
Rogue Legacy
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Rogue Legacy
Rogue Legacy is a challenging roguelite where each death sets up the next attempt: a unique child inherits your run, and collected gold can improve the manor. Explore procedurally generated castles with each life, choose from nine classes, and face enemies as heirs with different traits. Steam player rating: 92% positive from 15,899 reviews. Supported interface languages: Simplified Chinese, English, French, German, Spanish, Polish, Portuguese-Brazil, and Russian. Released June 27, 2013.
Credits
Lowest recorded in 36 months
$1.172026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
| French | Yes | — | — |
Show 5 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Polish | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Generational progression
After each death, a unique child takes over; collected gold upgrades the manor and helps strengthen later heirs.
Controls and language
The Steam PC version offers full controller support. English and Simplified Chinese are listed as interface languages.
03Frequently asked questions
How do runs differ?
Each life takes you through procedurally generated castles, while traits and classes vary the character.
What options are there in combat?
Nine classes with distinct abilities, along with weapons, armor, and unlockable abilities, shape combat.
Can I play solo?
Yes. The description lists single-player as a play mode.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I wouldn't call this a bad game, but in the end, it feels too grindy to me, and often feels more like an RPG hybrid than a roguelike hybrid. I'll try to break down this impression across a few different points, and use The Binding of Isaac (BoI) as a foil to help elaborate. First off, something you should understand is that pretty much all character progression happens in between sessions, not during them. Every item you find has to be purchased after you die, so apart from health and mana, pretty much nothing you come across in a given session is going to be immediately useful. Contrast this with BoI, in which every item you pick up either activates instantly or goes into a slot for manual use. In its first few hours, Rogue Legacy (RL) has constantly given me the impression that I simply won't have any success until I build up enough gold to purchase useful gear- and that's assuming I even find the gear in the castle to begin with. (99% of gear can't be purchased until you find it in the castle first). Moreover, re-entering the castle costs you all of your gold. You can reduce this to 50% by upgrading a particular stat, but doing so will cost lots of gold that you probably won't be able to accumulate for at least the first several hours. In addition, upgrading one stat increases the prices for every stat across the board. So, you'll be in situations where you have a bad run, but you still want to spend the small sum of gold you collected on something before starting the next session. The problem is, doing that will make it harder to get the upgrades you really want in the long run, so overall, having a bad run really makes you feel like you wasted your time, even if it was only a few minutes' worth. In BoI, you didn't have to worry about shops all that much; they could give you a helpful boost, but you could do fine without them for the most part. RL, on the other hand, wholly revolves around the concept of a shop; you can't really accomplish anything significant without going through it first. As I mentioned before, every upgrade has to be purchased- everything. Some of the stats can be upgraded 25 or 50 times, though you probably wouldn't want to target those first because of the constant price increases. I think I would have enjoyed RL a lot more if the creators removed some of the minutiae from the early game. As it stands, I don't think it respects my time. Finally, something to keep in mind is that the enemies' levels are scaled up according to which of the four major areas you're in. Not only do they take more hits to kill with the same equipment, but their attack patterns (often projectile-based) become more complex as well. Until you accumulate better gear and really learn the enemies through death after death, you're probably going to be spending most of your early game in the same two first areas over and over again, unless you're okay with repeatedly ramming against a difficulty wall. In BoI you did have to learn enemy patterns, but if you were able to learn them quickly, then the game wouldn't hold you back from claiming victory. It nearly always provided you with something useful along the way, thanks to its diverse item pool- most of which you didn't have to buy in shops, mind. If none of the above points concern you, feel free to ignore this review. I just want to caution people against impulsively buying roguelike hybrids just because one particular title was a lot of fun for them (which is what I have done, regrettably). In my experience, these kinds of games vary significantly, and often you really have to take a closer look before committing to them.Show moreShow less
Me and my girlfriend didn't have any sex in june because we played this game all the time. 10/10 would become celibate again.Show moreShow less
I do not regret getting it, but I have a hard time recommending to anyone. It is not that it is just a difficult game, but it feels like it is just being difficult for difficult's sake. Losing is not fun in this game. The family tree system is only cute at the beginning. It is a fun enough platformer but the progression of the game is too much of a grind to be able to get better stats to be able to do anything.Show moreShow less
