Roguebook on Steam - User reviews, Price & Information

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Embrace the challenge of a roguelike deckbuilder with unique mechanics from the developers of Faeria and Richard Garfield, creator of Magic: The Gathering™. Build a team of two heroes, unleash powerful combos and defeat the legends of the Roguebook!

Roguebook is a rpg, indie and card game game developed by Abrakam Entertainment SA and published by Nacon.
Released on June 17th 2021 is available on Windows, MacOS and Linux in 12 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese and Traditional Chinese.

It has received 3,856 reviews of which 3,231 were positive and 625 were negative resulting in a rating of 8.1 out of 10. 😎

The game is currently priced at 24.99€ on Steam, but you can find it for 0.46€ on Gamivo.


The Steam community has classified Roguebook into these genres:

Media & Screenshots

Get an in-depth look at Roguebook through various videos and screenshots.

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System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7
  • Processor: Intel Core i5-650 | AMD Phenom II X4 965
  • Memory: 6 GB RAM
  • Graphics: Nvidia GeForce GTX 650, 1 GB | AMD Radeon HD HD 6950, 2 GB
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 4 GB available space
MacOS
  • OS: Catalina 10.15.7
  • Processor: Intel Core i5-3470, 3.20 GHz
  • Memory: 8 GB RAM
  • Graphics: Nvidia GeForce GTX 675MX, 1 GB
  • Network: Broadband Internet connection
  • Storage: 4 GB available space
  • Additional Notes: iMac 27-inch, Late 2012
Linux
  • Processor: Intel Core i5-650 | AMD Phenom II X4 965
  • Memory: 6 GB RAM
  • Graphics: Nvidia GeForce GTX 650, 1 GB | AMD Radeon HD HD 6950, 2 GB
  • Network: Broadband Internet connection
  • Storage: 4 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2026
Picked this up on sale not long ago as Slay the Spire 2 entered early access, and I used to play Faeria a lot way back. Now with over 70 hours into it, figured might as well write a review. There is a lot going for this game. The art style is gorgeous and very recognizable if you also played Faeria. In fact, a lot of the card art from there was refurbished for Roguebook. Overworld exploration feels interesting and is more impactful than a few to no choices you usually get in StS. This is done by revealing hexes via the use of ink, which has its varieties and is a limited resource. Some locations will be automatically revealed from the start. Playing with a pair of heroes is seamlessly done and I'd say its the game's biggest strength. Each hero comes with its own complement of cards which form your deck total. In battle, one hero takes lead and is generally the one taking damage. Once the back hero plays any card that provides block, they move to the front, though there are other ways to switch. Naturally there are a ton off effects that can benefit either the front or the back. This can feel a bit overwhelming just starting out but it becomes second nature the more you play. Deckbuilding is a bit different than other games in the genre. For one, it's very difficult to remove cards. I think I've only seen two events capable of doing this but they are rare and can't be relied on. Rather, you improve cards by transforming or adding gems to them. What are gems? Each card has one or two sockets and you can infuse them with gems you find during the run. This kind of works like enchanments in StS 2 as they add more effects to the card, but you have full control over the choice of gem and timing. You can even do it during a battle. Transforming has some degree of control and is not completely random - basically you draft a replacement card along with a gem to infuse it with. As your deck grows, you unlock talents based on heroes you have in your party. This makes bloated decks work better sometimes but I'd say you still want a tight deck most of the time. Recognizing a good card/gem combo is pretty much decisive in the early game on higher Epilogues, which are Roguebook's version of Ascension. Once the combo is found, it's best to draw it as often as possible - hence the smaller deck. The game does have its share of problems. Overworld exploration and sometimes spongy enemies add a lot to the run time. I remember my first run taking over 3 hours though over time I managed to reduce this to around 2 hours on average. It is possible to finish a run quicker and it's typically due to finding a particularly good, sometimes infinite combination. There are optimization issues without a way to really adjust it. Sometimes the game will run slow, either with a low frame rate or laggy card resolution. This also extends to the speed of animation, which is otherwise detailed and cool to look at, but once you get used to these there is no way to accelerate them. So you have to wait for them to resolve, which unnecessarily adds to the battle time and breaks card playing flow. Also - no ending. This is a bit disappointing and all you get is the shopkeeper remarking on how powerful you are as you finish the game on the highest Epilogue. The story in general is very lackluster and I feel this could've been expanded more, especially with this remarkable world they have created. Even just more character banter would've been nice. Lastly, one very common complaint should be addressed - "the game is unfair, hard and unbalanced". With max standard Epilogue beat and several 1st tournament placements, I can honestly say the game is difficult in just the right ways. Most runs are winnable if you play consistently. Usually this would imply optimal exploration and building an early overpowered combo. As such, I can't really agree that the game is overtuned, not even in the early runs. So yeah, I can recommend Roguebook. It's not perfect but gets a lot of things right. Looking at the stats, I even put more hours into it than StS 2 so far. However, do get it on sale and be patient with your first few runs.
