게임 정보 / ROGUE BY ROGUECurse of the Dead Gods
원문 · 영어You seek untold riches, eternal life, divine powers - it leads to this accursed temple, a seemingly-infinite labyrinth of bottomless pits, deadly traps, and monsters.
이 점수의 이유는?
원문 · 중국어 간체
体力、光暗和献血交易让动作决定与风险相连,短板集中在后期重复与终战数值压力。
- 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
基于收录资料与官方页面的主观归纳,未进行试玩。未实测各武器或终战难度;快照中相互冲突的公平性反馈按可读动作与后期风险分别考虑。
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 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。
- 02웹 자료원문 보기 ↗
원문 · 중국어 간체
Curse of the Dead Gods 官方产品说明
2026-10-08 访问。确认诅咒双面影响、多类武器、光与火的战术用途,并列出已提供的辅助模式。 官方页面不单独证明平衡或稳定性。
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플레이어 의견 요약
원문 · 영어An isometric, Hades-adjacent action roguelite from Passtech Games where a treasure hunter delves procedurally generated Mesoamerican-themed temples, using parry-and-dodge combat, torch light management and a corruption/curse system.
원문 · 영어Generally well received: Steam sits at Very Positive (about 83% of roughly 9,200 reviews), critics land in the high 70s to low 80s, and the combat is the near-universal highlight. The dissent is about structure rather than feel: a repetitive, grindy loop, limited enemy/room/weapon variety, slow meta-progression, and a punishing, RNG-heavy final temple. It spent about a year in Early Access (from March 2020) and launched fully on 23 Feb 2021 on PC, Switch, PS4 and Xbox One; post-launch support included a Dead Cells crossover in April 2021. Players often describe it as Hades on hard mode, but with much less story and personality, and it tends to be recommended to people who already like skill-based action more than to genre newcomers.
플레이어가 칭찬한 점
- 원문 · 영어Crunchy, responsive combat built on parry, perfect dodge and weapon combos; many reviewers (critic and player) rate it above Hades for feel and fairness
- 원문 · 영어Skill-first design: limited randomness in weapons and synergies means learning enemies and patterns, not build luck, decides runs
- 원문 · 영어Light and darkness system: braziers and the torch reveal traps and reduce danger, and fire can turn enemies into light sources, adding a tactical layer
- 원문 · 영어Curse/corruption mechanic creates risk-reward decisions (taking curses or trading blood for loot) and runs with real tension
- 원문 · 영어Bosses with thematic, readable patterns, each tied to a god's domain (power, knowledge, etc.)
- 원문 · 영어Strong atmosphere and art direction for the Aztec/Maya-inspired temples, with good sound design (for example the death-whistle perfect-dodge cue)
- 원문 · 영어Large weapon roster (claws, swords, hammers, etc.) with different movesets, plus pleasant pick-up-and-put-down run length
- 원문 · 영어Polished after a long Early Access period; performs well and is playable on controller and Switch
플레이어가 비판한 점
- 원문 · 영어Repetition: the same limited set of rooms, traps, enemies and bosses are learned by heart within roughly 15 hours, and the structure forces replaying earlier temples to reach later ones
- 원문 · 영어Story and characters are thin to non-existent, so there is little narrative pull to keep running
- 원문 · 영어Late-game difficulty feels cheap to many: teleporting, briefly invulnerable enemies, area attacks and health-sponge elites in the last temples
- 원문 · 영어Final temple is long and grindy, with heavy gold requirements for final sacrifices and a DPS-check final boss that players call a wall
- 원문 · 영어Weapon balance is uneven; some players feel fast weapons like claws dominate and other weapons are technically viable but worse
- 원문 · 영어Curses often feel weak or randomly punishing: some reviewers say they rarely affect a run, while in the last temple the health-draining curse can leave you one hit from death
- 원문 · 영어Slow, low-value meta-progression: unlocks cost a lot of crystal skulls for marginal gains
- 원문 · 영어Achievements (including memoir-style completionist ones) are seen as grindy for 100% runs
- 원문 · 영어Heavy reliance on RNG (starting items, late-game luck) makes the back half feel slow and unfair, and several reviewers say the final boss is a chore rather than a challenge
차별화된 특징
- 원문 · 영어Torch and brazier light management that changes both visibility and damage, rather than being just cosmetic lighting
- 원문 · 영어Corruption meter that builds from room transitions and blood trades, spawning rule-changing curses instead of only giving buffs
- 원문 · 영어Souls-like, turn-taking combat rhythm (strike then defend) in an isometric roguelite instead of Hades-style fast aggression
- 원문 · 영어Parry-centred weakening/stun mechanic tied to blessings, with the sense of a slower, more deliberate run
- 원문 · 영어Temple-by-temple structure with tiered boss sections and a distinctive Mesoamerican-inspired setting
- 원문 · 영어Crossover content such as the Dead Cells weapon pack (April 2021)
의견이 갈리는 점
