게임 정보 / ROGUE BY ROGUEKeeper's Toll
원문 · 영어Delve into Keeper’s Toll, an action-packed roguelite brimming with challenge and despair. Survive against an onslaught of relentless hordes and grueling bosses with skill-based ARPG gameplay. Embrace the darkness and cleanse these cursed lands.
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플레이어 의견 요약
원문 · 영어A dark-fantasy pixel-art survivors-like (bullet heaven) from Stingbot Games that mixes Vampire Survivors-style horde survival with ARPG elements and Dark Souls-flavored bosses, with six very different hero classes.
원문 · 영어Steam players rate it Very Positive (about 89% of roughly 800 reviews), but the praise is often lukewarm: many positive reviews describe it as a cheap, chill, brain-off auto-shooter and then list major flaws, and many negative reviews say it is fine but loses out to Halls of Torment or Vampire Survivors. Critics barely covered it; Metacritic holds a single critic review (Softpedia, 75/100) so no Metascore is computed, and there is no OpenCritic entry that could be found. It spent time in Early Access (from May 2023) and launched 1.0 on 28 Oct 2024 at about $6.99, with versions on Switch, PlayStation and Xbox. Reviews written through 2026 show the developer is still remembered as supporting it with updates, though the same balance and variety complaints persist.
플레이어가 칭찬한 점
- 원문 · 영어Six classes that play very differently (fighting-game-style combo inputs for the Shadow Monk, minion-based Necromancer, tanky dodge-based Bogatyr, etc.), and the cast is praised as unusual versus the standard fighter/mage/assassin set
- 원문 · 영어Detailed pixel art and a well-liked dark fantasy soundtrack
- 원문 · 영어Boss fights and enemy design with Souls-like flavor; bosses are more than plain damage sponges (though some call them not especially intricate)
- 원문 · 영어Cheap price (about $7) and a 10-20 hour campaign make it an easy casual recommendation, described as a relaxing shut-your-brain-off game that suits short 20-30 minute sessions
- 원문 · 영어ARPG touches: limited healing potions, in-run merchants, a minor quest system, per-character skill trees and a global skill tree that forces choices
- 원문 · 영어Curses that impose a penalty but can reward you if you survive them, which is a twist on the genre formula
- 원문 · 영어Skill tree and progression are called fun by some finishers, and quick early power growth suits casual play
- 원문 · 영어Challenging for the genre, which some players welcome
플레이어가 비판한 점
- 원문 · 영어Severe class and skill imbalance: Blood Maiden, and to a lesser extent Archer/Pyromancer/Summoner, are described as far stronger, while Monk and Bogatyr are called weak; melee classes can take tens of minutes to kill bosses
- 원문 · 영어Poor run variety: only 4 maps (one a small square arena), a limited merchant pool, and upgrade options that let you pick up nearly everything, so runs with the same class feel identical
- 원문 · 영어The power fantasy fades or never arrives; there is a clear ceiling on how strong you become, and several reviewers said they never felt powerful even with talents maxed
- 원문 · 영어Stat and mechanic opacity: curses, defense value, pickups such as yellow crystals and XP sources are poorly or never explained, and there is no codex or visible list of active curses
- 원문 · 영어Clunky movement and dodging, and only left/right aiming, which is an odd fit for a genre where enemies surround you
- 원문 · 영어Visual clutter late in a run hides dodgeable hazards; some players turn effects off to see traps, and certain curse hazards look like background effects
- 원문 · 영어Seen as derivative: several reviewers say enemies and bosses are very close copies of Dark Souls designs, and that it is a weaker Halls of Torment
- 원문 · 영어Endgame and story disappoint: the final boss is called underwhelming compared with the third boss, and the story is called nonsensical or almost non-existent
- 원문 · 영어Frustrating RNG: too few rerolls and upgrade choices that are often poor or junk actives, which reviewers cite alongside balance problems
차별화된 특징
- 원문 · 영어Hybrid of survivors-like and Diablo-style ARPG: each character has its own full weapon/skill set rather than a single starting weapon
- 원문 · 영어Souls-lite tone and boss homages layered on a bullet-heaven loop, with bullet-hell style bosses
- 원문 · 영어Class mechanics that break from the norm, such as the Shadow Monk's directional combo inputs and the Necromancer's corpse/minion play
- 원문 · 영어Curse system that gives both debuffs and potential boons, plus a minor quest system and limited healing potions
- 원문 · 영어Individual per-character talent trees on top of a global skill tree where you cannot unlock everything
- 원문 · 영어Kindled (harder) runs that grant extra XP and are used to advance character talent trees
의견이 갈리는 점
- 원문 · 영어Difficulty and challenge: some enjoy it as more challenging than most survivors-likes, others find bosses and kindled runs frustrating, especially with weak classes
- 원문 · 영어Power fantasy: dad-gamer/chill reviewers love quickly getting powerful with AoE and big numbers (especially maxed Blood Maiden), while others never feel powerful
- 원문 · 영어Value: a low price and roughly 10-hour campaign make it a fair buy for some, while others say wait for a deep sale and buy Halls of Torment or Vampire Survivors instead
- 원문 · 영어Souls homages: praised as flavor by some and criticized as too close to copying by others
반복과 부담
- 원문 · 영어Grinding the same four maps repeatedly to level each character's talent XP and to see late-game bosses, then restarting the loop with every new class
