Карточка игры / ROGUE BY ROGUEScourge Bringer
Оригинальный текст · АнглийскийScourgeBringer 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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Обсуждения игроков
Оригинальный текст · АнглийскийA 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.
Оригинальный текст · АнглийскийScourgeBringer 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.
Что хвалят игроки
- Оригинальный текст · АнглийскийMovement and combat feel: fluid dash, slash, parry, stomp and projectile-smashing that reviewers compare to Celeste, Hotline Miami and Mega Man
- Оригинальный текст · АнглийскийEnemies only hurt during actual attacks (no contact damage), which players like in a fast game
- Оригинальный текст · АнглийскийSkill-based bosses: players say they can't be beaten by raw stats or a lucky build, so wins feel earned
- Оригинальный текст · АнглийскийSoundtrack by Joonas Turner is widely called a standout, and several reviewers bought it separately
- Оригинальный текст · АнглийскийPixel art, effects and Kyhra's character design are praised, as is the story's mystery and the quirky EULA with a pizza recipe
- Оригинальный текст · АнглийскийThe permanent skill tree is satisfying to upgrade and gives a sense of progress between runs
- Оригинальный текст · АнглийскийRealm-specific mechanics and cool weapons such as lasers add variety within the five realms; players like discovering mechanics without tutorials
- Оригинальный текст · АнглийскийAccessibility options (slower game speed, slower bullets, extra health drops) let more players enjoy the game
Что критикуют игроки
- Оригинальный текст · АнглийскийExtreme difficulty: many negative Steam reviews from experienced players say they stalled at realm 3 or the first boss after 7-20 hours
- Оригинальный текст · АнглийскийShallow roguelite variety: few in-run items, little synergy, so runs feel alike
- Оригинальный текст · АнглийскийOnly five realms that must be replayed from the start every run, which leads to repetition
- Оригинальный текст · АнглийскийScreen chaos: many enemies, bullets and heavy effects make it hard to see your character or threats, especially in the later realms
- Оригинальный текст · АнглийскийHealth is a scarce resource and getting hit cuts your blood multiplier, which pushes play toward no-hit runs
- Оригинальный текст · АнглийскийSome 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
- Оригинальный текст · АнглийскийLate skill-tree unlocks feel weak, and maxed players pile up blood currency with nothing to spend it on
- Оригинальный текст · АнглийскийSmaller complaints: some controllers are not supported natively, and one long-session crash report on a modern PC
Отличительные особенности
- Оригинальный текст · АнглийскийA free-flying, Celeste-style movement roguelite where parrying and smashing bullets matter more than build luck
- Оригинальный текст · АнглийскийA skill-over-loot design: power comes mostly from player mastery, with the permanent skill tree adding smaller boosts
- Оригинальный текст · АнглийскийHand-designed boss fights, unlike the procedurally generated bosses in the developers' earlier NeuroVoider
- Оригинальный текст · АнглийскийA blood resource with a kill-streak multiplier tied to health, which makes the health bar a risk-reward currency
- Оригинальный текст · АнглийскийAccessibility sliders for game speed and bullet speed
Спорные моменты
- Оригинальный текст · АнглийскийDifficulty: fans call it fair and rewarding while others with years of roguelike experience call it unfair
- Оригинальный текст · АнглийскийRoguelite depth: some love the arcade purity and skill focus, others want more builds and progression
- Оригинальный текст · АнглийскийMetacritic critics (76) and Steam (about 86%) are far warmer than Metacritic users (5.8 from 29 ratings)
Повторы и неудобства
- Оригинальный текст · АнглийскийRedoing the same early realms after every death, with no shortcuts, to reach the harder later content
- Оригинальный текст · АнглийскийGrinding blood for the skill tree early on, and feeling gated until you unlock key skills such as deflection
