게임 정보 / ROGUE BY ROGUEDrop Duchy
원문 · 영어Build your duchy piece by piece in this refreshing hybrid rogue-lite game. Use block-dropping mechanics to collect resources, recruit troops to fight against belligerent armies, and let every block shape your realm, leading your path to victory!
이 점수의 이유는?
원문 · 중국어 간체
把地形拼图变成资源与战力选择,构筑取舍扎实;抽取顺序、规则解释和长局节奏是主要限制。
- 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。快照对撤销功能是否存在互相矛盾,本次不据此加减分;未覆盖所有后续派系内容。
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
Drop Duchy — Steam 官方商店页
2026-10-08 访问。确认了落块、建筑邻接、资源与军队优化,以及通过局间解锁增加选项的结构。该页不作为实测性能或缺陷已修复的证据。
영상 리뷰
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참고할 만한 다른 목소리.
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플레이어 의견 요약
원문 · 영어A Tetris-like block-dropping roguelite deckbuilder from Sleepy Mill Studio where terrain and building pieces build your realm, generate resources and troops, and feed turn-based battles against enemy armies and act bosses.
원문 · 영어Drop Duchy is well received by critics and most players: Steam shows Very Positive (about 89% of roughly 3,300 reviews in the local data), Metacritic critic score is 83 from 15 reviews, and OpenCritic has a 81 top critic average with 89% of critics recommending. Reviewers praise the fresh Tetris plus deckbuilding hybrid, the chill pace with forgiving undo, and deep faction-based meta progression. The recurring complaints are heavy RNG on piece draws, a progression tree that dilutes the draft pool as you unlock more, unclear combat math and UI, and uneven balance. It is actively supported: two paid faction DLCs (The Tribe, Aug 2025; The North, Dec 2025), a Game Pass Xbox release in Jan 2026, PS5 and Switch in Apr 2026, and a mobile port reported for late Sep 2026. It has not been abandoned. Metacritic user score is low (6.5 from only 23 ratings), contrasting with Steam.
플레이어가 칭찬한 점
- 원문 · 영어Genuinely fresh twist on Tetris: terrain tiles (plains, forest, river) and building tiles interact, so placement matters more than clearing lines; completing a row triggers an 'exploration' that pays out resources by terrain
- 원문 · 영어Satisfying synergy building: farms, lumberjacks and military buildings reshape nearby terrain and combo with each other; finding combos is repeatedly called rewarding
- 원문 · 영어Rock-paper-scissors unit counters and enemy buildings that you are forced to place add a second layer of tactical thinking to block placement
- 원문 · 영어Forgiving and relaxed: unlimited single-turn undo and quick reload of a battle, no time pressure on placement, good for short sessions and runs well on Steam Deck
- 원문 · 영어Lots of content in the base game: 110+ cards, 100+ achievement-style challenges driving unlocks, multiple very different factions, branching paths and selectable boss order
- 원문 · 영어Hooks grow over time: several players say it is gimmicky for the first hours and becomes addictive around 10 to 30 hours as depth appears
- 원문 · 영어Polished, cute presentation with snappy actions and a pleasant evolving soundtrack; critics (Guardian, Vandal, Games Machine) singled out the clever design and clean interface
- 원문 · 영어Good value at $14.99 with post-launch faction DLC and ascension/endless modes; Steam reviews at 89% positive across ~3,300 reviews
플레이어가 비판한 점
- 원문 · 영어Heavy RNG: with roughly 20 pieces per round, a few bad draws can ruin a run, and several reviewers say good play cannot always outskill a bad hand; GameCritics called it RNG-dominated
- 원문 · 영어Unlock tree dilutes runs: as you unlock more tiles and passives the draft pool gets watered down, making later runs feel unfocused and harder to get the pieces you need
- 원문 · 영어Combat math and information are opaque: players say enemy vs player buildings are hard to tell apart (poor contrast, small flags), and the UI lacks the info needed for informed placement; the dev reportedly acknowledged the explanation is confusing
