Tiny Rogues

Tiny Rogues is a challenging fantasy rogue-lite bullet-hell dungeon crawler with rpg elements. Build a new unique character each run and fight one monster-infested room after another! Discover unique weapons, collect magical items and level up to become more and more powerful!

Tiny Rogues is a action roguelike, bullet hell and top-down shooter game developed and published by RubyDev.
Released on September 23rd 2022 is available in English only on Windows.

It has received 9,062 reviews of which 8,788 were positive and 274 were negative resulting in an impressive rating of 9.4 out of 10. šŸ˜

The game is currently priced at 8.77ā‚¬ on Steam and has a 10% discount.


The Steam community has classified Tiny Rogues into these genres:

Media & Screenshots

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

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: Dual Core 2.00GHz
  • Memory: 4 GB RAM
  • Graphics: Intel HD 520
  • Storage: 300 MB available space
  • Additional Notes: Game builds are not actively tested on Windows versions below Windows 10

Reviews

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

Oct. 2024
It's a great rogue-lite but honestly, the barrier to me playing it more often is the fact that there's no mid-run pausing. The runs can be LONG, and I'm an adult with responsibilities. I need the ability to stop and start a run again later, especially when they're almost always over half an hour.
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Aug. 2024
In my nearly 30 years gaming, I've never publicly stated my opinion on a game I've played. But Tiny Rogues may be one of the best roguelikes I have ever played since the The Binding of Isaac. It is simplistic in its movement and combat but the complexity in build crafting is fantastic. The game itself feels like a love letter to gaming as a whole, from bosses, enemies, items, perks, everything feels like a reference to pre-existing media while fitting into the mechanics of Tiny Rogues and it executes it perfectly. The day this leaves Early Access, bet your ass I will be voting and screaming it's name from the rooftops for Indie of the Year.
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Aug. 2024
* Updated for the Clean Update, original review at 131h * 50% off until 15 August Possibly one of the best roguelikes I've played. That's next to batshit insane titles like Noita and big titles like Risk of Rain 2. It lacks the secrets and incomprehensibility of the former and definitely isn't 3D nor has the lore and fame of the latter, but it definitely has its niche and place among my favourites that the others just don't fill. Words can do little to express the sheer joy this game has brought me, but I'll give it my best shot so you consider forking over the (honestly shockingly low) cost to try it yourself. First of all, this game is packed with content. Absurd amounts of items, builds, characters, levels, optional challenges, everything. With even more content after you've gotten the hang of things. Not to mention the many planned content expansions, and even the content in updates not focused on content. Each character has a unique passive ability, active skill, starting equipment, and over all playstyle. Hell, some of the secondary roster (there's 34 whole characters!!) all of which feel distinct somehow. And the madlad dev intends to add more, and even give them subclasses!! Not only that, but the dev continues to polish existing content. Nothing is left behind with updates changing systems and introducing new mechanics -- it's one thing to add a lot of stuff, but it's a whole other thing to go back and update the old content despite the sheer volume of it. What's next.. the progression of it? Gameplay is split into "world tiers" on each save, so the experience grows out alongside an overarching narrative (But this isn't a story game, don't expect to sit through endless dialogue. Just framing for the setting and endings, some flavour, and a good guide through the game.) You unlock more content as you play more, more characters, and an optional metaprogression tree (emphasis optional, you can absolutely play without it if you aren't a fan of them. Just makes things tougher without.) You can turn on difficulty toggles that actually shake up the gameplay experience instead of just bumping enemy stats for more challenge, letting you keep things interesting long after you've mastered the game. Cinder 16 (the current highest difficulty) is a satisfyingly difficult experience that tests your skill each run, you can't simply luck your way to a win. (plus, there's more cinder levels coming in the future!) The graphics are subtle but incredible as well. A consistent and pleasant pixel art aesthetic with a CRT shader that doesn't make me want to gouge my eyes out for once? And you can even change how intense the shader is, reducing it to 0% or doubling its intensity. Things are nicely color coded so you can pick up on things intuitively after some time, green is dex/ranged, red is str/melee, blue is int/magic. dark purple is curse, yellow is loot, you get a sense for things relatively quickly. The