Карточка игры / ROGUE BY ROGUEKeeper's Toll
Оригинальный текст · АнглийскийDelve into Keeper’s Toll, an action-packed roguelite brimming with challenge and despair. Survive against an onslaught of relentless hordes and grueling bosses with skill-based ARPG gameplay. Embrace the darkness and cleanse these cursed lands.
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Обсуждения игроков
Оригинальный текст · АнглийскийA dark-fantasy pixel-art survivors-like (bullet heaven) from Stingbot Games that mixes Vampire Survivors-style horde survival with ARPG elements and Dark Souls-flavored bosses, with six very different hero classes.
Оригинальный текст · АнглийскийSteam players rate it Very Positive (about 89% of roughly 800 reviews), but the praise is often lukewarm: many positive reviews describe it as a cheap, chill, brain-off auto-shooter and then list major flaws, and many negative reviews say it is fine but loses out to Halls of Torment or Vampire Survivors. Critics barely covered it; Metacritic holds a single critic review (Softpedia, 75/100) so no Metascore is computed, and there is no OpenCritic entry that could be found. It spent time in Early Access (from May 2023) and launched 1.0 on 28 Oct 2024 at about $6.99, with versions on Switch, PlayStation and Xbox. Reviews written through 2026 show the developer is still remembered as supporting it with updates, though the same balance and variety complaints persist.
Что хвалят игроки
- Оригинальный текст · АнглийскийSix classes that play very differently (fighting-game-style combo inputs for the Shadow Monk, minion-based Necromancer, tanky dodge-based Bogatyr, etc.), and the cast is praised as unusual versus the standard fighter/mage/assassin set
- Оригинальный текст · АнглийскийDetailed pixel art and a well-liked dark fantasy soundtrack
- Оригинальный текст · АнглийскийBoss fights and enemy design with Souls-like flavor; bosses are more than plain damage sponges (though some call them not especially intricate)
- Оригинальный текст · АнглийскийCheap price (about $7) and a 10-20 hour campaign make it an easy casual recommendation, described as a relaxing shut-your-brain-off game that suits short 20-30 minute sessions
- Оригинальный текст · АнглийскийARPG touches: limited healing potions, in-run merchants, a minor quest system, per-character skill trees and a global skill tree that forces choices
- Оригинальный текст · АнглийскийCurses that impose a penalty but can reward you if you survive them, which is a twist on the genre formula
- Оригинальный текст · АнглийскийSkill tree and progression are called fun by some finishers, and quick early power growth suits casual play
- Оригинальный текст · АнглийскийChallenging for the genre, which some players welcome
Что критикуют игроки
- Оригинальный текст · АнглийскийSevere class and skill imbalance: Blood Maiden, and to a lesser extent Archer/Pyromancer/Summoner, are described as far stronger, while Monk and Bogatyr are called weak; melee classes can take tens of minutes to kill bosses
- Оригинальный текст · АнглийскийPoor run variety: only 4 maps (one a small square arena), a limited merchant pool, and upgrade options that let you pick up nearly everything, so runs with the same class feel identical
- Оригинальный текст · АнглийскийThe power fantasy fades or never arrives; there is a clear ceiling on how strong you become, and several reviewers said they never felt powerful even with talents maxed
- Оригинальный текст · АнглийскийStat and mechanic opacity: curses, defense value, pickups such as yellow crystals and XP sources are poorly or never explained, and there is no codex or visible list of active curses
- Оригинальный текст · АнглийскийClunky movement and dodging, and only left/right aiming, which is an odd fit for a genre where enemies surround you
- Оригинальный текст · АнглийскийVisual clutter late in a run hides dodgeable hazards; some players turn effects off to see traps, and certain curse hazards look like background effects
- Оригинальный текст · АнглийскийSeen as derivative: several reviewers say enemies and bosses are very close copies of Dark Souls designs, and that it is a weaker Halls of Torment
- Оригинальный текст · АнглийскийEndgame and story disappoint: the final boss is called underwhelming compared with the third boss, and the story is called nonsensical or almost non-existent
- Оригинальный текст · АнглийскийFrustrating RNG: too few rerolls and upgrade choices that are often poor or junk actives, which reviewers cite alongside balance problems
Отличительные особенности
- Оригинальный текст · АнглийскийHybrid of survivors-like and Diablo-style ARPG: each character has its own full weapon/skill set rather than a single starting weapon
