게임 정보 / ROGUE BY ROGUERevita
원문 · 영어In this fast paced twin-stick roguelite platformer, you play as an unnamed child ascending an ominous clocktower in pursuit of their lost memories. Harvest and sacrifice souls to grow your power in order to challenge procedural encounter rooms and intimidating bosses!
이 점수의 이유는?
원문 · 중국어 간체
生命货币让射击与成长紧密关联,但负向滚雪球和操作信息问题影响稳定体验。
- 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
基于收录资料与官方页面的主观归纳,未进行试玩。快照包含正式分支和测试分支讨论,未将待发布更新当作现成功能;具体 BUG 未复现。
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 Tier list Part 1 (2023) 及 玩家好评与批评 中的机制、交互、重复与易用性反馈;未将外部分数或旧等级用于计算。
- 02웹 자료원문 보기 ↗
원문 · 중국어 간체
Revita 官方产品说明
2026-10-08 访问。确认用生命交换力量、随机房间、冲刺墙滑,以及调速、敌人轮廓和辅助瞄准选项。 官方页面不单独证明平衡或稳定性。
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플레이어 의견 요약
원문 · 영어A twin-stick, pixel-art roguelite platformer by BenStar in which an amnesiac child climbs a clocktower and spends their own health as currency for relics and upgrades.
원문 · 영어Revita is well liked by the players who stick with it: Steam sits at Very Positive (about 81% of roughly 2,400 reviews) and Metacritic shows 78 from 11 critics, with a user score of 8.1 from only 14 ratings. Praise centres on the tight twin-stick feel, the risk/reward health-as-currency loop, the art and music, and deep unlock-driven replayability. Detractors find the rooms claustrophobic, the weapons short-ranged, items weak or flat stat bumps, and progression slow and RNG-heavy. The game is effectively abandoned: the planned 2.0 update was halted in late 2023 due to money problems, but a 2.0 beta branch on Steam contains much of the finished work and is widely recommended. It is a recognized hidden gem that rarely appears on big roguelite lists.
플레이어가 칭찬한 점
- 원문 · 영어Health-as-currency loop: you pay HP for chests, relics and upgrades, which makes every hit and every purchase a real risk/reward decision
- 원문 · 영어Tight, responsive twin-stick movement and shooting that several reviewers say feels snappy and satisfying
- 원문 · 영어Pixel art, atmosphere and soundtrack are repeatedly called beautiful; some compare the mood to Hollow Knight
- 원문 · 영어Steady drip-feed of unlocks, relics, tickets and secrets, plus relic synergies that keep runs unpredictable
- 원문 · 영어Ticket system lets you opt into more difficulty for more power, plus ascension-style (shard) difficulty ramping
- 원문 · 영어Cryptic, interesting lore and a true ending that keeps some players hooked across many runs
- 원문 · 영어Polish and respect for player time: snappy transitions, light hardware demands (runs on integrated graphics), very cheap on sale
- 원문 · 영어Critics (GameCritics, GamingTrend, Nintendo World Report, PLAY! Zine at 80) praised balance, satisfying combat, smooth platforming and fresh-feeling runs
플레이어가 비판한 점
- 원문 · 영어Claustrophobic, chokepointed rooms; some later rooms and boss arenas make enemies hard to reach or avoid
- 원문 · 영어Short weapon range, bullet spread and self-knockback make aiming feel imprecise and damage feel cheap
- 원문 · 영어Poor visual clarity: semi-transparent foreground elements hide bullets, traps blend into levels, and some enemy attacks have weak tells
- 원문 · 영어Many items and upgrades are flat stat boosts (a few percent damage or fire rate) that do not change gameplay
- 원문 · 영어Heavy RNG and snowballing: chests reveal contents only after you pay HP, and taking damage early can leave you unable to buy anything
- 원문 · 영어Controller support criticised: right-stick aiming feels off, confirm/back buttons follow Nintendo layout, reported gamepad complaints on PC
- 원문 · 영어Bugs and rough edges reported: cannot quit from main menu, accidental return-to-metro wipes a run with no confirmation, some max-health mechanic reports, a startup-screen ad for a plush no longer sold
- 원문 · 영어Development abandoned, so these issues will not get official fixes beyond what is in the beta
차별화된 특징
- 원문 · 영어Your health bar is your currency: you convert souls into permanent max HP, then spend HP on relics, chests and upgrades
- 원문 · 영어Twin-stick shooter combined with 2D platforming and wall jumps in a roguelite structure
- 원문 · 영어Soul-harvesting and sacrifice theme in a clocktower tied to the five stages of grief, with cryptic lore and a bleak true ending
- 원문 · 영어Ticket system that trades extra difficulty for power before each run, plus shard-based ascension difficulty
- 원문 · 영어Secret alternate biomes unlocked by obscure conditions (for example breaking hidden beehives), plus a fishing minigame
- 원문 · 영어Curses you can stack that restrict you only in specific, circumventable ways
의견이 갈리는 점
- 원문 · 영어Health-as-currency: praised as the defining hook and depth of the game by many, called frustrating and a gamble by others who compare it unfavourably to Isaac devil deals
- 원문 · 영어Difficulty: some say it is challenging but fair and finished a run on the second attempt, others find it punishing or tedious; both views appear in the same Steam reviews
- 원문 · 영어Abandonment: some reviewers mark the game down because updates stopped, while long-time players say it already feels complete and the beta adds plenty
