게임 정보 / ROGUE BY ROGUEHe is Coming
원문 · 영어Deep in the forgotten corners of the world, a dark force stirs – the Demon King rises once more. Sharpen your wits, seek out powerful artifacts, and stand firm in the face of the apocalypse in this roguelite RPG auto battler.
이 점수의 이유는?
원문 · 중국어 간체
真正的深度来自限时路线与装备取舍,自动战斗降低操作负担,也让抽取质量对结果有更大影响。
- 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。未评价官方尚计划加入的最终首领;异步模式和震动选项体验来自快照,未作当前版本实测。
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)、Top 10 of 2025 (#7))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
He is Coming — Steam 官方商店页
2026-10-08 访问。确认了三日首领追击、按首领能力准备装备和有限探索时间;仍标抢先体验。该页不作为实测性能或缺陷已修复的证据。
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플레이어 의견 요약
원문 · 영어A pixel-art roguelite RPG auto-battler from Chronocle (published by Hooded Horse) where you explore a fog-and-daylight-limited map gathering and combining items, then face a new boss every three days, plus asynchronous PvP.
원문 · 영어Steam players rate it Very Positive (about 85% of roughly 4,200 reviews at time of research) and many call it an obsessive, build-crafting favourite with short runs and surprising depth. The single critic write-up found (Try Hard Guides, early access) is also positive, praising the streamlined loop and retro look while noting static combat and thin content. The loudest recurring complaint is that item synergies depend too heavily on RNG, and that unlocking more items dilutes the pool and makes good builds rarer. It has been in Early Access since 17 July 2025 with two biomes live and a third map and Demon King content still promised; the developer is praised for frequent patches, but some players say balance is being driven by PvP at the expense of single player. Note: web search budget was exhausted in this session, so community detail is drawn mainly from the Steam reviews file, Steam store page and forum overview, not Reddit.
플레이어가 칭찬한 점
- 원문 · 영어Tight, addictive core loop with short runs (roughly 10-15 minutes), so a bad-RNG run costs little
- 원문 · 영어Deep build theorycrafting: 350+ items, set bonuses, pairing items to merge them and save inventory slots; compared by players to MtG-style triggers and to Rummy
- 원문 · 영어Second biome (swamp) brings new mechanics, status effects and items rather than a reskin
- 원문 · 영어Kingmaker asynchronous PvP uses ghosts of other players' builds as bosses, and a daily hall of fame drives experimentation
- 원문 · 영어Strong retro pixel art, sound design and catchy chiptune music with a nostalgic NES feel
- 원문 · 영어Active developer: patches weekly or sometimes daily, listens to feedback
- 원문 · 영어Large compendium with 100+ unlockable challenges and many achievements giving long-term goals; players report 100-300+ hours
- 원문 · 영어Player agency in movement and item choices feels more direct than in Loop Hero, which some reviewers prefer
플레이어가 비판한 점
- 원문 · 영어Heavy RNG: synergies often require several specific pieces, and runs can be dead on day one if a key piece never appears
- 원문 · 영어Unlocking items via the compendium dilutes the pool, so the game feels harder and less synergistic the more you unlock
- 원문 · 영어Content is thin for some players: two biomes and a PvP mode, no final Demon King fight yet, two levels cleared in 3-4 hours by some
- 원문 · 영어Auto-battle means you feel like a spectator; decisions mostly reduce to which item to take
- 원문 · 영어Kingmaker PvP is accused of being meta-driven, sweaty and unfriendly to off-meta builds, with balance changes tilted toward PvP
- 원문 · 영어Screen shake causes headaches for some players with no option to disable it (most-upvoted negative review)
- 원문 · 영어Combat lacks animation, so fights look static and repetitive (critic and players)
- 원문 · 영어Price ($19.99 / about 9.99 euro in some regions) judged too high by some for an Early Access title with limited content
- 원문 · 영어Runs and campaigns feel short and easy: several reviewers say combos end before you get to enjoy them, and both maps can be cleared in about 3 hours
- 원문 · 영어Game play feels shallow to some: mostly walking around picking up good items, with little strategy beyond matching items to the boss
차별화된 특징
- 원문 · 영어Day-and-step limited exploration with darkness, watchtowers and campfires, so routing and scouting are a core skill
- 원문 · 영어Boss every three days that you can challenge early to gain inventory slots, turning timing into a risk/reward decision
- 원문 · 영어Items are the only progression (no levelling), with pair-merging to compress inventory
- 원문 · 영어Asynchronous Kingmaker mode where bosses are other players' saved builds, plus a separate real-time duel (Gauntlet) mode