I first played Rogue Legacy at a friend's place, trading off the controller at each death. It wasn't much, but it got me instantly hooked on how fun it was. So hooked, that I downloaded Steam, bought the game for the full $15, and bought a $30 wired Xbox 360 controller... and I don't even have any Xboxes. All this for this one game... and it was worth it. Rogue Legacy plays like Castlevania and Super Ghouls N Ghosts. You move, jump, attack, and use a secondary weapon. The uniqueness comes into play when you die, which you will... a lot. Once you die, you will be brought to a selection of three heirs to play as next. Each one has a random character class, secondary weapon, and set of traits. Classes determine certain stats and abilities. Secondary weapons, or spells as they are called, use up MP. That's all pretty basic stuff. But the traits are very interesting. Some traits are helpful, like a speed increase. Others are harmful, like giving your attacks no enemy knockback. And some are just... well... neutral things... like making everything black and white. Your heirs have a chance of having two, one, or none of the traits at random. With all the random factors, you have to really get lucky... or pick the lesser of three evils. Is getting your prefered class worth the traits? Are the spells to your liking? It also makes you think about the next area... skills. After selecting your heir, you are then brought to a skill tree. You inherit the gold of your dead relatives I guess, and you can spend it on upgrading all kinds of things, from stats, to passives, to new character classes. Do you want to build up a magic or melee character? Maybe focus on a specific class? Or do you want to play it safe and try to build up well rounded skills to work with the random factors? It's a lot to consider when purchasing points in the skill tree. And be careful. Every time you buy an upgrade in the skill tree, all of the others become more expensive. So plan accordingly. And try not to spend it all in one place because... ... there's another screen. Yes, another screen where you can do even more character customization. IF you buy them in the skill tree, you can open up three different shops outside the castle: The blacksmith, the enchantress, and the architect. The blacksmith sells you armor and swords with different stats and perks, but you'll need to find the blueprints first so he knows how to make them first... some blacksmith, eh? The enchantress does roughly the same thing. She sells you enchantment of your armor and sword after you've found the appropriate runes. The big difference is that the blacksmith's wares have weight, meaning you can only carry certain pieces until your carrying capacity improves, while the runes are weightless. It give you lots of customization options between the two and the skill tree. The architect has only one purpose. He locks down the castle. The levels are randomly generated every time enter, but if you agree to give the architect a percentage of your gold on the current life, he will lock down the previous map so that you are not lost in a random new place. This can be helpful for retrying bosses, but be warned. Enemies will be back, chests will cannot be reopened, and as mentioned your gold gain is reduced for this entire life. So consider it for saving time and getting around. Lastly, at the gates of the castle, you are faced with Charon, the gatekeeper. He will allow you to enter at the cost of all of your gold. This is where a lot of the motivation is built for the game. You'll want to spend as much gold as possible between the skill tree and the shops since you'll be losing it all anyway. You can't simply keep amassing gold over a number of lives. If you want a nice, expensive upgrade, you'd better not die and keep getting that gold. It's a nice way to give death some gravity, as getting upgrades and new characters already seems like REWARDING you for dying, and that needed to be checked and balanced somehow. The basic goal is to become strong enough to survive the four areas, beat their bosses, and then defeat the final boss. There are lots of cool extra things to find along the way, like super bosses, passive items, challenge rooms, and even some cool secrets here and there. The game CAN become grindy, and if you don't enjoy grinding, then you might get a little upset at the difficulty. However, you always have the option to not buy anything and just try to beat the challenges old school style. Nothing bars you from doing so. So it's a nice duality. The game also goes from being a platformer in the earlier stages to being more akin to a bullet hell in the later ones. Master your movements, improve your aim, and pick your battles. No game is perfect, so I had a few complaints. My main gripe with the game, though it's not a HUGE one, is that it doesn't really give you much incentive to stay alive. There's the thrill of getting more gold to get more upgrades, but eventually you'll want to keep dying so you can actually purchase and USE the upgrades. The only reason you'll want to NOT die, aside from adding to your gold count, is to beat a boss or, in the case of the final boss, beat the game. There are a good number of different room layouts and enemy combinations within, plus the challenge rooms the pop up now and then. However, after playing for so many hours, especially if you're like me and get really grindy with it, you'll start to recognize all the room types repeating. Even though the four areas are supposed to be different, they are all pretty similar. They have the same room types with different skins, more or less. And the enemies aren't really all that different between areas. They're mostly just more powerful versions of previous enemies in the harder areas, with maybe one or two new ones added. More variety would've helped, but there's already a lot of different things to deal with that it may be too complex to have more of everything, so I understand. Also, there weren't a lot of instances of this, but a handful of times I found weird floor glitches where gold fell through and I couldn't get it. That, and every once in a while my character would fall through and start randomly appearing in all the adjacent rooms for a few seconds. Nothing game breaking nor frequent, but a little spooky when they happened. Also... the music will wear away your sanity, but then again, so will anything