinct playstyles, adapted from their BlazBlue fighting-game moves (including guest characters such as The Prisoner from Dead Cells)
- 원문 · 영어Strong build variety: tactics (elemental and status upgrades), legacies and unlockable move branches let a run change how a character plays mid-run
- 원문 · 영어Approachable for people who are bad at fighting games, yet with a high skill ceiling for mastering characters
- 원문 · 영어Scalable difficulty via the Entropy/Extreme settings, where harder modes also let you get stronger and bosses change behaviour
- 원문 · 영어Solo, local co-op and online co-op are all supported
- 원문 · 영어Developers keep supporting it with content and updates; many reviewers call it great value, and the standard roster is considered enough without paid characters
- 원문 · 영어Bosses and set-piece fights are often cited as a highlight
플레이어가 비판한 점
- 원문 · 영어Story and setting are generic sci-fi and hard to follow; many reviewers say it feels disconnected from the BlazBlue universe
- 원문 · 영어Stages and rooms repeat a lot, with the same bosses and stage layouts run after run, so variety wears thin after the early hours
- 원문 · 영어Enemy designs and animations are plain compared with the detailed playable characters; heavy neon glow and screen clutter hurt visual clarity
- 원문 · 영어Soundtrack is called only okay and repetitive, not matching BlazBlue's reputation for music
- 원문 · 영어Performance and netcode complaints: stuttering, crashes and multiplayer desyncs, worse after recent updates; one review also blames the dev-authoritative netcode for input delay with distant partners
- 원문 · 영어Quick boss kills or very high damage in co-op can cause desyncs or softlocks that wipe a run
- 원문 · 영어Mixed comments on the hub: slow to navigate and heavy on dialogue/quests for a fast game
- 원문 · 영어Systems and skill descriptions are dense and not well explained, so players turn to guides
- 원문 · 영어Some players find the combat and content too simple or limited: it is fun but wears thin after a few hours, with little reason to continue once the story is beaten
차별화된 특징
- 원문 · 영어Fighting-game move lists translated into a roguelite, so characters unlock and expand their own movesets during a run rather than only stacking stat upgrades
- 원문 · 영어Combo-count and cancel-based play that feels closer to character-action or a 2D brawler than a typical dodge-and-shoot roguelike
- 원문 · 영어Entropy system that lets you raise difficulty in exchange for stronger buffs, with bosses changing behaviour at higher levels
- 원문 · 영어Characters from other franchises (for example The Prisoner from Dead Cells) implemented as fully playable roguelite characters
- 원문 · 영어Support for local and online co-op in a fighting-game-derived action roguelite
- 원문 · 영어Layered build system of elemental tactics, move-expanding potentials/legacies and evolutions, supporting dozens of distinct builds
의견이 갈리는 점
- 원문 · 영어Difficulty: some find it too easy because recovery frames were added and enemies are not threatening, while others praise Extreme 100 with max mutations and complain about a few unbalanced late bosses
- 원문 · 영어The 1.0 and X revamps: early-access fans say removing or reworking systems (corruption, mind upgrades, arena, a story subplot) made combat feel slower and more RNG-driven, while newer players praise the clearer new story
- 원문 · 영어BlazBlue link: fans of the franchise split on whether it is a great action roguelite with BlazBlue paint or a missed chance at a real BlazBlue experience
- 원문 · 영어Complexity: some love the depth of systems and skill trees, others feel overwhelmed by the number of attacks and mechanics
반복과 부담
- 원문 · 영어Early progression leans on grinding and unlocking; some players dislike having characters stripped of their signature fighting-game moves until they get them by RNG within a run, with nothing carrying over
- 원문 · 영어Runs feel long and similar at the start, and some find them easy until a late boss spikes the difficulty
- 원문 · 영어Astral Finish (a boss instant-kill type move that bypasses revives unless perfectly dodged) is called unfun by at least one 300-hour player
- 원문 · 영어Dialogue, quest and hub overhead between runs can interrupt players who just want to keep running
- 원문 · 영어New story (X) content locked behind finishing the original story, which can take new players 20+ hours
- 원문 · 영어Waiting for online co-op partners in your region can take a long time, according to one heavy player
기대하는 개선 사항
