Ravenswatch 표지 이미지게임 정보 / ROGUE BY ROGUE
한 판만 더.

Ravenswatch

액션 전투협동 모험

원문 · 영어Fallen heroes of old folk tales and legends: you are on the verge of a crucial battle against the Nightmare invading and corrupting your world. A roguelike action game from the creators of Curse of the Dead Gods©, playable solo or in online co-op.

ROGUE BY ROGUE평가 대기

자체 평점

평가 대기

다섯 항목의 평가가 끝나면 순위에 반영됩니다

평가 대기

게임 등록 완료. 평가는 준비 중.

이 게임은 아직 다섯 항목의 평가가 완료되지 않았습니다. 먼저 게임 정보와 외부 자료를 살펴보세요.

핵심 게임플레이25%—
빌드와 전략25%—
다회차 플레이 가치20%—
무작위성과 공정성20%—
완성도와 편의성10%—
평가 방법 ↗
YOUTUBE + BILIBILI / VIDEO

영상 리뷰

영상 2개

언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.

평가 근거 자료

참고할 만한 다른 목소리.

자체 점수에 미반영

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 MOBA-flavoured action roguelike from Passtech Games (Curse of the Dead Gods) where fairy-tale and legend heroes such as Beowulf, Scarlet and Geppetto fight a corrupting Nightmare across three timed chapters, solo or in up to 4-player online co-op.

원문 · 영어Players land at Mostly Positive on Steam (about 80% of roughly 22.8k reviews) and critics are warmer (Metacritic 84 from 11 reviews, Metacritic user score 7.0 from 110 ratings). Almost everyone agrees the art, the distinct hero kits and the co-op are excellent, and the people who click with it log hundreds of hours. The common complaint is thin content: the same three maps and bosses forever, with new post-launch content mostly arriving as heroes, skins and events. Netcode problems, in particular no way to rejoin after a disconnect, and a steep and poorly explained learning curve sour many negative reviews. It left Early Access on 26 Sep 2024 (1.0) and has kept getting updates, though some players call the pace slow and dislike paid hero DLC.

플레이어가 칭찬한 점

  • 원문 · 영어Heroes play like MOBA champions (passive, abilities, ultimate unlocked at level 5) and feel genuinely different from each other
  • 원문 · 영어Fairy-tale and literary roster; the art style, animation polish and music are praised even in negative reviews
  • 원문 · 영어Co-op is the highlight: no meta-progression gaps between friends, so anyone can jump in on equal footing, and some heroes (Romeo and Juliet) reward playing off each other's moves
  • 원문 · 영어The countdown to the boss creates risk/reward routing: rush the boss for bigger rewards, or clear the map for power at the cost of a harder boss
  • 원문 · 영어Day/night cycle and map points of interest affect which enemies and objectives are worth doing, rewarding map knowledge
  • 원문 · 영어Skill and game knowledge matter more than grinding; several long-time players say every hero has multiple strong builds and the game becomes addictive once it clicks
  • 원문 · 영어Highly replayable for enthusiasts: multiple reviewers report 300 to 1000+ hours, and free updates added events, enemies and quests
  • 원문 · 영어Critics call it an accessible, polished, stylish roguelike (Metacritic scores 78 to 100)

플레이어가 비판한 점

  • 원문 · 영어Only three maps, three chapter bosses and a limited set of enemies, so runs feel samey after the first ~20 hours
  • 원문 · 영어No rejoin after a crash or disconnect, and if the host drops the whole run is lost; players report this persisting for years along with lobby bugs, random disconnects and multiplayer that fails to start for some
  • 원문 · 영어Steep learning curve with little in-game explanation of items, map objectives and build synergies; newcomers often die a lot and bounce off
  • 원문 · 영어Combat and difficulty scaling: enemies feel spongy, and higher difficulties mostly add HP, damage and XP penalties rather than new mechanics
  • 원문 · 영어Shallow meta-progression and few reasons to continue after clearing the top difficulty; build variety within a hero is described as narrow by some
  • 원문 · 영어Hero balance is uneven and some heroes (for example Scarlet and Geppetto) are called poor starting choices
  • 원문 · 영어Steam Deck complaint of a locked 720p image with black bars
  • 원문 · 영어Sound and music become repetitive over long play

차별화된 특징

  • 원문 · 영어A PvE MOBA-style roguelike: hero kits with passives and ultimates in an ARPG-roguelike loop, compared by reviewers to Battlerite and Risk of Rain
  • 원문 · 영어A visible timer to the boss that scales the boss up if you are late, and offers bigger rewards if you go early
  • 원문 · 영어No traditional meta-progression: unlocks are horizontal additions to the item and talent pool, so power comes from knowledge, not hours
  • 원문 · 영어Day/night system that changes enemy behaviour and what you should fight and when
  • 원문 · 영어A roster built on folk-tale and literary figures

