
Screenshots

Watch trailer on Steam ↗ROGUE-FP
Jurax Games · Published by Jurax Games · Official site ↗
Very Positive — 98% positive (50 reviews) · 43 achievements
Last updated 27 Sept 2026
A blend of old school gameplay and new school controls. Experience a classically styled roguelike in a way you never have before!
£4.29
Lowest price we've ever recorded
View on SteamPrices can lag the live Steam store — always confirm before buying.
Price history
RPG, Strategy · 2023 · More under £5 games
Embark on unpredictable adventures in ROGUE-FP, where strategic decisions meet old-school gameplay. Navigate through challenging levels using both classic and contemporary control methods for an experience that redefines the genre.
About this game
ROGUE-FP is a blend of old school classic roguelike gameplay with new school first person controls and perspective. There is no movement grid and no rigid turn system to slow you down.
Synopsis
The Fighters guild has a high bar for entry. They want you to delve deep into the Dungeons of Doom and return to the surface with the Amulet of Yendor! A perilous quest few have completed, for within the dungeon are terrible monsters, devious traps, and mystifying magical items.
To survive you'll have to identify the dungeon's items, navigate it's procedurally generated dark labyrinths, and fight your way past it's monsters. With enough skill and a decent amount of luck they say it can be done. Give it your best shot!
Features
Just like in the roguelike days of yore, there are
Procedurally generated levels!
Perma-death!
More than an alphabet's worth of monsters!
Many magic items with different effects including rings, weapons, potions, scrolls, and wands!
Yummy slime molds!
But in ROGUE-FP there’s also
First person controls
A innovative smooth turn system
No grid to restrict your movement
Multiple bonus dungeons
Hacked off bits of monsters to stick onto your armor
ASCII art sprites
Dungeonsynth soundtrack
A difficulty level for every level of skill, including one that removes item identification
Your personal gold hoard that grows larger with every run
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7 64-bit
- Processor: Dual core CPU 2.4 GHz
- Memory: 4 GB RAM
- Graphics: Radeon HD 8330
- DirectX: Version 11
- Storage: 1 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS *: Windows 7/8.1/10/11 64-bit
- Processor: Quad core CPU 3.0 GHz
- Memory: 6 GB RAM
- Graphics: GeForce GTX 1050
- DirectX: Version 12
- Storage: 1 GB available space
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Version 3.12
It's been a long time but we're back! Version 3.12 is out! NEW IN THIS UPDATE:ability to kick a door opencauses new status effect, Surprised, if the monster has not seen the player yetgives the player +3 to hitFIXED IN THIS UPDATE:gas spores not dropping any items they picked upkeys not being able to be picked up when your pack was fulltorches spawning on doorsCHANGED IN THIS UPDATE:tweaked the timers on doors so that they are close themselves faster than they open themselveszombie trap log line is now highlighted red I do have to apologize first though as this is a small update. Life and other things have kept me distracted but I did manage to find some time for you guys. The main feature in this one is that the Rogue now has the ability to kick in doors. You can kick in a door by double tapping the open key. So by default that's SPACE on your keyboard or RB on a controller. When you kick a door in all monsters within a certain distance will be surprised if they haven't seen you yet before the door was kicked. Surprised gives a +3 to hit bonus to the attacker. It is a slightly smaller bonus that sleep but it doesn't go away after one strike. So even if you miss the first hit against a surprised enemy you can still keep getting the bonus until the status effect goes away. The downside of this is that monsters further out will wake up and won't be surprised. So if you can't deal with the surprised monsters before their status goes away, you may end up being ganged up on if there are more monsters coming. Remember that you can always listen at doors with the search key so get some kind of idea if there are even monsters on the other side of the door to begin with. It's a good idea to do this so you don't end up kicking in every door and waking up a bunch of monsters you don't have to.There are a couple other side effects of kicking a door in that can occur if you have high strength. These are pretty likely since you actually start with 16 strength which is pretty high...Read full article on Community Announcements (Jurax Games)Patch NotesOfficial
Version 3.11.3
FIXED IN THIS UPDATE: fixed crash when loading a save in Standard mode where if a monster had gold in their inventory -reported by REDGENERALANT on Steam Another quick update to get that fix out. I'm kind of annoyed with myself with this one since I could have SWORE that I had this tested and it was airtight. But it's fixed now so that's good. If you find any crashes of bugs please let me know in the bug report thread. Thanks!Read full article on Community Announcements (Jurax Games)Patch NotesOfficial
Version 3.11.2
FIXED IN THIS UPDATE: crash that could occur when loading a save from classic mode if gold was still on the level -reported by REDGENERALANT on Steam Just a small update to get that crash fix out. If you find any bugs or crashes, let me know in the bug report thread. Thanks!Read full article on Community Announcements (Jurax Games)Patch NotesOfficial
Version 3.11.1
NEW IN THIS UPDATEMonsters are now affected by rust trapsMonster are now affected by mystery trapsTraps in your inventory can be polymorphed by fairiesTraps in you inventory can be polymorphed in the polymorph bonus dungeonFIXED IN THIS UPDATETwo rare bugs where part of the level could have been inaccessibleSeveral instances where the game would use more memory over timeCHANGED IN THIS UPDATEMiscellaneous text and typosThis is a smaller update to finish the work that was started on traps in the last big update. Not only are traps polymorphed by fairies like every other item now, but a couple more of them now affect monsters. The rust trap lowers their armor class and the mystery trap momentarily confuses them.Originally I was just going to have rust traps affect only orc and hobgoblins since they're the only monsters that actually wear armor but eventually I figured there would be no point in doing that. The trap wouldn't be any fun if it had such a rare use. So now it affects all monsters.That's all for now. If you find any bugs or crashes please let me know if the bug report thread! Thanks!Read full article on Community Announcements (Jurax Games)AnnouncementsOfficial
Version 3.11
NEW IN THIS UPDATE:Ability to pick up and place trapsSeparated trap tutorial between classic and standard modesOption to toggle the skybox shadersMonsters will pick up items if they walk over them and then drop them when they die -including keys but never the AmuletBug Report button on the main menuFIXED IN THIS UPDATE:Crash that could occur if you were wielding something that wasn't a weapon and entered a roomBug where you could wield armorBug where if you threw the item you were wielding, you were still considered to be wielding it even after it left your inventoryBug where arrows might not group properlyCrash that could occur if a venus flytrap caught on fireCHANGED IN THIS UPDATE:Adjusted the pickup item soundVersion 3.11 is out! The main new feature in this one is you are now able to pick up and place traps that you've found. You can even pick up ones that have sprung from you or a monster stepping on them. There is a 50 percent chance that you'll be able to pick one up in difficulties other than ROGUE and a 25 percent in the ROGUE difficulty. After a trap has been placed once it can't be picked up again though. A few traps like the rust trap and mystery trap have no effect on monsters, yet! They also can't be polymorphed by fairies or in the polymorph dungeon though that will be added in the next update.The next big feature is that monsters can now pick up items. I originally thought this might end a smaller feature but it's actually kind of cool how wandering monster will end up bringing you the items they ended up picking up as they wandered around the floor looking for you. Note that they CAN PICK UP KEYS which means that keys can also be flung into pits, never to be seen again if that's the direction they fly off in when the monster is killed. Monsters can't pick up the amulet though so don't worry about that happening!There's also a bug report button on the main menu now so if you come across any bugs or crashes, please let me know! Thanks!Read full article on Community Announcements (Jurax Games)