- 원문 · 영어Achievement grind: some achievements (for example 1 million kills) are called tedious, and several reviewers say most of their hours after the first 4-15 were achievement grinding
- 원문 · 영어Hard kindled runs on fresh characters are described as near-impossible until perks are unlocked, which forces the XP grind
- 원문 · 영어Repetition sets in after roughly 10-15 hours; one reviewer says only about 3-4 hours felt like discovery
- 원문 · 영어Learning curses and unexplained pickups by trial and error
- 원문 · 영어Three of the four maps are infinite in all directions, which one reviewer found disorienting and wished had a constrained layout or map
- 원문 · 영어Character talent XP is slow to earn, which negative reviewers call a drag on progression
기대하는 개선 사항
- 원문 · 영어Rebalance classes so weaker ones (Monk, Bogatyr, Archer, Necromancer) and melee builds are viable, and so one or two classes do not dominate
- 원문 · 영어Add more maps, stages and a bigger item/merchant/upgrade pool so runs differ from each other; more levels was a direct request from finishers
- 원문 · 영어Add in-game information: a codex or index for curses, clearer defense/stat effects, a detailed character sheet with damage and bonus breakdowns, and visual indicators for XP sources and elites
- 원문 · 영어More rerolls or better upgrade choice control, and reduce randomness that hands out junk actives
- 원문 · 영어More meta-progression depth and unlockables (only six characters, all unlocked from the start, reduces the chase); players also ask for more XP sinks late-game and more tome drops
- 원문 · 영어Polish controls and sight lines: dodge/aim improvements and clearer hazard telegraphing; one player also requested co-op on the Steam forum
원문 · 영어Early Access began May 2023 and 1.0 shipped 28 Oct 2024 on PC, with versions listed for Switch, PS4/PS5 and Xbox; the Steam community has a thread asking whether console is up to date with PC. Steam is Windows-only (no Mac/Linux). Some players also reported Steam Deck performance issues. Launch and current Steam sentiment are both Very Positive, and the low price is repeatedly cited as a reason players forgive the thin content. Several 2025-2026 reviewers say the developer has kept up with updates, but balance, variety and explanation gaps are still cited as unresolved. One review mentions that design discussions once explored other directions such as a Golden Axe-style beat-em-up, and a few vestiges of the original Souls-lite ARPG design remain (for example the Ebon King boss). Commercial performance appears modest (roughly tens of thousands of owners), and critical press coverage is minimal. Web search budget was exhausted during this task, so fewer outside outlets and no Reddit threads could be consulted (Reddit fetch is blocked); Softpedia review page returned 403, so its content is taken from the Metacritic summary.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file); main basis for strengths, balance, grind and explanation complaints ↗
- 원문 · 영어Local Steam data: appid 2002220, developer Stingbot Games, release 28 Oct 2024, $6.99, 89.5% positive of 802, SteamSpy owners 20k-50k ↗
- 원문 · 영어Steam store page: Early Access since May 2023, 1.0 release, six classes, tags, description ↗
- 원문 · 영어Steam community forum: class balance threads, Shadow Monk buff ideas, curses thread, co-op and console parity questions ↗
- 원문 · 영어Metacritic page: one critic review (Softpedia 75), Metascore TBD, 3 user ratings, platforms ↗
- 원문 · 영어OpenCritic search: no Keeper's Toll entry found ↗
- 원문 · 영어Boxleiter-method revenue estimate: about $64.9k gross, $19.1k net ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 4 (2025)
원문 · 영어Keeper's Toll is a Vampire Survivors-style auto-attacker that wraps its runs in an adventure campaign with quests, NPC events and quest-specific bosses. He loves the discovery and secrets and the attention paid to enemies, visuals, music and Souls references. The roguelike layer is thin: each character has about two build paths, items are bland, and meta-progression is heavy and tied to per-character XP. He had a good time finishing the campaign but would not start fresh runs, and places it in low mid B.
제작자가 칭찬한 점
- 원문 · 영어Campaign structure with quests, NPC events and quest-dependent bosses gives a real adventure feel
- 원문 · 영어Discovery of secrets and puzzle-like mysteries, which he feels most survivor-likes fail to capture
- 원문 · 영어Characters feel drastically different from one another
- 원문 · 영어Lots of attention to enemy variety per level and quest progress, with fun Souls references (bonfire, Dark Souls mimic)
- 원문 · 영어Visuals and music are very solid
제작자가 지적한 문제
- 원문 · 영어Replayability is weak: each character has only two build paths (e.g. punches or kicks for the monk)
- 원문 · 영어Passive items are few and mostly unremarkable; level-up upgrades are always the same with no rarity and few synergies
- 원문 · 영어Meta-progression is very impactful and feels unfair; characters are weak at zero upgrades, and it comes from per-character XP rather than a spendable currency
- 원문 · 영어Bosses are single big creatures with no adds, making horde-clearing and on-kill/bounce abilities useless and fights drag on
설계에 대한 관찰
- 원문 · 영어Quest-driven campaign layered on the survivor-like formula, with bosses depending on the active quest
- 원문 · 영어Design lesson: survivor-like bosses should come with adds, since horde-oriented abilities are otherwise dead
- 원문 · 영어Idea: bosses could trigger on-kill effects when hitting certain HP thresholds


