게임 정보 / ROGUE BY ROGUESulfur
원문 · 영어SULFUR is a modern old-school action-adventure: Outsmart enemies, find treasure, improve weapons, harness powers. Delve deeper, find answers, make it end.
이 점수의 이유는?
원문 · 중국어 간체
枪械改造与携带物资风险形成扎实选择,关卡重复、耐久经济和部分强度跃升压低了长期体验。
- 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
基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。多个补丁改变武器平衡,快照中的具体强势流派可能过时;未采用已被更新替代的“完全没有快速整理”说法。
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 的具体玩法优缺点(Tier list Part 5 (2026))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。
- 02웹 자료원문 보기 ↗
원문 · 중국어 간체
Sulfur — Steam 官方商店页
2026-10-08 访问。确认了武器附魔配件、装备组合、探索搜刮,以及失败可能失去携带装备;仍标抢先体验。该页不作为实测性能或缺陷已修复的证据。
영상 리뷰
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플레이어 의견 요약
원문 · 영어A single-player first-person shooter from Swedish studio Perfect Random that blends a looter-shooter with a PvE extraction-style roguelite: you dive through biomes, loot, cook, craft and enchant guns, and lose everything you carry if you die before getting home.
원문 · 영어SULFUR is received as a strong, distinctive Early Access hit: Steam shows Very Positive at roughly 87.6% of about 10,500 reviews, with the launch-period score around 90%. Players praise snappy, satisfying gunplay, the deep weapon modification and crafting systems, the lo-fi 3D-plus-2D-sprite art and soundtrack, and the tense lose-it-all risk/reward loop. The most vocal criticism in recent reviews is about balance philosophy: several big patches (oil and scroll rebalance, ammo caps, durability costs, removal of picture-in-picture scopes) nerfed popular builds and pushed the game toward a slower, more hardcore economy, which many see as a betrayal of the power fantasy. Critic coverage is very thin (Metacritic lists only two early-access critic reviews, so no Metascore), so reception is driven almost entirely by players. The game is still tagged Early Access on Steam with ongoing updates (Dungeons & Magic in Jan 2025, later Qiosk's Plenty and Scholar's updates, ghosts, endless mode) and console versions are advertised on the official site.
플레이어가 칭찬한 점
- 원문 · 영어Gunplay feels snappy and punchy, with distinct weapon handling, strong sound design and satisfying gore and enemy hit reactions
- 원문 · 영어Deep weapon-building: oils, scrolls, enchantments and attachments let you make oddball guns (homing magnum, near-instant LMG reloads, infinite-ammo style builds)
- 원문 · 영어High-stakes risk/reward: dying loses your whole loadout, and deciding when to use the recharge-limited teleport amulet creates constant push-your-luck tension
- 원문 · 영어Distinctive art style mixing 3D environments with 2D vector-style sprite enemies that have layered damage and vital areas
- 원문 · 영어Strong soundtrack, dry humour and a quirky lore without a heavy story burden
- 원문 · 영어Stash, storage and area unlocks give a sense of steady progression, and the hoarding/cooking/crafting side loops are addictive for many
- 원문 · 영어Flexible pacing: can be played as a slow, careful explorer or a fast bullet frenzy; an easy mode removes the death penalties
- 원문 · 영어Runs well, is good value around $25, and ships frequent updates (though some reviewers question the developers' balance direction)
플레이어가 비판한 점
- 원문 · 영어Major balance patches nerfed the most-used oils, scrolls and attachments (including rebalancing 100+ oils and adding an ammo cap), making many builds unviable, and changes apply retroactively to already-built guns
- 원문 · 영어Weapon durability drain per shot makes multi-projectile and heavily modded guns break quickly, forcing repair kits and discouraging experimentation
- 원문 · 영어Many scrolls and attachments are seen as strictly worse than an empty slot or are outclassed by a few best-in-slot picks, so build variety is narrower than it looks
- 원문 · 영어Repetitive level and enemy structure: several levels per biome feel alike and many enemies are faction reskins, with large rooms that trigger everything at once