- Оригинальный текст · АнглийскийRuns becoming repetitive after a few hours because of limited items and enemy/room variety
- Оригинальный текст · АнглийскийDynamic or adaptive difficulty that some players find confusing, or that does not make the game easier enough
- Оригинальный текст · АнглийскийLate realms where chaotic screens make fights feel like mashing buttons
- Оригинальный текст · АнглийскийShort-lived progression: the skill tree is fun until it is maxed out quickly, after which the game feels like pure 'git gud' repetition
Ожидаемые улучшения
- Оригинальный текст · АнглийскийMore in-run items, weapons and synergies so runs differ more, and more realms or level variety
- Оригинальный текст · АнглийскийFairer defensive tools: i-frames on the dash, a faster heavy attack and parry, or a bigger or upgradeable parry window
- Оригинальный текст · АнглийскийClearer combat visuals, such as toned-down effects and better enemy readability in realms 3-5
- Оригинальный текст · АнглийскийMore frequent or reliable healing, and options to disable dash and shot auto-aim and to remove hitstun
- Оригинальный текст · АнглийскийA structure with fast travel or a more connected, metroidvania-style world that unlocks abilities through progress (one reviewer suggested this)
- Оригинальный текст · АнглийскийMore meaningful skill-tree upgrades so maxing it out is not anticlimactic, and better communication of how hard the game is
Оригинальный текст · АнглийскийEarly 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.
Источники сообщества
- Оригинальный текст · АнглийскийLocal file of top helpful positive and negative English Steam reviews for ScourgeBringer, read in full ↗
- Оригинальный текст · АнглийскийLocal Steam data: appid 1037020, release date, tags, review counts, SteamSpy owners, revenue estimate ↗
- Оригинальный текст · АнглийскийSteam store page: description, tags, features (fetched page showed slightly different review counts than local data) ↗
- Оригинальный текст · АнглийскийMetacritic page: Metascore 76 from 13 critics, user score 5.8 ↗
- Оригинальный текст · АнглийскийMetacritic PC critic reviews list with outlets and scores ↗
- Оригинальный текст · АнглийскийMetacritic user reviews: distribution and common complaints ↗
- Оригинальный текст · АнглийскийDevelopment background, platforms and release dates, critical reception summary ↗
- Оригинальный текст · АнглийскийSteam discussions hub: bug/startup threads, controls and Steam Deck questions, developer roadmap ↗
- Оригинальный текст · АнглийскийThird-party Steam revenue estimate (Boxleiter method) ↗
Архив мнений автора 1
Сторонние пересказы на основе автоматических субтитров могут содержать ошибки расшифровки или интерпретации.
Оригинальный текст · АнглийскийTier list Part 1 (2023)
Оригинальный текст · АнглийскийScourgebringer 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.
Что хвалит автор
- Оригинальный текст · АнглийскийVisuals look great
- Оригинальный текст · АнглийскийMusic is great
- Оригинальный текст · АнглийскийCore movement and combat feel really cool, especially when a run starts
- Оригинальный текст · АнглийскийHub-world upgrades unlock some really cool stuff
- Оригинальный текст · АнглийскийFlashy and enjoyable for the first few hours
- Оригинальный текст · АнглийскийThe story is pretty cool
Проблемы, отмеченные автором
- Оригинальный текст · АнглийскийEvery run feels exactly the same despite different guns and abilities
- Оригинальный текст · АнглийскийAltar upgrades and abilities are not impactful enough relative to each other
- Оригинальный текст · АнглийскийYou always face the same enemies the same way (dash and shoot), so it gets tiring
- Оригинальный текст · АнглийскийRandomness is a problem because the build never really changes
- Оригинальный текст · АнглийскийVery hard; he did not finish it
Наблюдения о дизайне
- Оригинальный текст · АнглийскийDesign lesson: player should start much weaker (no dash etc.) and gain more, more impactful upgrades during the run so builds differ
- Оригинальный текст · АнглийскийArgues the design would suit a metroidvania better than a roguelike


