게임 정보 / ROGUE BY ROGUEDome Keeper
원문 · 영어Defend against waves of alien monsters in this unique roguelike action miner. Dig for resources, collect useful gadgets, and upgrade equipment to increase odds of survival – just hurry back before your dome is destroyed!
이 점수의 이유는?
원문 · 중국어 간체
把时间变成挖矿与防守共享的资源,是易理解又持续有效的决策循环;开局重复与生成资源波动限制更高分。
핵심 게임플레이
가중치 25%8.0 / 10원문 · 중국어 간체
根据资料评估:下矿采集和及时回防互相牵制,持续制造清楚的时间决策;起步采矿偏慢,两种玩法切换也可能打断节奏。
- 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。跨平台性能反馈混合,未实测;合作等后续内容不作为未经核实的当前优势计入。
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。
- 02웹 자료원문 보기 ↗
원문 · 중국어 간체
Dome Keeper — Steam 官方商店页
2026-10-08 访问。确认了攻击间隙挖矿、运送资源、程序矿层和采矿防御升级之间的分配。该页不作为实测性能或缺陷已修复的证据。
영상 리뷰
언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.
참고할 만한 다른 목소리.
보관된 외부 리뷰와 커뮤니티 자료는 서로 다른 버전을 다룰 수 있습니다. 외부 의견과 평점은 별도로 표시합니다. 영상의 전체 맥락은 원본에서 확인하세요.
플레이어 의견 요약
원문 · 영어A 2D roguelite from Bippinbits (published by Raw Fury) where you dig underground for iron, water and cobalt between monster waves, then rush back to a dome to upgrade it and personally shoot down attackers.
원문 · 영어Players like it a lot: about 92% positive on Steam across roughly 22.5k reviews (Very Positive), with a long tail of players logging hundreds of hours. Critics were warmer than lukewarm but more reserved, landing at Metacritic 76 and OpenCritic 78, with a 71% critic-recommend rate and Eurogamer as the one outright no-recommend. The shared verdict is a tight, addictive short-session loop with great atmosphere that is repetitive and thin on content, particularly solo after roughly 10 hours. It is a finished 1.0 game that has kept receiving free updates: a Godot 4 migration with many new gadgets, later co-op multiplayer (local and online), a paid character/content DLC line (Engineer Gear Pack, The Lost Keepers), and an Xbox Series X/S release in December 2025.
플레이어가 칭찬한 점
- 원문 · 영어Risk/reward tension of mining: every second underground is a second away from defending the dome, and players say that pull never goes away
- 원문 · 영어Simple, readable, low-friction design that works for a quiet 30-minute run and is praised as a Steam Deck fit (clean UI, stable 60 FPS)
- 원문 · 영어Atmosphere: pixel art, monster design and a sparse, crystalline sound design and soundtrack that reviewers and players both single out
- 원문 · 영어Replayability from modes, relics, gadgets, multiple domes and keepers, map sizes and modifiers, plus meta-progression and challenges
- 원문 · 영어Multiplayer/co-op added later is frequently described as a big upgrade and a great family or friends game
- 원문 · 영어Approachable difficulty that scales, so newcomers and veterans can both find a setting; runs are short
- 원문 · 영어Runs well on modest hardware and Steam Deck, with native Linux support
- 원문 · 영어Ongoing developer support with free content updates
플레이어가 비판한 점
- 원문 · 영어Repetition: runs play out near-identically (dig, return, upgrade, fight), and the same optimal upgrade paths get picked each time (Shacknews, many Steam reviews)
- 원문 · 영어Limited content at launch price: few unlocks, only two base keepers with more behind paid DLC, and some players report everything unlocked in 10 to 40 hours
- 원문 · 영어Mining/defense split can feel like each half interrupts the other; Eurogamer said it struggles to make either a success in its own right
- 원문 · 영어Late-game automation (drones, automated turrets) can make runs trivial, reducing the need to defend manually even on hard difficulties
- 원문 · 영어Sparse tutorial; many mechanics and early challenges are opaque and players turn to the wiki
- 원문 · 영어Technical complaints in Steam reviews: crashes on some setups, language-change bugs, a Steam Deck launch failure report, and frame-rate drops in Endless Prestige past about wave 35
- 원문 · 영어Reports of RNG cave generation producing dense blocks with few resources, which can soft-lock a run or challenge
- 원문 · 영어Some consider full price ($17.99) high for the content depth
차별화된 특징
- 원문 · 영어Reverses the tower defense formula: no building dozens of towers, you personally operate the dome's laser between digging trips
- 원문 · 영어Comparisons to Motherload-style mining combined with wave survival and a roguelite meta layer
- 원문 · 영어Three-resource economy (iron, water, cobalt) with transport by carrying, so logistics and depth decisions drive every run
- 원문 · 영어Win conditions beyond survival, including relic hunts, scenario modes, guild challenges and endless modes
- 원문 · 영어Multiple keepers, domes and worlds that each add a twist, plus up to 4 local or 8 online co-op players and cross-platform multiplayer
의견이 갈리는 점
- 원문 · 영어Whether the dig/defend switch is the charm or the flaw: some love the tension, others find the fun part constantly interrupted by the boring part
- 원문 · 영어Difficulty and depth: many praise scalable challenge, while others say as long as you keep busy you always win and automation trivialises later runs
- 원문 · 영어Value: players who log hundreds of hours call it a bargain, while ones who finished in under 10 to 40 hours call it thin for the price
- 원문 · 영어Repetition is seen by fans as a cozy loop with hidden depth and by critics as predictable
반복과 부담
- 원문 · 영어The early game of each run: slow hauling of resources, no meaningful upgrades yet, and a travel-heavy return trip for each wave, described as a chore
