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Watch trailer on Steam ↗Rogues' Purgatory
Jonathan Grey · Published by TMA Games
3 user reviews — 100% positive (3 reviews)
Last updated 28 Sept 2026
Rogues' Purgatory is a gothic roguelike RPG. Fight the physical and metaphysical evils in the Mantle, a gearpunk cave system interspersed with towns, spires, and mystery.
£1.69
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Price history
Indie, RPG, Early Access · 2023 · More under £5 games
Explore the eerie Mantle, a mix of gearpunk caverns and mysterious towns, as you battle physical and metaphysical foes. Dive into an indie RPG experience with deep strategy and endless exploration.
About this game
You are August Hellsing, an ordinary man who experienced a vision of the Archangel Michael and endeavored to right the wrongs in the world. Explore a massive procedurally generated game world, filled with quests and monsters. Delve into monster lairs and defeat the beasts within. Fight cultists, demons, and the creations of mad scientists in your righteous crusade.
Exploration
Accept quests and follow the clues to find monster nests and lairs. Encounter monsters, loot, and strange occurrences deep within the earth. Fight the bosses and complete quests to earn rewards!
Combat
Every combat interaction is based on both random chance and skillshots. Gear up with dozens of different weapons and armor to match your preferred playstyle.
Early Access
Rogues' Purgatory is in Early Access, and the following features are planned:
Procedurally Generated Quests: Every quest will be different.
Art Slider: Prefer the classics, or something a bit more modern? Choose your aesthetic experience on the fly!
Western Morality: No karma, only theologically sound sin/forgiveness- and works-based moral system.
Companions: Team up with procedurally generated companions for a few minutes or a few quests.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7+
- Processor: Intel i5 or similar
- Memory: 350 MB RAM
- Graphics: Integrated Graphics
- Storage: 1 GB available space
- Sound Card: None
Supported Languages
Latest news
AnnouncementsOfficial
Devlog 102
I've been working diligently these last few weeks on companions (after being sent out in the field again), and I've nearly ready to get a new update out, but it will probably happen later this week (maybe Friday). I've mainly been working on tactics and companion interactions.Different fighting styles!Companions can now fight in the same ways you can, with ranged attacks, thrown attacks, and melee attacks. The drawback is you have to upkeep companions. You want an extra gun in the fight? You have to supply that gun with ammunition, and food and tonics too.Every companion will have their own unique traits, and I'm also working on a new quest system for them (after the next update). Each one will have a certain amount of experience gained with them to unlock the quest, and it will weave into their character's story. The side benefit is that it will also allow me to add another feature I had planned a long time ago: quest twists which allow you to finish quests in different ways. Perhaps you can solve a town's problem by paying off the cultists who caused it. Maybe a lost parcel was actually stolen.But that will all have to wait until later! Remember to leave any questions, comments, and prayer requests you have in the comments below.Read full article on Community Announcements (greyhound)AnnouncementsOfficial
Devlog 101
I'm back from being in the field this week, and I've been working on a lot recently!First off, I have re-added puzzle doors. So far I have re-added 3 different types. I'll probably eventually make a few more of those, but right now was just getting the proof of concept down once again. A very, very long time ago, they formed the backbone of mad scientist towers, but now, they hide a more simple loot drop. Of course, now they can be sealed forever or kill you if you screw up enough, so much higher stakes than before.There are a couple of tonics behind here.To find a secret room, listen for a hollow sound as you walk through the cave. That's sure to mean a room is close by! The puzzles are difficult but the rewards will be worth it.Finding secret rooms is easy, although they are rare.The old "wordle" door.I've also started the companion system, and it's actually going a lot faster than I anticipated. It turns out a lot of the mob movement and attack systems could easily be applied to companions. I don't have a lot of depth in the characters right now, but that will change in the coming updates. Right now I have them all spawn in abbeys but when the update happens that will have changed to include some lay people in towns.Being followed by a companion.Right now I have functionality for them to follow the player and make attacks, which to be honest is really the only things a companion needs to do. I'll add some more functionality next week, mainly adding costs to having companions, and then I'll push an update. Remember to leave any questions, comments, and prayer requests you have in the comments below.Read full article on Community Announcements (greyhound)Patch NotesOfficial