의견이 갈리는 점

  • 원문 · 영어The boss timer: seen as excellent pressure and routing by some and as unwelcome stress by others
  • 원문 · 영어Difficulty: fans say it is fair and rewarding once learned, while others find it punishing and not rewarding like Elden Ring-type games
  • 원문 · 영어Build variety: some players find strong builds for every hero, others say the best build is obvious
  • 원문 · 영어Content roadmap: some see steady free updates (events, Songs of Thieves) while others call the updates hollow and object to paid DLC heroes
  • 원문 · 영어Patches: a co-op group reported each update made runs harder and diluted the reward pool, while others enjoy the added events

반복과 부담

  • 원문 · 영어Repeating the same three chapters, about 18 minutes each, many times to beat each difficulty; top difficulties feel slow and grindy
  • 원문 · 영어Reduced XP on high difficulty means you barely level or find loot, leaving some players quitting after the first stage
  • 원문 · 영어Losing long runs to disconnects or crashes, since there is no rejoin
  • 원문 · 영어Scale-or-perish pacing: the timer forces fast snowballing, which some find stressful and punishing, especially when missing telegraphs under visual clutter
  • 원문 · 영어Paid hero DLC on top of the base game irritates some players

기대하는 개선 사항

  • 원문 · 영어New maps, bosses and enemy factions, not just new heroes and skins; this is the most repeated request
  • 원문 · 영어Reconnect and host-migration support plus more stable netcode and lobbies
  • 원문 · 영어An endless or sandbox-style mode for power-fantasy play after the highest difficulty, plus more meaningful reasons to attempt higher difficulties
  • 원문 · 영어Better onboarding and tutorials for items, map objectives and heroes
  • 원문 · 영어Deeper build choice and wider use of the co-op combo mechanic from Romeo and Juliet across the cast
  • 원문 · 영어Accessibility and platform fixes (colour-blind modes, Steam Deck resolution)

원문 · 영어Launched in Early Access in 2023 and reached 1.0 on 26 Sep 2024 on PC, with PS5, Xbox, Switch versions and a Switch 2 release listed on Metacritic. Post-1.0 support includes the Nightmares Unleashed update (Jan 2025), the paid Merlin hero DLC (Jan 2026), the free Songs of Thieves update (27 May 2026, new Thieves faction, boss Stingy Jack, multiplayer pause) and a Kintaro hero DLC that Steam news lists for Oct 2026. Steam lists the price at $24.99. Patch notes through 1.4 and 1.5 mainly target network stability, reconnect pop-ups and bugs. Steam-side figures from third-party estimators (not audited): SteamSpy owners 200k to 500k, and steam-revenue-calculator estimates about $7.9M gross and $2.3M net revenue. OpenCritic score could not be located. Some recent negative Steam reviews accuse the developer of locking the discussion board and of slow content pace, while veteran players are fairly positive about the game today.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 2 (2024)

원문 · 영어Ravenswatch is an Early Access action roguelike that he describes as essentially Diablo in roguelike form, with selectable heroes, big explorable maps, mini quests and random events. As a big Diablo fan he was excited, but he finds the gameplay clunky and the difficulty scaling poor. He thinks many issues are easy fixes and looks forward to the full release. For now he places it in mid B tier.

제작자가 칭찬한 점

  • 원문 · 영어Visuals are great and capture the Diablo feel
  • 원문 · 영어Classes/heroes appear to play very differently with many builds per character
  • 원문 · 영어In-run roguelike elements (leveling abilities with unique attributes) are great
  • 원문 · 영어Abilities are unique from one another
  • 원문 · 영어Exploration with mini quests and random events on big maps
  • 원문 · 영어Early Access, so he sees strong potential after fixes

제작자가 지적한 문제

  • 원문 · 영어Clunky combat: attacks have long animations that cannot be cancelled
  • 원문 · 영어Dash stores only one charge with about a 3 second cooldown, so players keep taking damage
  • 원문 · 영어Higher difficulty scaling is poor: enemies become damage sponges and XP gain is reduced, slowing upgrades
  • 원문 · 영어Bosses can take around five minutes, and one hit late can cost half your health
  • 원문 · 영어No permanent roguelike meta-progression beyond unlocking characters and abilities
  • 원문 · 영어Level cap of 8 per run leaves no reason to gain XP afterward

설계에 대한 관찰

  • 원문 · 영어A Diablo-style action RPG recast as a roguelike with selectable classes
  • 원문 · 영어Design lesson: difficulty should raise enemy challenge, not make players wait longer to upgrade
  • 원문 · 영어Not every game needs meta-progression, but this one feels like it is missing it given sponge-like enemies
원본 영상 보기 ↗