visual design is on point with shockingly readable designs despite tiny textures and minimal colors. And I would be remiss not to mention the game's humor and references. Playing this game I barely went a few minutes without going "Hey, that's just like thing from game!" and chuckling about the silly gags and boss dialogue. DOOM? Final Fantasy? Lord of the rings?? damned D&D??? the FUCKING POTION SELLER MEME??? This game wears it's inspirations and references on its sleeve with pride, and it gives the game a nice light hearted feeling outside the tense boss battles and occasional well deserved steamrolling when you get a good build going. There's far too much to praise, and very little to criticise. The developer (yes, singular, shockingly) is active among the community and addresses issues with the game, answers questions and shares sneak peeks (check out their twitter!!). I can easily see this game sticking around among my go-to roguelikes, and I'm hoping you feel the same way after playing it yourself. Treat yourself to a high quality game that doesn't demand your life's savings on install or monthly, doesn't come with a billion microtransactions and mass appeal bloat, and has genuinely solid foundational mechanics and expansive content on top of it. And hey, if you don't end up liking it, get a refund. It doesn't hurt to try! I can confidently recommend this absolute gem of a game.
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Jan. 2024
This game is better than it has any right to be and is an absolute steal for ten bucks. 100% worth the value right now despite the Early Access tag. Iā€™ll highlight some of the biggest advantages this game offers: + Tons of unlocks (mostly characters, but you unlock the ability to start with some items too). + An OPTIONAL but useful progression system. Some roguelikes essentially expect you to die X number of times before you can unlock enough meta progress to beat the game, and this game is the opposite. You can beat the ā€œfinal bossā€ (at least the one thatā€™s available to you at hour 0) on your first run. + An absurd amount of build variety in mostly in the form of items, passives, and characters. I feel like Iā€™ve barely scratched the surface. There are tons of amazing legendary and set items, but you wonā€™t be gimped if RNG doesnā€™t gift you with one. + A hugely customizable experience. Do you want to auto-fire when you aim? Do you want auto-aim, and if so, how much? Do you want to add additional difficulty modifiers to spice things up even more? How about a sizeable but entirely optional metaprogress tree that allows you to tweak things even further? Above all, this game does one thing that many, many games (even AAA) canā€™t get right: Itā€™s fun, first and foremost. Fun is not an afterthought, it is not something that is assumed to happen along the way, and it is not the same thing as spectacle. Itā€™s refreshing to see a developer who understands what fun is, as strange as that sounds. Regarding the few flaws Iā€™ve noticed: - the ā€œcinderā€ system, similar to the Heat system of Hades, can give bosses random Enchantments, which essentially cause random things to happen during the fight. Since this is a bullet hell where endgame bosses sometimes have extremely tight patterns, RNG attacks thrown into the mix can cause unavoidable damage. I personally play without using this specific modifier, and I donā€™t really see what itā€™s supposed to add. Other cinder modifiers seem more or less balanced aside from this one. - Some characters, usually the ones you unlock first, donā€™t feel as unique from each other as they could. I think every character could benefit from 1-3 character-specific perks that they could choose upon level-up. Some characters DO have character-specific level up perks, and these characters are by far the most interesting to play. Overall this is a 9.5/10 game. With some small adjustments to the Cinder system and more character diversity, this will easily be one of the best roguelikes out there.
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Jan. 2024
Well this game came as a surprise to me. Wasnt expecting it to be quite what it is. Tiny Rogues is a game that does a lot of really incredible things... but then holds itself back a bit by a few missteps. I wanna get the bad ones out of the way first: in all my time playing roguelikes/lites/whatever and shmups, well... it's very, very rare I find something with as many visibility problems as this. This is the only game I can think of that gets so messy that it causes me to try to dodge MY OWN SHOTS. I'm not going to go into too much detail on this point... "bad visibility" is easy enough to understand. Though seriously it's REALLY bad. The "dodge my own shots" thing isnt rare, it's frequent. Despite the visual lunacy, I dont find the game to be unusually hard. Even playing on a high Cinder level (basically, difficultly modifiers) I dont really have too much trouble with anything. Though I'm not exactly the best judge of difficulty, really. The other big issue is the run length problem. There are two parts to this: Firstly, runs do overstay their welcome. A