게임 정보 / ROGUE BY ROGUEDoomspire
원문 · 영어Descend into the Doomspire, a fast-paced roguelike deckbuilder where every run is different. Build wild synergies, battle unique bosses, and push deeper into the tower. Easy to pick up, endlessly replayable, and built for players who love strategy with chaos.
자체 평점
다섯 항목의 평가가 끝나면 순위에 반영됩니다
게임 등록 완료. 평가는 준비 중.
이 게임은 아직 다섯 항목의 평가가 완료되지 않았습니다. 먼저 게임 정보와 외부 자료를 살펴보세요.
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 casual single-player roguelike deckbuilder by Crater Studios, heavily modeled on Hearthstone's Dungeon Run/Solo Adventure, where you pick a faction (allegiance) and climb an endless tower of ever-harder boss fights.
원문 · 영어Doomspire has Mixed Steam reviews (about 56% positive of roughly 160 in our data; the store page showed 54% of 139). Launch (Sep 19, 2025) was poorly received: players called it a demo-like product with a bloated random card pool, too few bosses and enemies, and an unfair difficulty wall after around floor 15. Sentiment among reviewers improved after the v1.1 Allegiance patch, which let players pick a faction with its own starting deck, and later patches; several reviews are flipped or edited from negative to positive. It is still viewed as thin on content, repetitive at depth and overpriced at $14.99 (some paid more at launch). Critic coverage is almost nonexistent: Metacritic shows a single 70 from Gamesurf, who felt it should have launched in Early Access, and no OpenCritic entry was found. It is a full release, not labeled Early Access, but it plays like one.
플레이어가 칭찬한 점
- 원문 · 영어Hearthstone Dungeon Run-style loop is fun and low-stress; several reviewers say it is a good chill game after a long day
- 원문 · 영어Allegiance (faction) system added in v1.1 gives focused starting decks and clear archetypes, widely credited as the patch that fixed the worst of launch
- 원문 · 영어Fun to discover synergies and find what is overpowered; one reviewer likes that it favors fun over balance
- 원문 · 영어Good visuals, animations and sound for an indie; 3D heroes and blocky minions are liked by some
- 원문 · 영어Developers ship frequent patches (balance, 60+ new cards, deck reshuffling, faster progression) and are seen as listening to feedback
- 원문 · 영어Progression unlocks passives, hero skins, card backs and powers; some players sink 70 to 270+ hours
- 원문 · 영어Easy to pick up with no city building or meta-management, just cards and depth
플레이어가 비판한 점
- 원문 · 영어Very small content pool: only around 9 bosses, few enemy types and roughly 8 cards per faction, so runs feel samey quickly
- 원문 · 영어Endless-run is the only mode; there is no real ending, and deep runs (depth 40+) become long, same-feeling fights against boss HP in the thousands
- 원문 · 영어Difficulty spikes and feels rigged after roughly floor 15; AI enemies get strong stacked passives and multiplicative buffs while players get additive ones
- 원문 · 영어Heavy RNG in offers: reviewers complain of being offered off-synergy cards and passives that dilute decks, and of clunky power cards that clog the deck
- 원문 · 영어Enemy AI is simple (trade 1 for 1, otherwise go face) and enemies have no special mechanics, just more passives
- 원문 · 영어Missing basic quality-of-life: no tutorial, no glossary, cannot inspect your deck or opposing passives when choosing fights, no animation speed-up
- 원문 · 영어Technical issues: Windows only, runs poorly on Steam Deck (about 20 fps, no controller support), a reported GPU renderer-timeout hang, and odd bugs such as a huge negative floor number
- 원문 · 영어Reports that updates wipe saved runs
차별화된 특징
- 원문 · 영어Essentially an entire game built around the Hearthstone Dungeon Run / Tavern Brawl idea, with minion-board combat instead of hand-management card play
- 원문 · 영어Faction (allegiance) identities such as dragons, thorns/silverthorn, undead/death knight, poison and archers, each with leveled unlocks
- 원문 · 영어Enemies and bosses use the same passives the player can unlock, so the passives you see bosses use are what you later collect
- 원문 · 영어Infinite depth scaling where bosses get increasingly silly stats
- 원문 · 영어Deck reshuffling so a run does not end when your deck empties (added in a late patch)
의견이 갈리는 점
- 원문 · 영어Post-allegiance-patch quality: many say it is now good or decent and recommended, while others still say it feels like a demo or early access
- 원문 · 영어Difficulty: some find it too easy once a broken combo is found (ramp bundle, silverthorn plus taunt), while others find it brutally unfair after floor 15
- 원문 · 영어Price: some say it is fine at current price for the content, others call $15 (or more at launch) too steep