when you play the game as much as I have. There are lots of customization options, lots of random elements, lots of strategy involved, lots of skill required... and lots of hours of playtime and replayability in this game. I got 96 hours in my first playthrough. I love Rogue Legacy. The gameplay, the music, the sound, the graphics... everything comes together to make a game that feels like it was made for ME. It's the first time since Banjo-Kazooie that a game has felt like it was made just for me. It's an amazing feeling, and I can't recommend this game enough. Easily my favorite game on Steam and has instantly worked its way into being one of my favorite games of all time. I'd really say to just buy it now. Sure, you can wait for a sale if you're skeptical... or cheap. But it's definitely worth the $15 price tag. I mean, I ended up essentially putting down $45 to play this game, and it was well worth it. 10/10 Would complete entire skill tree again (And yes, I seriously did that. How else do you think I got 96 hours in one playthrough?) https://youtu.be/ZTX-HSnenSUShow moreShow less
Rogue Legacy is solid conceptually, but ultimately relies too heavily on the player's addiction to the genre to keep them hooked. While the randomized progeny do add some variety to the game, generally it is in the form of either amusement or frustration, rarely strategy. The metroidvania platforming style calls for skilled manuvering, but bizarre hitboxes and sluggish controls will interfere with your mastery more than the difficulty of the enemies themselves. Each area of the game feels the same as the last, sometimes even generating identical rooms with a different coat of paint. Even the enemy challenges presented in more advanced areas are merely faster, more projectile-y versions of their smaller-sprited counterparts. Rogue Legacy will certainly entertain for a short time, but eventually the monotony of raiding the castle and dumping your gold into various stat-sinks will start to feel like more of a chore than a diversion. Rogue Legacy is perfect if your gaming appetite is sated by spending twenty minutes saving up enough gold to raise a single stat, then dying and playing the same areas over again with a slightly different character. In other words, this game is built for players who have the patience to endure the least pleasant aspects of the procedurally-generated platforming roguelike. For everyone else, I recommend you divert your attention elsewhere.Show moreShow less
11:00 PM Oh crap, I died. That was hard. But, I got some gold. Now I can unlock that new class. One more run to test it out. ------ 11:17 PM Damn, dead again. But I found blueprints for an awesome looking sword. One more run, just to get enough gold to unlock that sword. ------ 11:31 PM Dead, but I'm kinda glad because I can't wait to buy this sword. (I could probably sleep an extra 30 minutes and take the 7:50 train to work. I'll bike fast.) One more run, just to see if I can one-shot enemies now. ------ 11:50 PM That was awesome. It only takes me one hit to kill those guys now, which means I'm getting gold twice as fast. Also, I found the boss room! One more run, just to see if upgraded defense gives me the edge I need over the boss. ------ 11:54 PM Thank god that character is dead. She was wack. There's no way anyone could play with everything upside down like that. One more run, with a proper character. ------ 12:12 AM %#*@!! SO CLOSE. One more hit and that boss was TOAST. Wonder what happens when you beat him. One more run. This is the one. ------ 12:20 AM Ok. Not even gonna make it back to the boss room if I don't take it a bit slower than that. One more run. THIS is the one. ------ 12:40 AM BOOOOM! That was glorious. Slaughtered the boss and got soo much money. Enough to try out some of these runes I unlocked. Not sure what "vampirism" does, but surely I'm a total beast now. One more run. ------ 1:05 AM Holy crap. HP regain on kill means longer runs, and more gold. Stack a few more of these vampirism runes and I WILL LIVE FOREVER!!! Muah hah hah hahhhh! ------ 1:09 AM Ok, still gotta be careful. One more run. Relax a bit this time. ------ 1:40 AM OMG so much gold and I found vampire gear! There's vampire gear. Let's try it o-- Ah crap, I need a little more gold to upgrade my max weight capacity first. One more run. Just gotta grab 4325 gold and die so I can check this out. ------ 2:22 AM Man, what an awesome run! I was unstoppable. If I hadn't been so greedy I probably could have taken down the forest boss. One more run, just to test out this vampire armor. ------ 2:45 AM The forest is mine and after I spend this huge pile of gold I am gonna be an absolute monster. Holy crap it's 2:45 AM. Alright. One more-- it's not a "run"-- just gotta see how strong my attack is now. ------ 3:12 AM If this new sword will let me one-shot some of the enemies in The Maya, I can do this real quick for sure. Not with this mage character though. One sec... ------ 3:30 AM Using magic actually seems kinda fun. Maybe I shouldn't have ignored all the magic stats. This pot of gold goes to them. Woahh a whole new part of the tree became available! What is that mystery class?! 3945 to unlock. 3945. ------ 3:40 AM I definitely should not have wandered into that part of the castle. Yet. 3945. ------ 4:04 AM The Maya is mine! I guess I'm supposed to go to battle in that scary underworld area now. Oh yeah, that class! Unlocked. Gotta die real quick so I can test it out. ------ 4:26 AM Made it further than I expected in the underworld. A few more gear upgrades should make it doable. Holy crap I can play as a dragon?!?! This is gonna be awesome. ------ 4:34 AM Weak. Oh god. It's 4:30 AM. I hate myself. ------ 10/10 You'll learn to forgive yourself.Show moreShow less