- 원문 · 영어Hidden objectives in the compendium that unlock items, with biome-specific item sets
- 원문 · 영어Often compared to Loop Hero, Backpack Battles and Slay the Spire, but mixes a map-exploration layer with auto-battle
의견이 갈리는 점
- 원문 · 영어RNG: some see it as the intended loop that you learn to work around, others call it slot-machine gameplay with too little control
- 원문 · 영어Auto-battler format: a turn-off for some, the point for others who like pure build theorycrafting
- 원문 · 영어Kingmaker PvP: praised as smart asynchronous multiplayer by some, called unfun, meta-bound and a drag on single-player balance by others
- 원문 · 영어Value: worth $20 for 100+ hours to many, overpriced for an Early Access game with two maps to others
반복과 부담
- 원문 · 영어Restarting repeatedly until RNG cooperates, especially on Hard and Very Hard difficulties
- 원문 · 영어Opening chests and discarding them because you cannot store, craft or manipulate items between days
- 원문 · 영어Filler fights against ordinary enemies that pose no challenge while you wait for a build to form
- 원문 · 영어Grinding the compendium and achievements, after which motivation drops sharply for some
- 원문 · 영어Keeping up with the PvP meta and heavy amount of item data to learn
- 원문 · 영어Unskippable intro and overtuned bosses mentioned in community threads
기대하는 개선 사항
- 원문 · 영어Add more luck mitigation: rerolls, stronger banishing, more reliable ways to shape the item pool, and more useful transmutation
- 원문 · 영어Add an undo or confirmation for accidentally swapping weapons, and let oils and edge upgrades carry over when changing weapon
- 원문 · 영어Add more roguelite meta progression (permanent upgrades, better starts) to offset the item-dilution problem
- 원문 · 영어Add an accessibility option to disable or reduce screen shake
- 원문 · 영어Deliver the promised third map and Demon King final boss, and more single-player content so it is not dominated by PvP
- 원문 · 영어Rework Gauntlet (real-time PvP) mode, whose path generation can be lopsided, and rebalance Kingmaker rewards and the crown system
- 원문 · 영어Quality-of-life requests such as a paper-doll avatar showing equipment, who-killed-you info on the death screen, and a skippable intro
원문 · 영어Launched in Early Access on 17 July 2025 at $19.99 (Windows only) and quickly built a strong Steam score. Metacritic has a page with one critic review and scores still marked TBD, so no critic or user score exists; OpenCritic listing could not be confirmed. Developer commitment is stated as additional bosses up to the Demon King, at least one new biome and more equipment with no price change at 1.0 and no exit date. Some reviews mention a third map being expected and a single-slot backpack being added; the last-30-day Steam sentiment (73%) is lower than overall, reflecting complaints about RNG dilution and PvP-focused balance. Steam revenue estimate sources returned $0 / no data, and SteamSpy owners showed 0-20,000 (unreliable), so sales figures are unknown; 3,852 Steam recommendations is the best hard number. Limitations: web search quota ran out and Reddit, OpenCritic, Steam announcements and Wikipedia pages could not be retrieved, so no Reddit or patch-note detail was read.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (18 each), main source for praise, RNG and PvP complaints ↗
- 원문 · 영어Local Steam metadata: developer, publisher, release date, review counts, price ↗
- 원문 · 영어Steam store page: description, Early Access statement, 350+ items, 30+ bosses, review percentages ↗
- 원문 · 영어Steam discussion overview: difficulty, boss tuning, guides, feature requests ↗
- 원문 · 영어Metacritic page: one critic review, scores TBD ↗
- 원문 · 영어Early access critic review: pros (loop, art, accessibility) and cons (static combat, limited content) ↗
- 원문 · 영어Revenue estimate page, returned $0 so no usable sales figure ↗
- 원문 · 영어Developer site, no substantive game info retrieved ↗
보관된 제작자의 의견 2
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 4 (2025)
원문 · 영어He is Coming is an early-access auto-battler roguelike where you walk a forest gathering items and events across a 3-day cycle, then fight a boss, repeating until a final boss. The moment-to-moment gameplay is deliberately simple, but the item pool is full of mechanics-changing pieces that enable many wild build paths. He also loves the asynchronous PvP mode, where you face other players' saved builds and chase king status. He calls it one of his favorite games of the genre and places it in an easy A tier, above Clover Pit.