- 원문 · 영어Run variety: fans cite synergies and constant unlocks, critics cite one character, one style of weapon and samey stat-boost items
반복과 부담
- 원문 · 영어Slow meta-currency accumulation; most run items are locked behind it, so early runs feel limited
- 원문 · 영어Getting the true ending requires repeated clears, which some find exhausting
- 원문 · 영어Obscure, niche secret-unlock requirements for late content that feel undiscoverable without a guide
- 원문 · 영어Being starved of HP or starved of items; any damage reduces what you can buy, so careful no-hit play is required to progress
- 원문 · 영어Boss fights described as health sponges, and difficulty ramps slowly for some players who quit around shard 2
- 원문 · 영어Bleak ending in which the player character dies, which one reviewer found off-putting
기대하는 개선 사항
- 원문 · 영어Faster early meta-progression so varied, powerful builds arrive sooner (several positive reviewers also say this)
- 원문 · 영어More interesting, gameplay-altering items and more distinct weapons instead of small numeric boosts; more than one character and few choices per run is a recurring gripe
- 원문 · 영어Open up rooms and boss arenas and improve visual clarity and enemy telegraphing (the 2.0 beta reportedly addresses claustrophobic rooms)
- 원문 · 영어Better guidance on secret progression, such as the post-Shard-5 alternate biome unlock conditions that players say they only found by googling
- 원문 · 영어Polish controller aim and button mapping, and add confirmation before abandoning a run or quitting
- 원문 · 영어Faster transitions and loading between rooms; some players call the lift/loading/spawn waits too long, though others praise the transitions
원문 · 영어Launched April 21, 2022 on Switch and Windows; PlayStation and Xbox versions followed April 20, 2023, and Red Art Games released a physical edition in late 2023. A major 2.0 update was announced in April 2023 but development stopped around October 2023 because of financial difficulties, and the developer reportedly said in Discord that the project was abandoned for budget reasons. The last official update was in 2024, and a Steam 2.0 beta branch holds much of the finished content and tweaks. Several reviewers mention a wish that BenStar would return. One reviewer mentions unspecified political issues around the developer. Steam price $16.99, frequently discounted to about $5. Steam-revenue-calculator estimates roughly $1.0M gross and about $296k net, with SteamSpy owners at about 200k to 500k; these are rough estimates, not audited figures. OpenCritic score not found (page could not be retrieved); Steam lists no Metacritic score in its data. Reddit and Push Square fetches were blocked, and web search budget was exhausted, so community coverage relies mainly on Steam reviews and forum topics.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file) ↗
- 원문 · 영어Local Steam store data: review counts, tags, SteamSpy owners, revenue estimate ↗
- 원문 · 영어Steam store page (Very Positive, 81%) ↗
- 원문 · 영어Metacritic: Metascore 78 from 11 critics, user 8.1 from 14 ratings, critic blurbs ↗
- 원문 · 영어Wikipedia: release timeline, platforms, development halt, critic remarks ↗
- 원문 · 영어Steam discussions: relic balance thread, development-stopped thread, controller and bug topics ↗
- 원문 · 영어Revenue estimate (Boxleiter method): about $1.0M gross ↗
- 원문 · 영어Official game website ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 1 (2023)
원문 · 영어Revita is a 2D action dungeon-crawler roguelike where your health doubles as currency, so every purchase costs HP. He loves it and calls it one of his favorite roguelikes these days, plans a 100 percent achievement run, and thinks it deserves far more attention. He stresses it is packed with content and builds, but is not for everyone since it demands comfort with action roguelikes. Bugs and broken item interactions hold it back from topping Gungeon. No tier letter is spoken in this segment.
제작자가 칭찬한 점
- 원문 · 영어Health-as-currency gimmick creates a strong risk/reward loop that rewards skilled players
- 원문 · 영어Huge amount of content: many builds, items, guns and customizations
- 원문 · 영어Every run feels different from the start and ends differently
- 원문 · 영어Hub world with purchasable options, plenty of secrets and hidden worlds
- 원문 · 영어Builds can feel genuinely overpowered, with good balance of skill and luck
- 원문 · 영어Strong Gungeon inspiration; he keeps returning to it and calls it a new favorite
제작자가 지적한 문제
- 원문 · 영어Many bugs, including ones that blocked achievements during his completion attempt
- 원문 · 영어Many item combinations do not interact as expected (e.g. laser beam and split bullets)
- 원문 · 영어Health-as-currency is risky design: struggling players snowball downward and cannot buy anything
- 원문 · 영어Not recommendable to players uncomfortable with action roguelikes
- 원문 · 영어Promised update still not released
설계에 대한 관찰
- 원문 · 영어Health is the currency; everything you do costs HP
- 원문 · 영어Design snowballs in both directions: comfortable players get easier runs, strugglers get harder ones