0.3 Update (Virtues and Vices) and Devlog 100
Changes:Added in sins to all quest conversations and encountersAll sins will give you some sort of short term benefitAdded clothing shopsAdded the effects of effectsAdded more encountersTransmogrified all the panels into different art stylesAdded sausagesBugfixes:Added clothing shops, which were intended to exist in the game for a very long timeFixed the double quote not being present in Calligraphy and Modern fontsFixed the up and down arrows in Calligraphy fontDevlogI think I'm finally ready to call it on the 0.3 Virtues and Vices update. I've hit every marker I thought I needed to (yes, a bit slower than I would have liked). I'm up to 30 completed encounters, I added in sin tracking, and penance quests are a go.The goal is at least 50 encounters.As for the technical aspects, the only thing that has really changed since the last devlog was a different way of handling encounter panels. The portal above, for example, changes from deactivated to activated. But I did come up with a better roadmap for future updates. I'll probably publish these in the store page in a day or so. 0.4 "Rogues of the Mantle" UpdateCompanions, and possibly companion questsChallenge rooms (puzzles coming back from 0.1)Continued Secret rendering artwork and developmentQuest twists - less linear format on questsCultist activity - cultists getting involved with quests, showing up and spoiling things, hiding among townspeople, etc.0.5 "Mainquest" UpdateFinalized loreLinear story quest, with multiple partsPolyphonic musicBetter balancing1.0 ReleaseAdditional art and panelsRendering styles added as minor updates in the future.New tilesetFinished Secret 3D renderingIsometricColor spriteRead full article on Community Announcements (greyhound)Patch NotesOfficial
Update 0.3.99a
ChangesAdded confessionAdded difficulty scaling as a result of sinAdded penance questsAdded more artwork to encounters and Secret rendering modeAdded some sin tracking to some situationsName change! Rogues of Europa is now Rogues' PurgatoryStore presence is also changed with a new gameplay videoBugfixesFixed bug where traveling would cause duplication of mobs in rare instancesKnown IssuesSin is not complete or in all situations.Read full article on Community Announcements (greyhound)AnnouncementsOfficial
Devlog 99
I went back into the field almost immediately, but I still am making progress here. I decided against an update sooner because I wanted to get a little more content in before I did so. I'm almost ready for the final 0.3 update.The plan looking forward is to fully implement the sin/confession mechanic I had been planning since day one. My strategy thus far is to comb every single conversation and interaction for opportunities to sin, and marking them appropriately so things are tracked. As mentioned before, the difficulty will increase for each sin you commit.Any sin can be confessed and the difficulty reset, but it may be more difficult than you think.At the end, you'll receive a penance quest to perform, which will have a time limit on it.The penance quests will be structured more or less like regular quests.As you'll notice on the above screenshots, some penances will require you to return a certain amount of money. Not only is this spiritually valid, it's a good game mechanic that prevents you from profiting from sinful behavior.I am also working on some new material for the Steam Store page, which will probably take up the majority of the week. I'm planning on changing the name of the game to Rogues' Purgatory, an oblique reference to St. Patrick's Purgatory, Purgatory itself, and Rogue. The problem with the old name was that I significantly changed the game from where it was a couple years ago, and it no longer takes place in Europa. This means I will have to change all the Steam content for the new name, and I'm planning on a new video as well, since the old one does a very poor job of explaining the game in its current state. I'll refresh all the screenshots, too, but now I have a library of about 100 screenshots to choose from so that will be trivial.If I have time I will continue adding art content to the encounters and the 3D rendering space, but my goal is to have everything done and dusted early this week.An underman. Disgusting.Remember to leave any que...Read full article on Community Announcements (greyhound)