- 원문 · 영어Balance is uneven: some factions and cards feel far stronger than others, later-unlocked factions are more tile-order sensitive, and military buildings are often the obvious pick over resource ones
- 원문 · 영어Some find it more of a deckbuilder with Tetris flavor than a real Tetris game; Tetris skill helps but the game offers no tutorial or training for newcomers
- 원문 · 영어Boss and late-game design feel like mechanical checkpoints to some, and late-game reroll abundance makes builds samey
- 원문 · 영어Minor technical issues reported: Steam Deck button dropouts, controls or keyboard layout resetting, resolution setting not applying, occasional stuck combat prep and visual flicker
차별화된 특징
- 원문 · 영어Hybrid of falling-block puzzle, roguelite deckbuilder and light tactics; compared by players to Slay the Spire mixed with Tetris, or a single-player Catan
- 원문 · 영어Line clears are 'explorations' that harvest resources from terrain rather than just clearing space, and you are sometimes better leaving gaps than clearing
- 원문 · 영어Enemy buildings are shuffled into your deck and must be placed on your board, turning defense and counters into a placement puzzle
- 원문 · 영어Faction design: Duchy, Republic and Order in the base game, plus Tribe (druid, constellation/combo mechanics, endless mode) and North (Viking, individual unit battles, ascension mode) DLC
- 원문 · 영어Branching map with selectable order of the boss fights and a large achievement-driven unlock tree
- 원문 · 영어Won Excellence in Game Design at the 2025 DevGAMM Awards and got D.I.C.E. and Pegases nominations; Todd Howard publicly praised it
의견이 갈리는 점
- 원문 · 영어RNG: fans see it as roguelite spice and part of adapting, while detractors say it removes the sense of skill and cleverness
- 원문 · 영어Tetris identity: people who love Tetris techniques (T-spins, holding for key pieces) feel rewarded, others feel it is really a deckbuilder and Tetris newcomers feel lost
- 원문 · 영어Depth vs overwhelm: some call the synergy depth addictive, others call the deck and combat systems overwhelming or over-complex
- 원문 · 영어Longevity: 50 to 60 hour reviewers love the ongoing discovery while others feel done after 20 hours
반복과 부담
- 원문 · 영어Progression is grindy and opaque early on: other clans are gated behind crowns and tree unlocks, and one reviewer was 8 hours in before understanding how crowns are earned
- 원문 · 영어Achievement-gated unlocks can stall progress (a reviewer stuck waiting on a rare card tied to a windmill achievement), and forcing you to play weaker starting cards for unlocks feels punishing
- 원문 · 영어Choosing between a winning run on higher difficulty and an 'unlock run' is a disliked tension
- 원문 · 영어Repetitive loop after roughly 20 hours: several positive reviews say they finished most achievements and hit the end of engagement
- 원문 · 영어Combat often feels pointless or slow by the end of each round to some, and pace is too slow for those expecting fast Tetris
- 원문 · 영어Late-game reroll and sell cycles feel like chore work when you can simply reroll until you get your build
기대하는 개선 사항
- 원문 · 영어Reduce RNG frustration with more draw control, better piece smoothing, or a fast retry that keeps the same seed
- 원문 · 영어Rework the progression tree so unlocking more does not dilute the pool, and allow presets or loadouts for the progress tree (a requested Steam feature)
- 원문 · 영어Clearer combat UI and tutorials: show unit math, make enemy buildings visually distinct, and add a Tetris primer or training mode
- 원문 · 영어Rebalance factions and weak cards, and make peaceful/resource paths competitive with military
- 원문 · 영어More varied bosses and a fresher late game (one reviewer asked for a different Act 4), plus more run-to-run variance
- 원문 · 영어Fix reported platform bugs (Steam Deck input, controls resetting, French DLC translation error) and consider a GOG release that players have asked about