- 원문 · 영어Marketing: complaints that the developer spent on streamer sponsorships while the game lacked basics
반복과 부담
- 원문 · 영어Long deep runs where every fight looks the same but bigger, with no animation speed-up; several players quit around depth 40 to 50 from boredom
- 원문 · 영어Starting over with the same weak starting cards each run in earlier versions; progression that mostly unlocks things you already saw a boss use
- 원문 · 영어Switching faction requires abandoning a run
- 원문 · 영어Grinding to unlock key passives and factions before higher floors feel manageable; about 30 achievements seen as grindy
- 원문 · 영어Constantly having to skip offered cards because the growing unlocked pool is off-synergy
기대하는 개선 사항
- 원문 · 영어More bosses, enemy types and cards per faction (the most repeated request, even in positive reviews)
- 원문 · 영어Ability to buff or upgrade specific cards outside combat (items on cards, like Monster Train or Legends of Runeterra) and more ways to customize or thin a deck
- 원문 · 영어Percentage-based or more plentiful healing, since flat heals are useless at deep floors with very large max HP
- 원문 · 영어Starting-deck and build variety, plus a real run structure or ending, not just endless scaling
- 원문 · 영어Animation speed options, tutorial, glossary and deck/passive viewing during route selection
- 원문 · 영어Steam Deck and controller support, and saves that survive updates
원문 · 영어Launched Sep 19, 2025 to Mixed reviews after a demo that many thought was more fun than the release. Patches per the Steam news page: v1.0.2 (Sep 22, 2025) sped progression by 37% and nerfed a passive; v1.0.3 (Oct 1) cost/undead fixes; v1.1 The Allegiance (Nov 28, 2025, per the page) added allegiances and 60+ cards and removed a boss passive; v1.1.2 (Dec 18) did a boss balance pass and added deck reshuffling; later a v1.2 (Jan 26) restoring allegiance unlocks and UI polish and a v1.3 Fire & Ice (May 4) with shared passives, scaled boss difficulty and a new arena. The fetched page's years for the later entries were garbled and likely refer to 2026. Some reviews note an earlier month-long gap without updates. Windows only; Steam Deck not supported well. Metacritic has only 1 critic and 2 user ratings so no score is shown. The Steam ratio is unlikely to move much because many reviewers update after patches but the overall total is small (about 160).
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file) ↗
- 원문 · 영어Steam appdata: developer, release date, price, review summary ↗
- 원문 · 영어Steam store page: description, Mixed rating, release info ↗
- 원문 · 영어Steam news/patch notes listing (version history) ↗
- 원문 · 영어Metacritic page: no score yet, 1 critic review, 2 user ratings ↗
- 원문 · 영어Metacritic critic reviews: Gamesurf 70 ↗
- 원문 · 영어Revenue estimate (Boxleiter method, order of magnitude only) ↗
- 원문 · 영어Checked for an OpenCritic entry; nothing usable found ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 5 (2026)
원문 · 영어Doomspire is a Hearthstone-style deck-building roguelike that tries to recapture Hearthstone's PvE modes such as Catacombs. Between fights you pick cards, passives and removals, but the game pushes only a few builds and is badly unbalanced. He describes infinite loops, ramping so strong a turn-one full board is routine, and thin enemy and content variety. He thinks the developers did not play enough Hearthstone or deckbuilders. He creates a D tier just for it, the only game placed there.
제작자가 칭찬한 점
- 원문 · 영어Respects the amount of work that went into it
- 원문 · 영어Hearthstone-like core (mana, trading minions, hero damage) is straightforward and readable
- 원문 · 영어Generous reward choices between fights: cards, passives, card removal
- 원문 · 영어Premise of reviving beloved Hearthstone PvE/Catacombs-style play is appealing
제작자가 지적한 문제
- 원문 · 영어Extremely unbalanced; builds like plants are broken and can go infinite
- 원문 · 영어Very few viable builds, with only a handful of good cards per archetype
- 원문 · 영어Ramping is even stronger than in Hearthstone and duplicating passives breaks the game
- 원문 · 영어Few enemies with repetitive decks; needs roughly three times the content
- 원문 · 영어Each enemy has many passives that are tedious to read, unlike Hearthstone's single impactful hero power
- 원문 · 영어No real events; rewards feel like the same shop every time
- 원문 · 영어Visuals are weak and generic standard fantasy
설계에 대한 관찰
- 원문 · 영어Lets you duplicate passives, which he finds absurdly exploitable (stacking extra starting mana)
- 원문 · 영어Design lesson: one big, readable passive per enemy (as in Hearthstone PvE) gives fights identity and strategy