Expand the review
March 2026
Forgotten/Underrated, familiar and new ideas. Ink/Brush navigation system slows the game down a bit. ====================== It has more in common with Slay The Spire than different, so I'll go into the differences. The map exploration is a bit sluggish and time-consuming. Instead of having a forking tree of discrete choices, you have a walkable map where the accessible tiles are activated by consuming "brushes" or "ink". The straight bee-line to the boss is already walkable, but all of your goodies and grinds and power-ups have to be revealed. It gets grindy because you gain more ink and brushes as you complete battles, which is a bit of a feedback loop that very gradually sputters out, and you have to manually hotfoot back and forth when, say, a Seer tile reveals a goodie on the other side of the map, and you have to calculate whether you can reach it. You have three stackable ink slots, and one "ink" type is a 10HP party heal with no map utility, so you have to decide whether to burn through Ink 1 or Ink 2 to make room for a possible Ink 3 combat reward that wouldn't stack with the others. So there's some interactivity there, but mostly, it's very grindy and bloated, and you more or less want to churn through as many gold and ink rewards as you can survive. If you're doing well, it's never a choice of "an elite and an event" vs "a campfire and a regular combat". You're always grinding as many fights as you can for as long as you have enough reserves to heal for the boss. The interactivity somewhat exists, but mostly it's more like an RPG minigame than a weighty tree of either-or decisions. It's busy, bogged down, and not as weighty as StS pathing. Grind until you run out of potions or grind until you run out of available map, that's about it. For the card playing itself, there don't seem to be as many ways to remove cards, and there is a gem-and-socket system that's a good amount of fun, which you see in Monster Train and a bit in StS2 with Enchantments. Roguebook gems are inventory you do not need to embed right away, and they even let you imbed mid-combat, but it's irreversible. You also have a two-member party. Most attacks hit the "front" character, and Block or Charge moves you to the front. Energy is shared, and Block points are shared, but separate health pools, with one character's cards being replaced with dead cards when that character is KOd. Sketchy comebacks might be possible, but you mostly want to avoid the mechanic if at all possible. There are also tiered skill rewards for having at least X cards in your deck, for different X values. And you choose one out of three options - one unique to each character at that tier, and a third unique to that *pair* of characters. Some of the cards share some ideas with StS, and some are a bit more original. The "shiv" variant in Roguebook has the Stacking property, which is any number of shivs that Retain, and they all stack in a single card slot. Some other characters have their own Stacking cards. There are other keywords like Combo, which give you a 1 energy discount for playing after playing the other character's card. Not an exhaustive list, there are cool things to play with, but I don't have 500 hours like I do in StS so I'll stick with that for now. I don't have a ton of hours in the game, but there's plenty to recommend, especially on sale. I think it's mostly abandoned, so no one's there to milk it for 32 DLCs costing $20 apiece. And what's there is pretty solid. And this game does go on sale. I just don't love the Ink system and how it fails to respect your time. I would love the same difficulty remixed to a snappier node tree system with fewer battles and a proportionally reduced amount of healing. I feel like runs take twice as long as StS runs, give or take.
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March 2026
We have Slay the Spire at home. The card pool they give you here is good but the systems surrounding the game are it's weakest links. Map exploration with the ink and paintbrush system is cool in theory but kind of bad in practice. The swap mechanic is the best system this brings to the table but with only 4 heroes all your runs become really samey fast. The way they handle accessions is surprisingly bad and extra confusing because there was no need to reinvent the wheel there. Over all if you needed a game that isn't slay the spire or monster train then this will be your best option. I'd strongly suggest getting it on sale for $2.50 though. 6.5/10
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Nov. 2025
