게임 정보 / ROGUE BY ROGUEScourge Bringer
원문 · 영어ScourgeBringer is a fast-paced free-moving roguelite platformer. Help Kyhra to explore the unknown and slash her way through ancient machines guarding the seal of her past, and maybe the redemption of humanity.
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플레이어 의견 요약
원문 · 영어A fast, free-moving 2D pixel-art roguelite platformer by Flying Oak Games and E-Studio where Kyhra dashes, slashes, parries and stomps through five realms of machine enemies and hand-made bosses.
원문 · 영어ScourgeBringer is well regarded for its movement and combat feel. Steam is Very Positive (about 86% of roughly 3,300 reviews), and Metacritic critics average 76 from 13 reviews, with the top scores around 90. Players and critics agree the flow and the soundtrack are excellent, and that the game is brutally hard and fairly thin as a roguelite, with little build variety, few items and five repetitive realms. The Metacritic user score is a much lower 5.8 (Mixed) from only 29 ratings, and difficulty and grind drive most of the negative Steam reviews. It left Early Access in October 2020 and later reached consoles and mobile. Recent Steam reviews from 2025-26 are still mostly positive, and the game is often discounted to very low prices.
플레이어가 칭찬한 점
- 원문 · 영어Movement and combat feel: fluid dash, slash, parry, stomp and projectile-smashing that reviewers compare to Celeste, Hotline Miami and Mega Man
- 원문 · 영어Enemies only hurt during actual attacks (no contact damage), which players like in a fast game
- 원문 · 영어Skill-based bosses: players say they can't be beaten by raw stats or a lucky build, so wins feel earned
- 원문 · 영어Soundtrack by Joonas Turner is widely called a standout, and several reviewers bought it separately
- 원문 · 영어Pixel art, effects and Kyhra's character design are praised, as is the story's mystery and the quirky EULA with a pizza recipe
- 원문 · 영어The permanent skill tree is satisfying to upgrade and gives a sense of progress between runs
- 원문 · 영어Realm-specific mechanics and cool weapons such as lasers add variety within the five realms; players like discovering mechanics without tutorials
- 원문 · 영어Accessibility options (slower game speed, slower bullets, extra health drops) let more players enjoy the game
플레이어가 비판한 점
- 원문 · 영어Extreme difficulty: many negative Steam reviews from experienced players say they stalled at realm 3 or the first boss after 7-20 hours
- 원문 · 영어Shallow roguelite variety: few in-run items, little synergy, so runs feel alike
- 원문 · 영어Only five realms that must be replayed from the start every run, which leads to repetition
- 원문 · 영어Screen chaos: many enemies, bullets and heavy effects make it hard to see your character or threats, especially in the later realms
- 원문 · 영어Health is a scarce resource and getting hit cuts your blood multiplier, which pushes play toward no-hit runs
- 원문 · 영어Some players report clunky or unfair controls: a slow heavy attack and parry, auto-aim on dash and shots that can't be disabled, enemies dragged along by a dash, and hitstun
- 원문 · 영어Late skill-tree unlocks feel weak, and maxed players pile up blood currency with nothing to spend it on
- 원문 · 영어Smaller complaints: some controllers are not supported natively, and one long-session crash report on a modern PC
차별화된 특징
- 원문 · 영어A free-flying, Celeste-style movement roguelite where parrying and smashing bullets matter more than build luck
- 원문 · 영어A skill-over-loot design: power comes mostly from player mastery, with the permanent skill tree adding smaller boosts
- 원문 · 영어Hand-designed boss fights, unlike the procedurally generated bosses in the developers' earlier NeuroVoider
- 원문 · 영어A blood resource with a kill-streak multiplier tied to health, which makes the health bar a risk-reward currency
- 원문 · 영어Accessibility sliders for game speed and bullet speed
의견이 갈리는 점
- 원문 · 영어Difficulty: fans call it fair and rewarding while others with years of roguelike experience call it unfair
- 원문 · 영어Roguelite depth: some love the arcade purity and skill focus, others want more builds and progression
- 원문 · 영어Metacritic critics (76) and Steam (about 86%) are far warmer than Metacritic users (5.8 from 29 ratings)
반복과 부담
- 원문 · 영어Redoing the same early realms after every death, with no shortcuts, to reach the harder later content
- 원문 · 영어Grinding blood for the skill tree early on, and feeling gated until you unlock key skills such as deflection