- Оригинальный текст · АнглийскийSouls-lite tone and boss homages layered on a bullet-heaven loop, with bullet-hell style bosses
- Оригинальный текст · АнглийскийClass mechanics that break from the norm, such as the Shadow Monk's directional combo inputs and the Necromancer's corpse/minion play
- Оригинальный текст · АнглийскийCurse system that gives both debuffs and potential boons, plus a minor quest system and limited healing potions
- Оригинальный текст · АнглийскийIndividual per-character talent trees on top of a global skill tree where you cannot unlock everything
- Оригинальный текст · АнглийскийKindled (harder) runs that grant extra XP and are used to advance character talent trees
Спорные моменты
- Оригинальный текст · АнглийскийDifficulty and challenge: some enjoy it as more challenging than most survivors-likes, others find bosses and kindled runs frustrating, especially with weak classes
- Оригинальный текст · АнглийскийPower fantasy: dad-gamer/chill reviewers love quickly getting powerful with AoE and big numbers (especially maxed Blood Maiden), while others never feel powerful
- Оригинальный текст · АнглийскийValue: a low price and roughly 10-hour campaign make it a fair buy for some, while others say wait for a deep sale and buy Halls of Torment or Vampire Survivors instead
- Оригинальный текст · АнглийскийSouls homages: praised as flavor by some and criticized as too close to copying by others
Повторы и неудобства
- Оригинальный текст · АнглийскийGrinding the same four maps repeatedly to level each character's talent XP and to see late-game bosses, then restarting the loop with every new class
- Оригинальный текст · АнглийскийAchievement grind: some achievements (for example 1 million kills) are called tedious, and several reviewers say most of their hours after the first 4-15 were achievement grinding
- Оригинальный текст · АнглийскийHard kindled runs on fresh characters are described as near-impossible until perks are unlocked, which forces the XP grind
- Оригинальный текст · АнглийскийRepetition sets in after roughly 10-15 hours; one reviewer says only about 3-4 hours felt like discovery
- Оригинальный текст · АнглийскийLearning curses and unexplained pickups by trial and error
- Оригинальный текст · АнглийскийThree of the four maps are infinite in all directions, which one reviewer found disorienting and wished had a constrained layout or map
- Оригинальный текст · АнглийскийCharacter talent XP is slow to earn, which negative reviewers call a drag on progression
Ожидаемые улучшения
- Оригинальный текст · АнглийскийRebalance classes so weaker ones (Monk, Bogatyr, Archer, Necromancer) and melee builds are viable, and so one or two classes do not dominate
- Оригинальный текст · АнглийскийAdd more maps, stages and a bigger item/merchant/upgrade pool so runs differ from each other; more levels was a direct request from finishers
- Оригинальный текст · АнглийскийAdd in-game information: a codex or index for curses, clearer defense/stat effects, a detailed character sheet with damage and bonus breakdowns, and visual indicators for XP sources and elites
- Оригинальный текст · АнглийскийMore rerolls or better upgrade choice control, and reduce randomness that hands out junk actives
- Оригинальный текст · АнглийскийMore meta-progression depth and unlockables (only six characters, all unlocked from the start, reduces the chase); players also ask for more XP sinks late-game and more tome drops
- Оригинальный текст · АнглийскийPolish controls and sight lines: dodge/aim improvements and clearer hazard telegraphing; one player also requested co-op on the Steam forum
Оригинальный текст · АнглийскийEarly Access began May 2023 and 1.0 shipped 28 Oct 2024 on PC, with versions listed for Switch, PS4/PS5 and Xbox; the Steam community has a thread asking whether console is up to date with PC. Steam is Windows-only (no Mac/Linux). Some players also reported Steam Deck performance issues. Launch and current Steam sentiment are both Very Positive, and the low price is repeatedly cited as a reason players forgive the thin content. Several 2025-2026 reviewers say the developer has kept up with updates, but balance, variety and explanation gaps are still cited as unresolved. One review mentions that design discussions once explored other directions such as a Golden Axe-style beat-em-up, and a few vestiges of the original Souls-lite ARPG design remain (for example the Ebon King boss). Commercial performance appears modest (roughly tens of thousands of owners), and critical press coverage is minimal. Web search budget was exhausted during this task, so fewer outside outlets and no Reddit threads could be consulted (Reddit fetch is blocked); Softpedia review page returned 403, so its content is taken from the Metacritic summary.