- 원문 · 영어Enemy AI is considered easy to exploit and player power can outscale threats, while a handful of fast or cheesy enemies and bosses spike difficulty
- 원문 · 영어Endless mode scaling is criticised as unbalanced (enemy HP, size and damage scale while the player mostly scales HP), and reaching stage 20 takes hours for an achievement
- 원문 · 영어Some players feel it lacks a clear identity, doing neither roguelite meta-progression (stamps feel like minor QoL) nor extraction shooting as deeply as dedicated games
- 원문 · 영어Bugs and corruption worries have been reported, including save file issues, controller and Steam Deck quirks, and dialogue pacing bugs
차별화된 특징
- 원문 · 영어Combines a looter-shooter and a PvE extraction loop in a single-player roguelite, with no classic meta-progression beyond what you stash and what you learn
- 원문 · 영어Hand-held teleport amulet you must charge at mid-run or pay for, and which you trigger manually, so you choose when to bail out
- 원문 · 영어Cooking, enchanting and oil-based gun modding form a crafting-heavy economy that players describe as an extraction cooking game with guns
- 원문 · 영어Weapon level-up by using the gun, with upgrade slots and powers that cost durability
- 원문 · 영어Insurance attachment that protects a single item, a rare and expensive hedge against the lose-everything rule
- 원문 · 영어Visual identity of flat, stylised 3D worlds with 2D sprite enemies, plus gory limb and organ looting
의견이 갈리는 점
- 원문 · 영어Hardcore direction vs power fantasy: some welcome tradeoffs and scarcity, others feel developers are repeating the Helldivers-style pattern of nerfing what players enjoyed
- 원문 · 영어Death penalty: loses-everything is the loved tension for many, but others find it punishing enough to cause rage-quitting (an easy mode softens it)
- 원문 · 영어Difficulty and learning curve: first hours are confusing and hard, but once it clicks many say the game becomes easy and trivial versus the AI
- 원문 · 영어Whether it is a real roguelite or an extraction shooter in disguise, and whether that mix is a strength or a lack of identity
반복과 부담
- 원문 · 영어Grinding weapon ranks before you can fully mod a gun, made more costly by patches that stopped melee kills from awarding gun XP unless the gun hit the enemy first
- 원문 · 영어Re-running earlier areas to rebuild gear after dying in a late area, because all loot is lost on death
- 원문 · 영어Inventory hoarding and Tetris-style stash management, and the lack of an easy sort in earlier versions
- 원문 · 영어Ghosts added in a later update that can drain health, ammo and healing once they catch you, which some say wrecked atmosphere and difficulty curve
- 원문 · 영어Repeated same-feeling levels and the same few weapons used through an entire act, which drags out runs
- 원문 · 영어Annoying named threats called out repeatedly, such as forest birds, the castle boss that blinds and ignites you, and ambush dog packs
- 원문 · 영어Endless mode's stage-20 achievement takes roughly 4-8 hours in one session, which reviewers call a pointless time sink
기대하는 개선 사항
- 원문 · 영어Buff weak oils, scrolls and attachments instead of nerfing strong ones, so more builds are viable
- 원문 · 영어Add inventory sorting and the ability to suspend or save a run mid-dungeon (quick-sort was later added in the Dungeons & Magic update, suspend remained a request in reviews)
- 원문 · 영어Add character progression or more meta-progression beyond gear, since some players say only storage and items progress
- 원문 · 영어More biomes and late-game content, since players who beat the desert area reported running out of levels
- 원문 · 영어Tune endless mode scaling and remove the multi-hour achievement requirement
- 원문 · 영어Improve enemy AI and variety, and reduce the grind needed to re-gear after dying in later areas
- 원문 · 영어Restore picture-in-picture scopes or fix the underlying optimisation so scopes feel good again