Was really excited for this game, and as you can see from my play time I believed in it for a while. The platforming actually is rather good (with a tendency to use too many spikes for my taste) as is the funny genealogical system. But the major sticking point is the permanent STATS progression. At first it sounded great, you get the blood rush of permadeath with something to carry over! Unfortunately it means that initially you can't get very far without being completely destroyed, and that later on the early parts of the dungeons will likely be no-challenge pieces of cake (can't tell if they put mechanics in place to prevent this, didn't get that far with the unlocks). Also, unless you're the absolute god of platformers you'll sooner or later hit a progression slowdown where you just can't get a run that's profitable enough to unlock anything. I think the lesson from this, and I'm gonna repeat it in every rogue-lite review I do, is that permanently unlocking new alternate classes and new stuff that gets fed to the random generator for a run is great, but permanent stat progression just doesn't work in a roguelike, it makes it GRINDY.Show moreShow less
Rogue Legacy is a brilliant roguelike game. You'll die a lot. But you'll never have to start over. While doing a run through the castle you'll earn money. This money can be used if you die to upgrade your skills, unlock classes and buy gear. You'll then start as a new character with these specific upgrades. Every time you upgrade a skill you'll also level up; killing enemies won't earn you experience, only money and items. It keeps the game fresh and gives you incentive to collect as much money as you can before dying. However, every time you start a new game the layout of the castle resets (ie, the castle is randomized). Later on, you'll be able to keep the current layout, thanks to the Architect. You'll have to unlock him first though. You have to beat 4 bosses before you can defeat the final boss. Depending on your skills these bosses range from fairly easy to incredibly hard. Selecting and upgrading specific skills is really important here. The layout of the castle isn't big. If you're properly equipped you'll be able to speedrun through it within 30 minutes. But you'll hardly ever make it out alive. In fact, it's so tough and challenging that it should take most of us gamers 15-20 hours to complete. Yup, for a small game like that that's looooong. Like a few other games out there Rogue Legacy will never frustrate and will always be fun to play. I sincerely hope that they'll make a sequel. There's definitely room for improvement and more features, and as negative as that may sound, it's meant in the most positive way possible. Awesome, awesome game ! If you enjoyed this review please consider following me: curator pageShow moreShow less
This game is a bit overrated. First let me just talk about the good things. The gameplay in this is very solid. The combat mechanics are fluid, and for me are what makes this game worth playing at all. Great gameplay with tight controls. That being said I wouldn't reccoemdend this game for the price they ask for. This game is a weird case, it doesn't do anything particularly wrong, but it just isn't intresting enough to be worth playing. It's fun enough to endlessly go through the dungeon and getting further and further each time. But it's a long long road, and it feels like a grind. And there will be times where you wont gain enough gold to do anything with, which feels horrible because I wasted all that time. It's not fun to have to search every room for gold over and over. The enemies can really screw you over fast and the level generator can get a bit too extreme in giving you good stuff, or really bad stuff on a run. My big problem was it just all felt pointless after awhile. I'd work up life after life to beat a boss. And its not an easy boss fight. And in this game the bosses are much more stressful than they are fun. You have to go through a lot of fighting to become good enough to handle a boss. So you go from room to room fighting harder and harder enemies until you finally want to devote the next 10 runs to just beating the boss. ANd you do it! and you feel great! but then its like... now what? I get to do that entire process all over again now, but its going to be the same thing just a lot harder.. and that cycle will never end. The upgrades you can buy are pretty standard, there's nothing particularly intresting with the leveling mechanics, or the class changes. On a personal note I also think they underplayed their theme a bit. I was really attracted to this title because of the whole legacy thing. Each life is the ancestor of your previous life. But they never use that for anything outside of context and what they call things. The legacy stuff is just there to slap names on things really. There's no actual gameplay to go along with it, and personally that bums me out. They could've made it so if you choose to play as a certain class, you get that class or some of that class' traits in your next life. To be a sort of genetics passing between lives. They could've made it so that if you killed the monster that killed you last time, you get a boost of some sort. They could've made it so that if you died by a certain type of enemy, like a skeleton, then your next life deals extra damage to skeletons(to sort of simulate anger that they killed your dad or something so now you hate skeletons and they must all die). They could've made it so each time you die you say a last word, which could've been an in-game tip system. Like if you die by a skeleton his last words are like "skeletons attack this way, maybe if I had tried to do this I would've lived. They could've given an ancestoral fund thing you could sink extra gold into, and you can see which ancestor donated the most, it would also help make it so that no run is completly worthless. I dunno, there's a LOT of ideas and they did none of them and it makes me sad. They have a really intresting hook with their context, and it was part of the reason I bought this game to begin with, but I was let down by the way they used it. But the gameplay is balls out solid, so you will definititly have fun with this game, but I don't recommend it unless you can get it for $5 or less.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.