![]() When I die to the yakapult again I get to spend some of the book pages I found on the map unlocking a perk for the next run, but I want more than that. After racking up over 100 hours in Hades, I want every roguelike to put more effort into the narrative, to make each loss feel less like a punishment and more like the beginning of the next chapter. ![]() Each level feels like a pop-up book, alive to the world of the characters and several unique, eye-catching enemy designs. Like Heroes of Might and Magic, or indeed Shandalar, the overworld puts context and a little story between the fights. Roguebook’s world encapsulates the feel of a story book, which is where the game actually takes place: a book inside the world of Faeria, another game from the developers Abrakam Entertainment. There are four characters in the game, each with. You might earn rewards from these like treasures that provide some significant boons, or gems that can be socketed into cards to alter how they work. Roguebook is in the same vein as other rogue-like deck builders like Slay the Spire and Monster Train.Players need to conquer three levels to win. Areas unfurl like it's Minesweeper, and may contain shops, gold, piñata faeries to wail on for more gold, and short text adventure scenes. There's also the overworld, a land inside a magic book (hence the name), shown as a hexgrid with fog of war that's rolled back by spending the ink and brushes you earn winning battles. I burned out on Monster Train because of the need to plan an upgrade path and surgically remove everything that didn't fit, so a deckbuilder that encourages choosing fun options, experimenting even after finding that broken combo, might hold my interest for longer.
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