원문 · 영어Launched into Steam Early Access on Oct 28, 2024 at $24.99 (the page warned the price would rise at 1.0) and was well received from the start, with a free demo helping discovery and frequent discount sales. Post-launch patches were frequent (for example 0.19.x patches and the Dungeons & Magic update in Jan 2025, which added a dungeon overhaul, melee knockback, 16 new oils and quick-sort). Later in 2025 and 2026, reviews show mood splitting over big balance updates (Qiosk's Plenty, which replaced picture-in-picture scopes, and the Scholar's Update that rebalanced 100+ oils and capped ammo), alongside a later ghost mechanic and an endless mode. Despite the negative patch-day reviews, overall Steam score stayed Very Positive and long-time players report very high playtime, and several 2026 reviews call it a possible GOTY. Windows only on PC; the official site lists PlayStation, Xbox and Switch versions as planned. Metacritic has only two early-access critic reviews and no Metascore; I could not find an OpenCritic page (web search budget was exhausted so OpenCritic and Reddit could not be checked). Revenue figures are algorithmic estimates, not audited.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file); main source for praise and complaints ↗
- 원문 · 영어Local Steam metadata: release date, review totals, SteamSpy owners, tags, revenue estimate ↗
- 원문 · 영어Steam store page: description, early access statement, review summary ↗
- 원문 · 영어Metacritic page: no Metascore or user score, only two early-access critic reviews ↗
- 원문 · 영어Metacritic critic reviews list: Gameliner (80 early access) and Try Hard Guides (no score) ↗
- 원문 · 영어Boxleiter-method revenue and copies estimate ↗
- 원문 · 영어Steam news feed: Dungeons & Magic update and 0.19.x patch notes (Jan 2025) ↗
- 원문 · 영어Steam community discussions: pinned FAQ, modding, save-loss posts; current bug and feature threads ↗
- 원문 · 영어Official site: Steam availability and planned PlayStation, Xbox and Switch versions ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 5 (2026)
원문 · 영어Sulfur is a first-person extraction-shooter roguelike with 3D environments and 2D sprites, where gear is lost permanently if you die. He thinks it is probably the best game of its sub-genre, praising satisfying gunplay, deep gun customization and a large amount of content. Main complaints are a slow start, messy inventory management, repetitive corridor-to-room dungeons and a lack of stealth or special events. He places it in low A tier.
제작자가 칭찬한 점
- 원문 · 영어Shooting and hit feedback feel great, with clear visual damage on enemies
- 원문 · 영어Deep gun customization (e.g. shotgun into flamethrower or sniper) with many enchantment combinations
- 원문 · 영어Discovery-based cooking system where you combine random items to unlock recipes
- 원문 · 영어Lots of loot and content, even while still in early access
- 원문 · 영어Persistent gore, blood and barrel debris make dungeons feel immersive
- 원문 · 영어3D world with 2D sprites is a cool, well-working art style
- 원문 · 영어High-stakes permadeath of equipment creates pressure and a Darkest Dungeon-like loot-and-return loop
제작자가 지적한 문제
- 원문 · 영어Very slow to get going; the first cave takes long with bad gear and no understanding
- 원문 · 영어Inventory management is a mess with no rearrange option
- 원문 · 영어Gameplay is repetitive, mostly backing into corridors and shooting enemies
- 원문 · 영어No stealth option to get a first shot on important enemies
- 원문 · 영어Dungeons and biomes are samey: corridor, room, corridor, room; few bosses and few unique events
- 원문 · 영어Some bosses, like the cathedral one, are badly designed and ridiculous; some equipment is just stats
설계에 대한 관찰
- 원문 · 영어Extraction-shooter structure within a roguelike, losing a gun is like losing a character in Darkest Dungeon
- 원문 · 영어Cooking and recipe discovery by experimentation
- 원문 · 영어Rare special moments like the sewer swim to a meta-progression reward are great and he wants many more
- 원문 · 영어Some items with unique effects such as double jump show the potential for more interesting gear
변경된 의견
원문 · 영어He previously reviewed Sulfur in a separate in-depth video and says his issues are largely unchanged; not described as a tier move.