- 원문 · 영어Fix performance, stuttering, crashes and co-op desync/softlock bugs introduced or exposed by recent patches
- 원문 · 영어Add more BlazBlue-specific content, story integration and lore so the license feels like more than a skin
- 원문 · 영어Open up the new X story content earlier on PC instead of locking it behind finishing the original story
- 원문 · 영어Improve enemy variety and level design, and reduce room and boss repetition across runs
- 원문 · 영어Better explain progression, evolutions and legacies in-game and improve visual clarity of effects and boss attacks
- 원문 · 영어Shorten or vary the start of each run and streamline the hub
원문 · 영어Steam lists release as Feb 14, 2024 at $11.99 (Windows and Mac) with paid character packs (Hazama, Rachel, Bullet, Naoto). Launch reviews were strong, with critics praising combat and docking story and BlazBlue integration. The game saw an early-access-to-1.0 overhaul and later the Entropy Effect X expansion with new story content; an early-access thread complains that reworks made combat feel clunkier and more RNG-heavy. The Dead Cells collab added The Prisoner, praised for design but blamed by some recent reviewers for bugs and stuttering. A review-summary site rates recent sentiment around 66% positive, well under the 94% lifetime, driven by performance, crashes and co-op desync after updates. Third-party revenue estimates (Steam Revenue Calculator, Boxleiter method, not audited) say roughly $18.9M gross and $5.6M net; SteamSpy-style owner range is 500k to 1M. A console port (X) is also on OpenCritic with about 83. The Nintendo Life review page and Steam discussion 6363076374193246966 could not be read (403 or not fetched).
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file) ↗
- 원문 · 영어Steam store data: review counts, metacritic 83, SteamSpy owners, revenue estimate (local file) ↗
- 원문 · 영어OpenCritic page: rating 84, 15 reviews, 93% recommend, per-outlet scores ↗
- 원문 · 영어Metacritic PC: Metascore 83 from 6 critics, user score 7.6 from 47 ratings ↗
- 원문 · 영어Aggregated Steam review summary: pros, cons, recent 66% sentiment, performance/multiplayer complaints ↗
- 원문 · 영어8/10 review: fluid combat, tacked-on branding, repetitive environments ↗
- 원문 · 영어God is a Geek review (8.5/10 via OpenCritic; page itself returned 403) ↗
- 원문 · 영어Steam discussion: early-access fans on removed or reworked systems and slower combat ↗
- 원문 · 영어OpenCritic for Entropy Effect X: 83 from 26 reviews ↗
- 원문 · 영어Estimated gross and net revenue (Boxleiter method) ↗
- 원문 · 영어Search result for Switch X review (fetch blocked, not used for claims) ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 2 (2024)
원문 · 영어BlazBlue Entropy Effect is a 2D action roguelite with hack-and-slash combat that leans toward fighting-game feel. The developers sent him the game for review. He finds it impressive, visually stunning and very satisfying to play, though not especially unique in mechanics. Its bosses and story are the highlights, while repetition in rooms and builds plus visual clutter hold it back. He places it in A tier.
제작자가 칭찬한 점
- 원문 · 영어Fighting-game-like action: each character has a drastically different move set with input-timed combos
- 원문 · 영어Roughly 20+ bosses, each designed uniquely with different mechanics; bosses are where the game shines
- 원문 · 영어Strong story focus with many cutscenes and NPCs, giving an RPG-like feel
- 원문 · 영어Stunning visuals, great VFX and sound effects, character voice lines
- 원문 · 영어Epic anime-style final boss
- 원문 · 영어Many characters, each with two to three viable builds, giving a good amount of runs
제작자가 지적한 문제
- 원문 · 영어Repetitive once you have played each character a couple of times; not much new per run
- 원문 · 영어Elemental/proc abilities are always the same and not very interesting
- 원문 · 영어Flashy visuals make attacks hard to read, including the final boss, and he lost runs to it
- 원문 · 영어Inconsistent telegraph colors, e.g. the lone enemy firing yellow projectiles that always hits him
- 원문 · 영어Few unique events or levels, and rooms of fighting enemies take a while
- 원문 · 영어Voice lines have no cooldown so jump-spamming makes characters shout repeatedly
설계에 대한 관찰
- 원문 · 영어Pushes roguelite action toward a fighting-game style with per-character move sets and combos
- 원문 · 영어Story progression gated behind talking to particular NPCs, RPG-style
- 원문 · 영어Design lesson: elaborate visuals can undermine readability compared to simple pixel art telegraphs


