The Rogue Prince of Persia
game
7/18/2026

The Rogue Prince of Persia

byEvil Empire
8.2
The Verdict
"The Rogue Prince of Persia is a movement game wearing a roguelite's clothes, and that's exactly why it stands out. Evil Empire understood the one thing a crowded genre lets you win on: feel. The instant a run clicks and you're chaining a wall-run into a bola throw into a landing strike, the repetition and the balance quibbles fade into background noise." "But they don't disappear. This is Early Access reaching toward a full launch, and you can see the reach. The content ceiling is low, the balance is a moving target, and the story hasn't earned the emotional weight it's aiming for. Buy it now if you want to grow with it and trust the studio's patch record—which, on the evidence of Dead Cells, you should. Wait if you need your roguelites feature-complete. Either way, the foundation here is the real thing, and it's already more compelling than most finished games in the genre."

Gallery

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Key Features

Traversal-as-Combat: Wall-running and rope-swinging chain directly into attacks, turning every arena into a vertical playground rather than a flat brawl.
The Bola: A magical throwing weapon that anchors your kit, giving ranged control and crowd management that most melee-locked roguelites lack.
100+ Weapons & Medallions: Deep build variety that rewards mid-run experimentation, letting you pivot strategies and hunt synergies instead of committing to one loadout.
Persistent Hub Progression: Between runs you return to a story hub to meet characters, advance the narrative, and bank permanent unlocks that soften the roguelite grind.

The Good

Best-in-class traversal woven directly into combat
Striking flat-shaded art and a memorable soundtrack
Deep, experiment-friendly build system
Responsive on every platform, handheld included

The Bad

Limited biome variety makes runs repetitive over time
Weapon and medallion balance still uneven in Early Access
Thin system tutorialization creates real onboarding friction
Story and characters don't yet match the mechanical polish

In-Depth Review

Bottom Line: Evil Empire took the DNA that made Dead Cells sing and grafted it onto a Persian myth, and the result is one of the most kinetic roguelites on the market—even if its Early Access seams still show.

The Gameplay Loop

The core loop is textbook roguelite, and I mean that as a compliment. You start a run, fight through procedurally arranged biomes, collect weapons and medallions that modify your abilities, and push toward a boss. Death resets your position but not your knowledge—or your permanent unlocks. What keeps the loop from feeling like a treadmill is how quickly the moment-to-moment combat rewards mastery.

Here's where the game earns its price. Most roguelites ask you to learn enemy patterns and optimize a build. This one asks you to learn space. The Prince moves like a thought—he can be across a room, up a wall, and behind an archer before the animation of his last strike finishes. When it clicks, you stop thinking about "attacking" and "moving" as separate verbs. You're just flowing, and the enemies are obstacles in a line you're drawing through the level.

Build Variety and Synergy

The 100+ weapons and medallions are the engine of replayability. Medallions modify weapon behavior and grant passive effects, and the joy is in the collisions—stacking a bleed effect against a weapon that hits fast, or building around aerial damage to reward your parkour habit. The game actively pushes you to adapt mid-run rather than lock in. Found a weapon that doesn't suit your medallions? Adapt or swap.

That said, this is where Early Access honesty matters. The balance isn't fully cooked. Some weapons wildly outclass others, and a handful of medallion combinations trivialize encounters while others feel like dead weight. Evil Empire has a documented track record of patching this kind of thing into shape—it's literally what they did for Dead Cells for years—but if you buy in today, you're buying into a build economy that's still being tuned.

Onboarding and Friction

The game is generous with its parkour tutorialization but stingy about explaining its deeper systems. Medallion synergies, in particular, are left for you to discover, which delights experimenters and frustrates everyone else. There's a real onboarding friction here for players who don't naturally reverse-engineer systems. And because the movement is so central, the difficulty spikes hard for anyone who hasn't internalized the traversal—this is not a game you can button-mash your way through.

The hub structure does real work smoothing the edges. Returning to meet characters and advance the story gives each death a narrative pretext instead of a pure failure state. It's not Hades-level writing—the characters don't yet carry the same warmth—but it gives the grind somewhere to go.

The deeper issue at launch is content ceiling. The number of biomes is limited, and once you've seen the environments a few dozen times, the procedural arrangement can't fully disguise the repetition. Runs stay mechanically fresh far longer than they stay visually fresh. That's the single biggest asterisk on the experience.

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.