원문 · 영어Launched May 5, 2025 on Steam (Windows only) and was a critical and player success. Post-launch support has been steady: The Tribe DLC (Aug 18, 2025) added a druid faction and endless mode; The North DLC (Dec 5, 2025) added a Viking faction and ascension mode. The Complete Edition reached Xbox Series X/S via Game Pass on Jan 28, 2026, PS5 and Switch on Apr 21, 2026, and Wikipedia reports a mobile version on Sep 29, 2026. It was bundled in a Humble Bundle, which brought in some players who bounced off it. Recent Steam reviews remain Very Positive. Estimated Steam revenue (Boxleiter-style, unaudited): about $1.13M gross, roughly $334k net, and SteamSpy owners of 50k to 100k. Steam reports that the DLC (Tribe, North) are on sale separately. Metacritic user score is low on few ratings. Web search budget was exhausted during research, so Reddit, Guardian and Ars pages could not be fetched; critic detail comes from Metacritic, OpenCritic, Wikipedia and Steam pages.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file) ↗
- 원문 · 영어Local Steam metadata: review counts, Metacritic 83, SteamSpy owners, revenue estimate ↗
- 원문 · 영어Metascore 83 from 15 critics; user score 6.5 from 23 ratings ↗
- 원문 · 영어Individual critic scores and blurbs (Try Hard Guides 100, Critical Hits 90, Vandal 85, etc.) ↗
- 원문 · 영어OpenCritic top critic average 81, 89% recommend, 28 reviews ↗
- 원문 · 영어Steam store page: features, DLC, review summary ↗
- 원문 · 영어Steam discussions: bug reports, loadout requests, GOG interest ↗
- 원문 · 영어Publisher page: platforms, factions, DLC descriptions ↗
- 원문 · 영어Release timeline, DLC dates, awards, outlet reception (Guardian, Ars Technica, RPS, Vandal) ↗
- 원문 · 영어Estimated Steam revenue figures (Boxleiter method, unaudited) ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 4 (2025)
원문 · 영어Drop Duchy is a Tetris-style land-building strategy roguelike where placed pieces generate resources, and you also position units and fight enemies and bosses. He already reviewed it in an earlier video and is re-evaluating it after the full release and a big update. Most of his original complaints were fixed, especially quality-of-life ones. He finds it unique, strategic and fun, but notes lingering gaps: no rewind button, only three bosses, and very long runs. He places it in high B for now.
제작자가 칭찬한 점
- 원문 · 영어Very unique and interesting blend of Tetris-like placement with strategy and combat
- 원문 · 영어Distinct factions (now a third via DLC) that play so differently they feel like new games
- 원문 · 영어Multiple build paths such as river, mountain/military and religion/enemy-stealing
- 원문 · 영어Bosses act as mini puzzle mechanics you must solve with your build
- 원문 · 영어Map pathing requires real thought depending on your build, which he loves in deckbuilders
- 원문 · 영어Simple rock-paper-scissors unit combat becomes surprisingly strategic and mathematical late game
- 원문 · 영어Update added the constellation cooldown ability and many QoL fixes, like an option to stop pieces auto-falling
제작자가 지적한 문제
- 원문 · 영어Still no rewind button, despite frequent small mistakes
- 원문 · 영어Always the same three bosses; wants variety within them
- 원문 · 영어Meta-progression mostly unlocks more options, which can clutter the reward pool
- 원문 · 영어Wants more Slay the Spire-style narrative events with choices on the map
- 원문 · 영어Runs are very long (hours), which is a caution even if pacing is good
- 원문 · 영어Early on the game felt overwhelming, boring and repetitive until more was unlocked
설계에 대한 관찰
- 원문 · 영어Tetris piece placement as the core of a strategy roguelike, with placement location changing building effects
- 원문 · 영어Factions each change the game drastically, making the game feel new
- 원문 · 영어Bosses designed as individual miniature puzzle mechanics
- 원문 · 영어Rerolling map path choices tie terrain and unit presence to boss strength, creating a risk/strategy tradeoff
변경된 의견
원문 · 영어Previously covered in an earlier video; this is a re-evaluation after the full release and update, where he says roughly 70% or more of his original issues were addressed.


