게임 정보 / ROGUE BY ROGUEOne Step From Eden
원문 · 영어Build a powerful deck, cast spells on the fly, battle evolving enemies, find game-changing artifacts, make friends or make enemies, just make it to Eden.
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플레이어 의견 요약
원문 · 영어A real-time, grid-based action roguelite by Thomas Moon Kang where you build a spell deck and dodge enemy attacks on a 4x4 battlefield, openly inspired by Mega Man Battle Network and Slay the Spire.
원문 · 영어Both players and critics rate it well. Steam lists it as Very Positive (about 93% of roughly 7,700 reviews), PC Metacritic is 82 from 9 critic reviews, and the user score is 7.8 from only 41 ratings. The praise goes to the deck-and-dodge hybrid, the build variety, the pixel art and the soundtrack. The complaints are the brutal early difficulty, screen clutter and thin explanations. It left Steam early access on March 26, 2020, and has since come to PS4, Xbox/Game Pass and Switch. Its spiritual follow-up Duelists of Eden came out in 2024, and the Steam reviews show people still playing with mods in 2026. The Switch version scored noticeably lower (74, mixed) than PC.
플레이어가 칭찬한 점
- 원문 · 영어Fast, dynamic mix of deckbuilding and dodge-based action. Reviewers and players call it easy to learn and hard to master.
- 원문 · 영어High replayability: 9 heroes with distinct playstyles, 200+ spells, 100+ artifacts, alternate kits to unlock, and 'god seed' sharing of exact runs.
- 원문 · 영어Skill matters more than luck. Screen Rant called the roguelike structure a highlight, and players say knowledge of cards and enemy patterns is rewarded.
- 원문 · 영어Focus and type-preference systems let you steer which spell categories you are offered, which softens deck RNG.
- 원문 · 영어Pixel art, character design and animation are widely praised.
- 원문 · 영어The soundtrack is repeatedly called outstanding; some reviewers say it sits in their playlists for months.
- 원문 · 영어Deep difficulty and modifier ladder (Hell passes up to Hel Mode 14), multiple endings (pacifist, genocide, a secret one) and the shopkeeper challenge give very long-term goals; several reviewers have 100-500+ hours.
- 원문 · 영어Strong nostalgia pull for Mega Man Battle Network fans, plus Steam Workshop mods, local co-op and PvP.
플레이어가 비판한 점
- 원문 · 영어Extremely fast pace with poor readability in busy fights. Enemy and hazard sprites blend into the background and into each other, and many low-hour negative reviews cite this.
- 원문 · 영어Steep, punishing opening hours. Critics say the first hour is disheartening, and even the lowest difficulty is too hard for some players.
- 원문 · 영어Weak tutorial and explanation: many keywords and status effects are only learned by trial and error (PC Invasion and Screen Rant both flag this).
- 원문 · 영어Enemies feel unfairly strong compared to the player: large AoE attacks, locking you to a tile, limited telegraphing.
- 원문 · 영어Some characters lock you into one archetype (for example a frost hero only makes sense with frost), so the deckbuilding feels narrow.
- 원문 · 영어Slow unlock progression for new abilities and characters (GameMAG, TheGamer).
- 원문 · 영어Multiplayer modes were criticised as poorly designed in the Wikipedia reception summary.
- 원문 · 영어Too many keywords and status effects with too little in-game explanation; the top negative Steam reviews call for an intricate UI rework.
차별화된 특징
- 원문 · 영어A genuine real-time action take on the Mega Man Battle Network chip-and-grid formula, not turn-based deckbuilding.
- 원문 · 영어Cards (spells) are cast continuously from a cycling deck while you dodge, so your deck is also your moveset.
- 원문 · 영어Defeated bosses become playable characters, and every hero has its own mechanics and alternate loadouts.
- 원문 · 영어The Shopkeeper 'pacts', the pacifist / genocide / secret ending structure, and the Hell pass difficulty ladder.
- 원문 · 영어Seed-based runs you can repeat exactly, plus Steam Workshop mods, local co-op and PvP.
의견이 갈리는 점
- 원문 · 영어Mega Man Battle Network fans are split. Some see it as the best spiritual successor, others feel it lacks the deck-perfecting of the original.
- 원문 · 영어Difficulty: fans call it balanced and mastery-rewarding; others call it unfair or inaccessible.
