Roguebook
game
7/13/2026

Roguebook

byAbrakam Entertainment SA
8.2
The Verdict
"Roguebook is what happens when smart designers refuse to copy the template. The dual-hero swap combat and the greed-rewarding deck expansion are the kind of ideas most studios wouldn't risk, and Abrakam pulls both off with the confidence of a team that knows exactly why these mechanics matter. When Roguebook is firing—two heroes flipping positions to chain a lethal combo while you weigh whether to paint one more fog tile—it's among the most inventive deckbuilders on the market." "It's held back from greatness by a metaprogression loop that mistakes length for depth, and by a Switch port that asks too much of a small screen. Neither flaw is fatal. Both are the kind of thing a patient player learns to route around. What's left is a distinctive, gorgeous, tactically deep card game that deserves a far bigger audience than it has. Buy it on Steam, forgive its grind, and enjoy watching a genre's iron rule get rewritten in ink."

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Key Features

Dual-Hero Positioning Combat: You field two heroes at once—one on the front line absorbing punishment, one in the back setting up damage. Cards swap their positions, and swapping is where the game lives.
Deck Expansion as Power: Growing your deck past size thresholds unlocks permanent talent-tree gems, turning card bloat from a punishment into a deliberate strategy.
Ink-and-Brush Fog Exploration: A hexagonal map hidden under fog. You spend collected inks to paint tiles and reveal what's around you—merchants, relics, elite fights—making map discovery an active resource decision rather than a passive stroll.

The Good

Dual-hero positioning is a genuinely novel combat layer
"Bigger deck = more power" reinvents the core decision
Ink-based fog exploration makes map choices meaningful
Gorgeous, characterful storybook art direction

The Bad

Metaprogression grind feels padded before the Epilogue
Runs run long—losing a 90-minute run stings
Switch handheld text readability is genuinely poor
Not as endlessly replayable as the genre's very top tier

In-Depth Review

Bottom Line: Roguebook takes the sacred cow of the deckbuilding genre—keep your deck small—and cheerfully slaughters it, delivering a gorgeous, tactically rich roguelike that stumbles only on a grind-heavy path to its endgame.

The Gameplay Loop

Combat is the heart, and the dual-hero system is what separates Roguebook from the pack. At any moment one hero is in front, one is behind. The front hero takes the hits; the back hero is protected but often has abilities that only fire from safety. Many cards swap the two heroes' positions when played, which means every turn becomes a small puzzle of sequencing: play the swap card now to shove your fragile mage to the back, or hold it to detonate a combo that keys off the swap itself?

This turns positioning into a live, tactile variable. In most deckbuilders, targeting is a solved problem—you hit the enemy, or you don't. Here, who is standing where changes what your cards even do. It's a genuinely fresh tactical layer, and once it clicks, the standard single-avatar deckbuilder starts to feel oddly flat by comparison.

Then there's the deck-size heresy. Conventional wisdom says a bloated deck dilutes your good cards. Roguebook counters with the talent-tree gem system: cross certain deck-size breakpoints and you permanently upgrade your heroes with passive bonuses. Suddenly, that extra card isn't dead weight—it's progress toward a tangible power spike. The tension is delicious. You want to grab more cards, but each one risks watering down your engine. It reframes the core deckbuilding decision instead of just re-skinning it. This is the Garfield influence at its most legible, and it's the game's single best idea.

Exploration and Interface

Between fights, you navigate a fog-shrouded hex map, and this is Roguebook's second genuinely clever swing. You don't automatically see your options. You paint the map using inks and brushes—consumable resources—to peel back the fog and expose tiles. Reveal a merchant here, a relic there, an elite guarding a treasure over there. Do you spend your ink pushing toward that shiny relic, or conserve it? Exploration becomes an economy, and it rewards the greedy and the bold. It's a smart antidote to the "pick one of two nodes" tedium that plagues lesser roguelikes.

The interface mostly serves all this well. Card text is clear, iconography is legible on desktop, and the flow from map to combat to reward is quick. My reservations are situational rather than structural, and I'll get to the Switch below.

Where the Loop Frays

The friction shows up in metaprogression. Failed runs earn currency you spend on permanent upgrades, and those upgrades gate your access to the harder Epilogue difficulties. In principle, fine—that's the roguelike bargain. In practice, the grind can feel padded. Runs are long (comfortably 60–90 minutes when you're deep in it), and losing an hour-plus run to inch a meta-bar forward tests your patience in a way the tighter, faster loops of its competitors do not. The early hours are exhilarating; the mid-game march toward the Epilogue can feel like homework. It's the difference between a game that respects your time and one that occasionally rents it back to you.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.