run is 10 floors long... until it isnt. After awhile you'll unlock floor 11, but... really I'm ready to stop by floor 10, as by that point my build is generally finished, and there are no more interesting decisions to make (which is the point when any roguelike loses me). Then floor 11 happens, which is a bit much. But then there's floor 12. I freaking HATE when this genre pulls this one. See, just because floor 12 unlocked, doesnt mean you're going to GO to floor 12. There's a bizarre and frankly dumb alignment system that goes along with this... certain actions/items/stupid will raise/lower more than one type of alignment. Having an alignment be at least +4/-4... doesnt matter which... on reaching floor 12 opens the gate. Anything else, you dont get in. And what a surprise, this forces certain types of decisions during runs to make it happen (typically, spending souls on things I dont really want) And I just.... uuuuuugh, I dont want to bother with this part, I really dont. So far I've entirely ignored it, because screw it (and again, runs are a bit too long already). But NOT doing it also freezes the world tier advancement at tier four, so... bleh. Maybe later. Now, for the good stuff, and the good stuff is REALLY good. Combat is excellent, with amazingly well done bullet patterns and such, super fun weapons to use (mostly... weapons with a range shorter than "far" are entirely worthless), and a fast pace that never lets up. The Hades-like door choice system means that there is no backtracking, no dead ends, just ALWAYS something interesting going on. But also, there's the absolutely staggering variety. You name a particular game element, and chances are there's like 10000 of it. What's more though is how everything COMBINES. Firstly there's your equipment and traits and such. There is SO MUCH going on with these. It's overwhelming at first, there's 5 bazillion different stat types and status effects and everything, and most pieces of equipment will show not just one tooltip when looked at, but instead you might often get like 4 or 5. These things are complicated, but in a really good way. I've never seen something like this in this genre before. Not to this degree, and not done this well. On top of that, there's the absolutely excellent enemy "enchantment system". In any given room, there is a chance for an enchantment to take place. You'd think this would be like, "+20 attack for all monsters" right? No! That's not loopy enough! There could be a bomber plane that flies across the arena every now and then, blowing up half of it, or maybe some spinning lasers that keep spawning and unspawning, maybe some acid pools, or glaives ricocheting off the walls, bullet spraying tornados, enormous explosives, the list goes on... and on... and on. When combined with the seriously excellent enemy and boss design (as it can happen during boss fights once you unlock that Cinder option), this bends and twists overall enemy patterns in new ways. Now, this does mean that every now and then the game will generate an undodgeable attack. Or it would, if it wasnt for the excellent dodge-dash mechanic. Yeah, lots of games have dodge rolls or whatever, but this is the one that does it best, in my opinion. There are also a LOT of different things you can find in rooms, in terms of rewards and such or different events, or special rooms like stores and taverns, and all sorts of other things, that keep the room progression through each floor interesting. You can manipulate this too, with the funky dice system. Well, you can manipulate more than just the doors with that, it's interesting. There's a bazillion characters, too, and all sorts of different consumables and things to go in your inventory. There's also the odd meta skill tree. This does not work like how you'd think. Normally, you'd expect that you get a skill tree, and eventually you max it out and have everything and that's it, right? No! You'll max out at 30 skill points. There are MORE than 30 nodes. And what's more, many nodes are multi-nodes. 2 or 3 possible options in said node, pick one. You CANNOT get everything all at once. But you CAN undo things, and set them up different. So, there's REAL choice to be made here, instead of "well whatever, I'll get it all eventually". It aint perfect, some nodes arent quite interesting enough, but still. The one big issue all this can make though is that it is seriously overwhelming at first. I mean good grief, your character has FOUR PAGES of stats. But once you get a handle on things, it's worth that initial hurdle. Just be sure to take the time to read everything carefully. Well, you get the idea, I think. Other than the visibility issues and the bloody stupid alignment thing, this game is spectacular. If you like games of this genre... seriously you gotta get this one. Just do it.
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Last Updates

Steam data 22 November 2024 22:03
SteamSpy data 19 December 2024 20:06
Steam price 23 December 2024 12:48
Steam reviews 23 December 2024 11:54
Tiny Rogues
9.4
8,788
274
Online players
329
Developer
RubyDev
Publisher
RubyDev
Release 23 Sep 2022
Platforms