- 원문 · 영어Whether it is truly a 'deckbuilder' or an action game with card flavour. Some players want deeper deck control, others are happy with focus-steered randomness.
반복과 부담
- 원문 · 영어Hunting the remaining unlocks, endings and Hell Mode levels can feel like a grind, and unlock pacing was called slow.
- 원문 · 영어Layered RNG (spell offers, artifact offers, focus picks) can ruin a run even when you play well.
- 원문 · 영어Memorising enemy and boss patterns is the main route to improvement, which some players find wearing.
- 원문 · 영어Many spells are niche or weak, so filling out a coherent deck can feel like sifting through clutter.
- 원문 · 영어Runs start the next battle immediately, with no beat to read the new enemy lineup.
- 원문 · 영어Some players say the speed and screen clutter make it feel like luck rather than skill, and that the real-time format loses the deck-perfecting of Battle Network.
기대하는 개선 사항
- 원문 · 영어Clearer UI and keyword tooltips, plus a more thorough tutorial.
- 원문 · 영어A better difficulty curve or gentler onboarding between casual play and bullet-hell difficulty.
- 원문 · 영어Better visual clarity and animation so enemies and projectiles are easier to tell apart, for example spawning enemies in one at a time before a fight starts.
- 원문 · 영어Some kind of pacing or rhythm indicator (a 'metronome' UI was suggested) to help read action flow.
- 원문 · 영어Faster, more rewarding unlock progression.
- 원문 · 영어More spells and content to bridge the casual and expert difficulty tiers, and better balance for trap or useless spells.
원문 · 영어It was funded by a January 2019 Kickstarter that reached its $15,000 goal in two days and paid for extra features such as pets and Switch support. It launched on PC and Switch on March 26, 2020, then PS4 (June 2020), a physical Switch release in Japan (Feb 2021) and Xbox One / Game Pass (Nov 2021). Critics were favorable on PC, with scores ranging from 60 to 100 and most in the 80-90 band, and the main knocks were difficulty and thin explanation. Steam sentiment has stayed Very Positive, with Steam reviews from 2025-2026 still recommending it and praising mods. Third-party estimates put it at 200k-500k owners and about $4.3M gross / $1.26M net revenue on Steam (Boxleiter-style, unaudited). No official sales figures were found. I could not verify a separate OpenCritic score, and no controversies were found beyond the recurring difficulty and readability complaints.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file) ↗
- 원문 · 영어PC Metascore 82, user score 7.8, critic outlet list ↗
- 원문 · 영어Full list of nine PC critic reviews with scores and verdicts ↗
- 원문 · 영어Development, Kickstarter, release history, Switch score, reception summary ↗
- 원문 · 영어Steam store page: tags, features, review summary, Workshop support, Duelists of Eden ↗
- 원문 · 영어Screen Rant 9/10 review: learning curve, thin tutorial, readability ↗
- 원문 · 영어Estimated Steam gross and net revenue (Boxleiter-method estimate) ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 1 (2023)
원문 · 영어One Step From Eden is a real-time, grid-based deck-building roguelike where you cycle spells while dodging and positioning on a tile board. He stresses it is extremely fast and forces your brain to juggle spell knowledge and movement at once. He play-tested it in beta and was excited for release. He finds it fun but demanding and not for everyone, and he places it in high B tier.
제작자가 칭찬한 점
- 원문 · 영어Highly unique concept: real-time strategy on a grid blended with deckbuilding
- 원문 · 영어Spells each behave very differently (range, direction, tile patterns), giving distinctive gameplay
- 원문 · 영어Love of the art style
- 원문 · 영어Many characters with their own abilities
- 원문 · 영어Numerous passives that synergise with spells and with each other
- 원문 · 영어Each run feels different from the others
- 원문 · 영어Strong uniqueness of gameplay
제작자가 지적한 문제
- 원문 · 영어Very challenging and not for everyone
- 원문 · 영어Cannot be played when tired because of the speed and mental load
- 원문 · 영어Fun only if you can manage to handle its pace
설계에 대한 관찰
- 원문 · 영어Board-based real-time strategy fused with spell deckbuilding, running far faster than comparable strategy-puzzle games
- 원문 · 영어Player must think in two modes at once: what spells do and where to move on the grid while casting
- 원문 · 영어Spells can be fired several per second, each with unusual placement-dependent effects