Источники сообщества
- Оригинальный текст · АнглийскийTop helpful positive and negative English Steam reviews (local file); main basis for strengths, balance, grind and explanation complaints ↗
- Оригинальный текст · АнглийскийLocal Steam data: appid 2002220, developer Stingbot Games, release 28 Oct 2024, $6.99, 89.5% positive of 802, SteamSpy owners 20k-50k ↗
- Оригинальный текст · АнглийскийSteam store page: Early Access since May 2023, 1.0 release, six classes, tags, description ↗
- Оригинальный текст · АнглийскийSteam community forum: class balance threads, Shadow Monk buff ideas, curses thread, co-op and console parity questions ↗
- Оригинальный текст · АнглийскийMetacritic page: one critic review (Softpedia 75), Metascore TBD, 3 user ratings, platforms ↗
- Оригинальный текст · АнглийскийOpenCritic search: no Keeper's Toll entry found ↗
- Оригинальный текст · АнглийскийBoxleiter-method revenue estimate: about $64.9k gross, $19.1k net ↗
Архив мнений автора 1
Сторонние пересказы на основе автоматических субтитров могут содержать ошибки расшифровки или интерпретации.
Оригинальный текст · АнглийскийTier list Part 4 (2025)
Оригинальный текст · АнглийскийKeeper's Toll is a Vampire Survivors-style auto-attacker that wraps its runs in an adventure campaign with quests, NPC events and quest-specific bosses. He loves the discovery and secrets and the attention paid to enemies, visuals, music and Souls references. The roguelike layer is thin: each character has about two build paths, items are bland, and meta-progression is heavy and tied to per-character XP. He had a good time finishing the campaign but would not start fresh runs, and places it in low mid B.
Что хвалит автор
- Оригинальный текст · АнглийскийCampaign structure with quests, NPC events and quest-dependent bosses gives a real adventure feel
- Оригинальный текст · АнглийскийDiscovery of secrets and puzzle-like mysteries, which he feels most survivor-likes fail to capture
- Оригинальный текст · АнглийскийCharacters feel drastically different from one another
- Оригинальный текст · АнглийскийLots of attention to enemy variety per level and quest progress, with fun Souls references (bonfire, Dark Souls mimic)
- Оригинальный текст · АнглийскийVisuals and music are very solid
Проблемы, отмеченные автором
- Оригинальный текст · АнглийскийReplayability is weak: each character has only two build paths (e.g. punches or kicks for the monk)
- Оригинальный текст · АнглийскийPassive items are few and mostly unremarkable; level-up upgrades are always the same with no rarity and few synergies
- Оригинальный текст · АнглийскийMeta-progression is very impactful and feels unfair; characters are weak at zero upgrades, and it comes from per-character XP rather than a spendable currency
- Оригинальный текст · АнглийскийBosses are single big creatures with no adds, making horde-clearing and on-kill/bounce abilities useless and fights drag on
Наблюдения о дизайне
- Оригинальный текст · АнглийскийQuest-driven campaign layered on the survivor-like formula, with bosses depending on the active quest
- Оригинальный текст · АнглийскийDesign lesson: survivor-like bosses should come with adds, since horde-oriented abilities are otherwise dead
- Оригинальный текст · АнглийскийIdea: bosses could trigger on-kill effects when hitting certain HP thresholds