제작자가 칭찬한 점
- 원문 · 영어Simple, low-effort gameplay paired with deep, complex roguelike strategy
- 원문 · 영어Huge variety of items that alter mechanics rather than giving flat stat bumps, enabling many build paths (bomb chains, acid/armor conversion)
- 원문 · 영어Forest map is full of events, fusion, shopkeepers and unique weapons/pendants, so he still finds new things after long play
- 원문 · 영어Speed options, skippable trivial fights and teleporting keep pacing fast and never boring
- 원문 · 영어Bosses each have puzzle-like mechanics and you can adapt your build to the announced upcoming boss
- 원문 · 영어Asynchronous PvP against other players' builds, with king progression, creates a meta and strong replayability
- 원문 · 영어Clear, non-overwhelming pixel art and great classic eight-bit music
- 원문 · 영어Low barrier to entry and selectable item bundles in PvP add flexibility; achievements unlock more items
제작자가 지적한 문제
- 원문 · 영어Gameplay itself has almost nothing to do; the depth comes entirely from the roguelike elements
- 원문 · 영어The second map is less simple and in his view weaker than the first map
- 원문 · 영어Some build complexity gets very intricate, though he frames this as a positive
설계에 대한 관찰
- 원문 · 영어Uses a very simple exploration/auto-battler loop and puts nearly all the depth into items and builds
- 원문 · 영어PvP is asynchronous: your dead build becomes an opponent for others, with beat-five-to-become-king and unbeaten-king goals
- 원문 · 영어Players can pick item bundles for PvP instead of having every item, shaping build diversity
원문 · 영어Top 10 of 2025 (#7)
원문 · 영어He is Coming is an early-access auto-battler roguelike in which you walk around a map collecting loot while fights resolve automatically. The mechanics are simple on the surface but the strategy is deep, built on item synergies. He ranks it number seven of 2025 and calls it one of the most addictive games he played this year. He keeps coming back for updates while waiting for the full release.
제작자가 칭찬한 점
- 원문 · 영어Simple mechanics and gameplay that still support deep, extensive strategy
- 원문 · 영어Most items have unique effects, so players hunt for elaborate synergies and fun builds
- 원문 · 영어Map is full of diverse NPCs and event encounters
- 원문 · 영어Each boss has one mechanic the player must adapt to
- 원문 · 영어Builds get crazier as more item slots unlock during a run
- 원문 · 영어Multiplayer mode where you face other players' builds is among the most entertaining he has seen in a roguelike, competitive yet casual
- 원문 · 영어Short runs with easy-to-understand but complex mechanics make it very addictive
제작자가 지적한 문제
- 원문 · 영어No real criticism given; he only notes he is impatiently waiting for the full release out of early access
설계에 대한 관찰
- 원문 · 영어Auto-battling where all player agency is in building and synergizing items
- 원문 · 영어Asynchronous-feeling multiplayer against other people's builds adds a competitive layer to a roguelike
- 원문 · 영어Progressive unlocking of item slots keeps builds escalating through the run