- 원문 · 영어Runs becoming repetitive after a few hours because of limited items and enemy/room variety
- 원문 · 영어Dynamic or adaptive difficulty that some players find confusing, or that does not make the game easier enough
- 원문 · 영어Late realms where chaotic screens make fights feel like mashing buttons
- 원문 · 영어Short-lived progression: the skill tree is fun until it is maxed out quickly, after which the game feels like pure 'git gud' repetition
기대하는 개선 사항
- 원문 · 영어More in-run items, weapons and synergies so runs differ more, and more realms or level variety
- 원문 · 영어Fairer defensive tools: i-frames on the dash, a faster heavy attack and parry, or a bigger or upgradeable parry window
- 원문 · 영어Clearer combat visuals, such as toned-down effects and better enemy readability in realms 3-5
- 원문 · 영어More frequent or reliable healing, and options to disable dash and shot auto-aim and to remove hitstun
- 원문 · 영어A structure with fast travel or a more connected, metroidvania-style world that unlocks abilities through progress (one reviewer suggested this)
- 원문 · 영어More meaningful skill-tree upgrades so maxing it out is not anticlimactic, and better communication of how hard the game is
원문 · 영어Early Access began in February 2020 and the full release was on 21 October 2020 (PC, Xbox One, Switch), followed by PS4/Vita in April 2021, PS5 in April 2022 and iOS/Android in September 2022 (per Wikipedia). Critics praised the fluid controls and combat from the start but noted thin progression and depth. Metacritic PC critic score is 76 from 13 reviews; the Metacritic user score of 5.8 has only 29 ratings. Steam reviews are still arriving in 2025-26 and mention an adaptive or dynamic difficulty system added after launch that not everyone finds helpful. OpenCritic could not be located and is left null. Steam price is $16.99 but it is frequently on deep sale ($2). Revenue estimates from steam-revenue-calculator.com (Boxleiter method, rough) put gross at about $301k and net about $89k on Steam alone. Its copies field is empty, and SteamSpy suggests 200k-500k owners, which likely includes bundles and giveaways.
커뮤니티 자료 출처
- 원문 · 영어Local file of top helpful positive and negative English Steam reviews for ScourgeBringer, read in full ↗
- 원문 · 영어Local Steam data: appid 1037020, release date, tags, review counts, SteamSpy owners, revenue estimate ↗
- 원문 · 영어Steam store page: description, tags, features (fetched page showed slightly different review counts than local data) ↗
- 원문 · 영어Metacritic page: Metascore 76 from 13 critics, user score 5.8 ↗
- 원문 · 영어Metacritic PC critic reviews list with outlets and scores ↗
- 원문 · 영어Metacritic user reviews: distribution and common complaints ↗
- 원문 · 영어Development background, platforms and release dates, critical reception summary ↗
- 원문 · 영어Steam discussions hub: bug/startup threads, controls and Steam Deck questions, developer roadmap ↗
- 원문 · 영어Third-party Steam revenue estimate (Boxleiter method) ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 1 (2023)
원문 · 영어Scourgebringer is a very fast-paced action roguelike with a hub world of permanent upgrades. He thinks it looks great, sounds great and feels fantastic at its core, but his main issue is that every run plays nearly the same. He believes it should have been a metroidvania-style game rather than a roguelike. He has tried it several times to convince himself it is great, and concludes it may be great but not for him, placing it at the top of C tier.
제작자가 칭찬한 점
- 원문 · 영어Visuals look great
- 원문 · 영어Music is great
- 원문 · 영어Core movement and combat feel really cool, especially when a run starts
- 원문 · 영어Hub-world upgrades unlock some really cool stuff
- 원문 · 영어Flashy and enjoyable for the first few hours
- 원문 · 영어The story is pretty cool
제작자가 지적한 문제
- 원문 · 영어Every run feels exactly the same despite different guns and abilities
- 원문 · 영어Altar upgrades and abilities are not impactful enough relative to each other
- 원문 · 영어You always face the same enemies the same way (dash and shoot), so it gets tiring
- 원문 · 영어Randomness is a problem because the build never really changes
- 원문 · 영어Very hard; he did not finish it
설계에 대한 관찰
- 원문 · 영어Design lesson: player should start much weaker (no dash etc.) and gain more, more impactful upgrades during the run so builds differ
- 원문 · 영어Argues the design would suit a metroidvania better than a roguelike


