Roguebook Reviews
Roguebook stands out from the pack on a few qualities, but it's not a must-play.
On the whole, Roguebook is an interesting deckbuilder that does a lot of things well. It doesn’t do a great deal that feels new and exciting, but there are flashes of brilliance here and there.
I've never wanted to play a roguelike deck builder before because, quite frankly, they look really boring. Playing Roguebook proved how wrong I was. This is a devious and delightful slice of turn based card slinging strategy that will win over even the most cynical of deck building haters. I can't think of any finer praise than that.
Roguebook is a game that will feel crushingly familiar at first, but reveals itself to be more nuanced and interesting the more you play it. It's definitely a fun game, and while it feels like there have been more original roguelike deckbuilders recently, Roguebook is still good fun, and there's enough here to keep you going for a long time if it clicks with you.
Roguebook is essentially a roguelike- deckbuilder game, with the cards, gems and relics being the loot that players will have to blend into a perfect strategy to escape. While each of the characters will start with a default deck that will be upgraded as they level up; most upgrades players receive will be lost upon death. These games depend on having a tight replay, fun and consistent replay loop and with Roguebook, Abrakam has succeeded here.
While Roguebook may not be my favourite game in this genre, it does offer a lot of variation and a few interesting tweaks to the genre. It's jaw-droppingly beautiful, incredibly creative and the crucial card play is very entertaining. The exploration is a nice addition and creates a risk and reward system to proceedings, as is the card crafting. While you may not be able to create a lean, all-killing deck, what you can create is a heaving bag of frivolity and opportunities.
If you’re looking for something new to play and are a fan of roguelike card games, then you’ll probably have a good time with Roguebook. It’s a fun game and does a solid job of being what it is – when it works that is. However, if you’re looking for the next big genre-defying roguelike then you might be a bit disappointed as Roguebook isn’t really that. It is a good game, just not an incredible one and maybe that’s enough.
Errors aside, though, Roguebook is still an exceptionally fun experience. It's a very good deckbuilding game hiding within an innovative take on roguelike play, and the charm of its characters and the accessibility of its difficulty will go a long way in compelling people to give it a try. A deeper story, more variety in levels and characters, and some crucial bug fixes would go a long way in giving Roguebook long-lasting appeal, but it's still well-worth checking out for fans of either roguelikes or deckbuilders - as long as they can stomach a few crashes and don't mind a bit of an easier experience than they may be used to.
I am a sucker for this very type roguelike deck building game, and in RogueBook I have found a worthy successor to my favorite in the space, Slay the Spire. While I might think Slay the Spire has that edge on the given mechanics and strategies of a single run, I believe RogueBook excels at world building, game progression, and re-playablity as new power-ups, characters, cards, map items, and challenges are unlocked not just on every run but especially after successfully completing the core game. Each is excellent, each game deserves to be enjoyed. To prefer one over the other is to prefer chocolate syrup over caramel, but in both you are treated to a delicious dessert of fun and strategic gaming.
Roguebook offers enough unique takes on gameplay to create a compelling experience for those highly interested in deck building games and a fun experience for those who aren't quite as familiar with the genre. The dual hero system and presentation truly makes Roguebook stand out. However, the usual issues with the deck building game remain. It's the random luck of the draw as to whether you're given good enough cards to succeed in battle. Otherwise, you have to grind your way around to find useful cards or upgrades to help you. It might not be a game for everyone, but Roguebook is definitely worth checking out.
If you have the patience, Roguebook is an interesting adventure, worth exploring. Players will be treated to a multifaceted strategy title, that keeps you guessing constantly. Why not have them deal you a hand?
Roguebook is a refreshing take on traditional card games. With its original map and combat mechanics, it delivers engaging roguelike elements that keep things interesting run after run. While the game might not contain the world’s most ground-breaking story, card game aficionados are sure to find something to their liking in this Faeria-themed release.
Set in a fantasy word, Roguebook is one of the latest entries in the roguelike deckbuilders panorama. Developed alongside Richard Garfield, the Magic: The Gathering creator, Roguebook borrows heavily from the genre's staples, but also introducing fresh elements to the recently booming genre.
Honestly, I could go on. About the exploration and how exciting it is to not know what you’ll find. About combat and how mechanically beautiful it is. About how beautiful the game itself is. About how gratifying it is to pull together a crazy set of cards and come out on top. About how there’s little narrative but each attempt becomes a sort of micro-story through the shaping of the team and deck. About the way each character’s distinct strategies and personality are built into their cards. But really it comes down to this; if you like deck-builders or ever have, you should give Roguebook a chance. Tainted Grail: Conquest isn’t for everyone and I knew that right away, even if I loved that game in its own way. Roguebook is one that everyone with even a passing interest should try. You may get your ass kicked but I doubt you’ll regret it.
Roguebook is a solid game with strong Card battle elements with a twist of RPG, and a slice of tabletop mixed in. Who would have thought it would be so addictive? I should have known, with company names Abrakam and Nacon, which already sound like prescription drugs. Yea, I am now thoroughly addicted to Rougebook.
For fans of Slay the Spire and its ilk, Roguebook is a no-brainer. This is a gorgeous, engaging take on the roguelike deckbuilding genre that carves out its own niche without ever feeling derivative of games that came before it. Combining the joy of map exploration and discovery with deep, strategic combat, the result is a game that absolutely nails replayability. If roguelikes are your jam, you’re going to find it hard to put Roguebook down.
Like other great roguelikes, the more of Roguebook you play, the more you want to play. Each death is simply a nudge to continue; to assess your strategy and try something new. Exploring the game’s world is a joy, and combat is easy to get to grips with while still being deep and engaging. There’s a lot to love here, all wrapped up in a package of sumptuous art.
Roguebook will be right up your alley if you are a fan of Slay the Spire or deck building games in general. It’s got a beautiful fantasy world that is fun to navigate using the ink mechanic and the different playable characters and card variety makes the battles very strategic. Sure, some runs seemed doomed to failure from the start but I always wanted to jump back onto the page to give it another go.
In a genre of some truly fantastic games, Roguebook stands up there with the best of them. Whilst the story is minimalistic and the lack of world variety is disappointing , the engaging combat makes this easily one of the most polished deckbuilders I've played.
To be clear, this is actually really fun and interesting, but at this point it was not ready for release. There are far too many literal game-breaking bugs and errors that freeze RogueBook solid. The second level alone took over 10 reloads to beat. With some patches and balances though, this game could easy be a recommended to CCG or strategy players.