- 원문 · 영어Whether it is a good roguelike or just a good action game: some say slow, methodical combat suits a run-based loop, others say it is a poor fit because runs are slow and repetitive
- 원문 · 영어Difficulty and curses: some love the skill ceiling and risk-reward tension, others find late difficulty and RNG curses cheap
- 원문 · 영어Progression pace: fans like slow unlocks that preserve weapon preferences, critics of it call the grind a chore
- 원문 · 영어Hades comparison: praised as better combat and fairer, but clearly behind on story, art style and character
반복과 부담
- 원문 · 영어Re-clearing the first section of each temple to reach deeper boss tiers, then repeating the whole structure for the final temple and hard mode
- 원문 · 영어Grinding crystal skulls for weapons, blessings, rerolls and better starting gear, with some players saying normal difficulty feels gated by those hours
- 원문 · 영어Rooms packed with five or more enemies, many tanky or unparryable, which slow the pace and undermine the parry mechanic
- 원문 · 영어Teleporting/invulnerable enemies and screen-filling attacks in later temples that feel more like waiting than skill
- 원문 · 영어Elite health-sponge enemies and high gold costs in the final temple
기대하는 개선 사항
- 원문 · 영어More enemy, room, boss and weapon variety so later runs feel different
- 원문 · 영어Faster or more meaningful meta-progression, and fewer repeat traversals of earlier temples
- 원문 · 영어Better tuning of the final temple: less elite health-sponge padding, more viable dexterity/damage builds, and a fairer gold requirement
- 원문 · 영어More story, characters or lore payoff to give a reason to keep running
- 원문 · 영어More reliable tools for managing corruption, so the curse system feels like a choice and not a dice roll
- 원문 · 영어Clearer or more predictable handling of tanky/unparryable enemies in large mixed-enemy rooms
원문 · 영어Metacritic PC critic score is 78 from 20 critic reviews (user score 6.9 from 112 ratings), verified on the Metacritic page. OpenCritic shows a Top Critic Average of 81 from 50 reviews with 86% recommending (Strong tier). IGN called it a standout roguelite; Nintendo Life compared the combat favorably to Hades; Game Informer felt it went stale after several runs. Launched from Early Access (March 2020, initially only the Jaguar section) to full release on 23 Feb 2021 on Windows, Switch, PS4 and Xbox One (no Mac/Linux). Steam price $19.99, SteamSpy owners estimate 500K-1M, about 84 concurrent players at time of data, and recent Steam reviews are still being posted, so it has an active if small audience. No major controversies found.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file) ↗
- 원문 · 영어Steam app data: 83.4% positive of 9,242, SteamSpy owner range, revenue estimate (local file) ↗
- 원문 · 영어Metacritic critic score 78 (20 reviews) and user score 6.9 (112 ratings) ↗
- 원문 · 영어OpenCritic Top Critic Average 81, 86% recommend, 50 reviews ↗
- 원문 · 영어Release timeline, Early Access, Dead Cells crossover, per-platform Metacritic scores, IGN/Nintendo Life/Game Informer reception ↗
- 원문 · 영어Prima Games review 'Hades on hard mode' (via search snippet; page itself blocked with 403) ↗
- 원문 · 영어God is a Geek review (via search snippet) ↗
- 원문 · 영어Tampere University Playlab review on light mechanics, parry and corruption curse ↗
- 원문 · 영어Estimated gross/net revenue (Boxleiter-based estimate) ↗
- 원문 · 영어Steam community discussion surfaced in search (not fetched) ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 1 (2023)
원문 · 영어Curse of the Dead Gods is a third-person action dungeon crawler with an Indiana Jones-style hero, multiple weapons and abilities, and a core mechanic built around curses. Nearly every action (opening doors, buying, upgrading) can curse you, bringing big upsides and downsides that force you to adapt each run. He loves the crisp, meaningful combat and VFX, and finds it a very challenging but rewarding risk-reward game. He is surprised it did not get more recognition and places it in a solid A tier.
제작자가 칭찬한 점
- 원문 · 영어Curse system that attaches big upsides and downsides to almost every action and reshapes each run
- 원문 · 영어Amazing, crisp combat where every action feels meaningful, e.g. swinging a heavy hammer
- 원문 · 영어Phenomenal visual effects and great overall visuals
- 원문 · 영어Great boss fights and very unique enemy designs
- 원문 · 영어Strong risk-reward focus throughout
- 원문 · 영어Rogulite upgrading gives long-term progression
제작자가 지적한 문제
- 원문 · 영어Very challenging and not easy
- 원문 · 영어Parry system is very unforgiving
- 원문 · 영어Stamina must always be managed carefully, making it tough
- 원문 · 영어Takes a long time to finish (about 20 hours for his one completion) with a lot of upgrading
설계에 대한 관찰
- 원문 · 영어Curses as the defining mechanic, tied to nearly every interaction, with heavy upside/downside tradeoffs
- 원문 · 영어Runs must be adjusted around the curse concept, which the devs put heavy focus on