- 원문 · 영어Having to go back to the dome constantly because waves come quickly, which some call more chores than stress
- 원문 · 영어Progression gating: inter-run progress tied to guild challenges, some of them considered nearly impossible early and frustrating when a loss yields nothing
- 원문 · 영어Searching blindly for the relic or specific ore; challenge runs like mazes or iron quotas can drag
- 원문 · 영어Multiplayer tends to split into one tower babysitter and everyone else mining, with chores visible and little variation
기대하는 개선 사항
- 원문 · 영어Bigger late game: larger maps, more resource types, more weapons, base mods and artifacts (repeated by critics and testers)
- 원문 · 영어A way to shorten or vary the opening, such as modifiers or unlocks that start you with basic upgrades or random early tech, since the opening is identical every run
- 원문 · 영어More run variety and surprises from mining (more randomness, more enemy types) and some balance work on essential-upgrade builds
- 원문 · 영어Better multiplayer progression: a shared token or upgrade pool and cheaper second gun so one player does not hog resources or babysit the tower
- 원문 · 영어Free reroll on gadget choices and more forgiving resource generation to cut unlucky runs
- 원문 · 영어Performance optimization for long Endless/late-wave runs and better onboarding for new players
원문 · 영어Released Sept 27, 2022 (Steam, Win/Mac/Linux) after an itch.io origin; launch reviews were favourable but not glowing, mostly praising the addictive simple loop and criticising content depth. The 2024 announcement of a major content update (new gadgets roughly doubling the set, Godot 3 to 4 migration) was followed by free multiplayer, which Steam reviewers credit with lifting the game from average to top-notch for groups. Additional paid content (Engineer Gear Pack, The Lost Keepers) exists, and some reviewers dislike characters sitting behind DLC. Xbox Series X/S version launched Dec 9, 2025 and mobile versions are listed as in development; Metacritic also lists an iOS entry. Estimated sales: SteamSpy owners 2-5 million, and steam-revenue-calculator estimates about $10.75M gross and about $3.17M net (Boxleiter-based, not audited). Steam reviews are recent and still coming, which indicates continued activity, with about 400 concurrent players in the local data.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file) ↗
- 원문 · 영어Local Steam store data, review counts, SteamSpy owners and revenue estimate ↗
- 원문 · 영어Estimated gross/net revenue (Boxleiter method) ↗
- 원문 · 영어Metascore 76 from 8 critics, user score 7.5 from 84 ratings ↗
- 원문 · 영어OpenCritic average 78, 71% recommend, list of critic scores ↗
- 원문 · 영어Reception quotes, platforms and Xbox release date ↗
- 원문 · 영어Shacknews review: short-session fun, predictable after several runs, narrow builds ↗
- 원문 · 영어Eurogamer's not-recommended verdict that the dig/defend halves undercut each other ↗
- 원문 · 영어Aggregated summary of player review pros and cons ↗
- 원문 · 영어Steam discussion on identical, chore-like early game and suggested fixes ↗
- 원문 · 영어2024 major content update, Godot 4 move, multiplayer planned ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 4 (2025)
원문 · 영어Dome Keeper is a niche digging roguelike where each run you land on a planet, mine ore to buy upgrades, and periodically return to defend your dome from monster waves. He calls it a hidden gem that few people talk about and loves its chill-yet-stressful vibe and the way new gadgets and domes keep runs feeling different. The main drawbacks are slow, repetitive early game and runs that drag on when you cannot find the relic. He lands it at a high B for now, hedging toward low A, and says he may revisit it.
제작자가 칭찬한 점
- 원문 · 영어Two distinct loops (digging and defending) that create tension when you must return from deep to defend
- 원문 · 영어Huge variety from many gadgets, different domes (sword, turrets, guns, lasers) each with unique upgrade paths, and a new character with a different playstyle
- 원문 · 영어Selective upgrading: you cannot max everything in a run, so choices depend on what you find and the challenge at hand
- 원문 · 영어Unlocking new gadgets and starting gadgets drives replayability; every run feels like its own game
- 원문 · 영어Minimalistic, peaceful audio with sparse music, plus satisfying visual effects and ore sounds that make the loop relaxing
- 원문 · 영어Exciting discoveries underground, like unique interactables that reward figuring them out
제작자가 지적한 문제
- 원문 · 영어Early game is slow and repetitive since you always start very weak
- 원문 · 영어Digging can get repetitive and runs are long, especially when luck keeps the relic hidden (an hour and a half for some runs)
- 원문 · 영어Excitement may fade once all gadgets have been seen
- 원문 · 영어Permanent progression is not held onto as strongly as in other roguelikes
- 원문 · 영어Personal gripe with the hard 1% health remaining achievement
설계에 대한 관찰
- 원문 · 영어Challenge runs, not random runs, are the core and they unlock the permanent progression, which is rare for roguelikes
- 원문 · 영어Defense is deliberately simple so the digging and discovery remain the focus
- 원문 · 영어Hybrid of digging exploration and base defense with two very different paces
변경된 의견
원문 · 영어Provisional placement: he says 'for now' and that he will think about it later; he hedges between low A and high B.