I got this on sale for $2.50 which is an absolute steal. I'm not yet sure how much staying power this has, but based on my first few runs I'd pay full price for it. This is a roguelite deck builder with familiar mechanics remixed into a unique package: - Character based card pools, like Slay the Spire, but you take two characters every run, shuffling their cards into a single deck - Positioning is important for blocking and for various effects, like Darkest Dungeon or Monster Train - Upgrade slots in cards like Monster Train - relics and card drafting, like usual for the genre, though using two heroes every run still remixes this. Some relics only apply to one hero, so you have to build around that. The unique mechanic (at least, I haven't seen it before) is the pre-boss map exploration. You have a straight line to the floor boss with some encounters along the way, however the majority of the map is unexplored (with some revealed points of interest to start). You have limited currency/items that you can use to expand the map, gaining access to more fights, more card drafting opportunities, as well as other items and events. Exploring more of the map gives you more opportunities to increase your power, but at the risk of losing too much health before confronting the final boss. My first win took a little over an hour. It is slower paced than Monster Train (closer to Slay the Spire) but the power curve feels more like Monster Train where it feels imminently breakable once you have a basic familiarity of the mechanics.
Expand the review
May 2025
Overall a pretty decent game. In this day and age, the question on everybody's lips is probably "Is it as good as Slay the Spire ?". The short answer is no, as usual. There's a noticeable lack of variety in events and relics, which fortunately doesn't make Roguebook too repetitive, but we are far, far away from the potential game changer at every corner. Also, despite the modest amount of time I've spent playing it, I can already tell this game takes the "block the damage, deal the damage" formula in a much more straightforward fashion. Notably, the majority of allies (who kinda behave like powers) are just plain offensive ones, and there's just not that many clever synergies and ways to deal with threats other than defending and punching them in the face. In terms of balance, that means in higher difficulties, you're very reliant on luck to find the good damage and the good blocking cards. And, franky, not much else. BUT That being said, the game has a lot of good things going for it. The artistic direction is just lovely altogether, and despite what I mentioned above, it's definitely not the tragedy you might suspect in terms of gameplay. Being able to bring two characters to the adventure is pretty interesting and very well handled. There's many, albeit basic, synergies between them, and being able to draw from both pools really gives you a lot of possible directions. Also, constantly swapping them to control which one's taking the damage and benefit from position-related effects makes for very dynamic gameplay, while also requiring careful planning. The ability to collect and socket gems into your cards to give them extra effects is another fun twist in deckbuilding. It's not ridiculously strong like in Monster Train, or amazingly rich like in Wildfrost, but still arguably a plus, compared to a more linear upgrade system. Also, you get to choose a passive bonus every few cards that you add to your deck. It sure is discrete, but I think of it as the most brilliant idea the devs had. Giving a little something (occasionally a huge thing) to make up for the loss of consistency and rewarding players for not tunnel visioning into the same strategy every run feels like a wonderful idea. All of that, and the fact that each character has a respectable amount of cards and available strategies, makes Roguebook a very enjoyable ride. On the negative side, not getting to choose a path and progressively revealing portions of the map simply feels like false depth to me. At the end of the day, you're doing the exact same thing as in all other deckbuilders, which is choosing between easy and hard fights, big and little rewards, Safety or risk, now and later. It's the exact same train of thought, and pretty much the same result. You just spend a lot of time going to and fro and trying to figure out how you can turn the upcoming sequence of events into something you're comfortable with, which these games usually do for you, by presenting you with a choice of paths. Given that runs are quite long, I find the unnecessary tedium annoying. Also, poor optimization, and occasionally inaccurate damage previews. Still, not a bad game by any standards. That's it! Hope that helped. :)
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Frequently Asked Questions

Roguebook is currently priced at 24.99€ on Steam.

Roguebook is currently not on sale. You can purchase it for 24.99€ on Steam.

Roguebook received 3,231 positive votes out of a total of 3,856 achieving a rating of 8.10.
😎

Roguebook was developed by Abrakam Entertainment SA and published by Nacon.

Roguebook is playable and fully supported on Windows.

Roguebook is playable and fully supported on MacOS.

Roguebook is playable and fully supported on Linux.

Roguebook is a single-player game.

There are 5 DLCs available for Roguebook. Explore additional content available for Roguebook on Steam.

Roguebook does not support mods via Steam Workshop.

Roguebook does not support Steam Remote Play.

Roguebook is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Roguebook.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 27 April 2026 15:12
SteamSpy data 22 April 2026 06:52
Steam price 29 April 2026 04:27
Steam reviews 27 April 2026 21:56

If you'd like to dive deeper into the details about Roguebook, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Roguebook
  • SteamCharts - Analysis of Roguebook concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Roguebook compatibility
Roguebook
Rating
8.1
3,231
625
Game modes
Features
Online players
171
Developer
Abrakam Entertainment SA
Publisher
Nacon
Release 17 Jun 2021
Platforms
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