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Watch trailer on Steam ↗Rogue Fable IV
Pixel Forge Games · Published by Pixel Forge Games
Very Positive — 94% positive (243 reviews)
Last updated 28 Sept 2026
Storm the lair of the immortal wizard Yendor in this fast paced, turn based, traditional rogue-like. The massive scope, deep mechanics and challenging gameplay that define the genre distilled into dense and highly varied one hour runs.
£9.99
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Price history
Adventure, Indie, RPG, Strategy, Early Access · 2024 · More £5 - £15 games
Embark on intense one-hour runs through Yendor’s lair as you blend strategy and adventure in Rogue Fable IV. Dive into the rich, turn-based gameplay of an early access indie RPG from Pixel Forge Games, set for release in 2024.
About this game
Rogue Fable IV is the latest iteration in a project that has spanned nearly a decade of work. The series overarching goal has been to create a truly massive game with all the scope, depth and challenge we've come to expect from traditional roguelikes but with runs that are completable in 60 minutes or less.
A MOUNTAIN OF CONTENT:
With nearly a decade of development comes a mountain of content that, when crammed into one hour runs, allows for each and every playthrough to be totally unique. This is a game you can easily sink 100s of hours into exploring, learning and mastering but in manageable, bite size chunks.
12 Classes and 9 Races.
60+ Talents each with 3 distinct upgrades allowing for all sorts of unique and powerful builds.
300+ Items with unique properties and effects that are more than just stat blocks.
350+ Monsters each with their own distinct ability set.
30+ Boss Encounters which are elaborate fights featuring totally unique mechanics.
13 Completely unique themed zones which are further subdivided into dozens of sub-zones.
40+ Ranked Modifiers to make every ranked game a uniquely challenging experience.
TACTICAL AND SKILL DRIVEN COMBAT :
The heart of Rogue Fable IV is a tactical, turn-based combat system in which your skill as a player is vastly more important than your characters raw stats. Players have beaten the game without ever leveling up their character, without ever equipping an item and even without taking a single hit! Every run is winnable, every build is viable, every combat encounter can be overcome with a bit of cleverness, knowledge and daring.
Combat in Rogue Fable IV is:
Turn Based but optimized to be played very quickly once mastered.
Movement Focused in which you can move to dodge projectiles, side step melee attacks, avoid explosions, escape from deadly clouds, run circles around slow moving brutes and dive head first into the enemy back line. You should be in a state of near constant motion.
Ability Driven with spells, unique movement abilities, special melee and range attacks making up the bulk of your actions during combat. Bump to attack and trading basic attacks with enemies is effectively nonexistent.
Environmental Focused with dozens of unique terrain effects, traps, clouds and magical auras effecting you and the enemies. Different types of cover, choke points and open spaces makes the environment a constant factor in combat.
Emergent with abilities, items and the terrain all interacting to allow for all sorts of unexpected but highly effective strategies. Enemies are designed to synergize and complement each other so that each group provides a unique challenge.
RANKED PROGRESSION:
Rogue Fable IV is intended to act as a good introduction to the genre for new players while still remaining challenging for veterans. In order to do this the base game is balanced to be reasonably forgiving and we offer an optional ranked progression mode that ties your Skill-Rating and subsequent Rank to your wins and losses.
Each ranked game randomly selects a number of Ranked-Modifiers that will boost specific enemy types or introduce some new mechanic that makes the run harder. In this way every Ranked-Game is not only more challenging but is challenging in a unique way.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows Vista, 7/8/10
- Memory: 2 GB RAM
- Storage: 300 MB available space
Supported Languages
Latest news
Patch NotesOfficial
Update 1.36 Major Mechanics Overhaul
Hello everyone! I've got a big exciting new update to share! Major changes to a whole bunch of mechanics and systems that greatly streamlines things while maintaining or even increasing depth and complexity. This definitely feels like a major milestone in the sense that a whole bunch of messy, disjointed things are condensing into an actual set of foundational systems.Protection and Block Unification:This is based on more modest change which was suggested by Random595 in our Discord and after some discussion and thought I decided to run with it all the way to what feels like the logical conclusion. Protection and block points have now been merged together into a single, universal system: Protection Points. Armor, shields, and talents all now simply grant Protection Points. Block Points have been completely removed as a separate concept.Your Protection Points now act as a separate HP bar which sits atop your regular HP bar.Protection Points regenerate by 5 points every 5 turns (same tick as everything else).Any external damage you take will first deal damage to your Protection Points. This includes effects that were previously passing through Block-Points like clouds, flames, shocks etc. The only exceptions are internal damage like poison and starvation damage.Unlike Block Points, Protection now works after sprinting and when unstable.Critically: A single attack can never break through your Protection Points and damage your HP. This is where we get the 'BLOCK' effect. As long as you have even 1PP remaining you can safely shrug off even the largest blow.Armored enemies now use the exact same system.I think this is a fantastic change that does a huge amount for the games core mechanics, stats and character building. Full credit to Random for the initial suggestion that sparked this off. I hope he's not upset with how far I've taken it :PStreamlining: Merging these two stats/mechanics fits perfectly with the overall goals of the project (tight, streamlined, elegant syst...Read full article on Community Announcements (Justin)Patch NotesOfficial
Update 1.35 Lots of Stuff
Hello everyone! A quick turn around on this one compared to the last few updates. I feel like I'm really starting to get into that 'last year' gear in terms of just grinding down 'the list'. A little bit of everything in this update but a big focus on User Interface. The new targeting/bounds system is pretty fantastic. A big thanks to everyone who chimed in on Discord.... some time ago... when we hammered out the design for this thing. The plan for the next update is probably similar to this one. I'll just keep knocking things off my list and trying to get as much animation and level assets as possible into the game. Possibly considering tackling the combat log as well. Graphics and Animation:Block: Block, Reflect and Damage-Shield animations now fade out rather than instantly disappearing.Block: Block animation no longer pauses gameplay.Charge: Removed hit and knockback particles as they just overlap a lot with the action.Charge: Added the same animation as Trample when you hit your target.Fire Ball: Added the same sparks and glowing beam as Fire-ProjectilesLife-Spike: Added the same sparks and glowing beam as Toxic-ProjectilesBerserk: Added a new, unique animation to Berserk and War-CryFlash-Freeze: Now uses the same freeze animation as the ability Freeze.Flash-Freeze: expands out in a 'wave' from the player with an expanding ring animation.Hell-Fire: expands out in a 'wave' from the player.Freeze: Tuned the lighting and delayed the appearance of the Ice to sync with animation.Summon-Monsters: Added a slight delay when summoning multiple monsters (looks cool).Summon-Monsters: Summon-Piranhas and Summon-Sharks now use same animation as the standard Summon-Monsters.Jump Animation: Lunge, Disengage and Charge now have a little jump when performing the action.NPC Death Pop: a white sprite that lingers for a few frames with a slight scale 'pop'.Freezing Ice: When an ability freezes water we now set the Ice frames correctly.NPC Facing: NPCs like the merchant and librari...Read full article on Community Announcements (Justin)Patch NotesOfficial
Update 1.34 Animation and Effects
Hello everyone!This is the first of what will probably be many updates focusing on animation and effects. As I laid out in the last updates dev notes I really want every little action and ability in the game to POP with its own unique visual effect. Our combat and mechanics at this point are very solid and so I plan to devote a lot of time in this last year of development to really juicing everything up. To make everything look and feel as fantastic as possible before release. I believe strongly that visuals and effects are completely intertwined with gameplay in terms of how the game actually 'feels' to play. I think really nailing the visuals here will really elevate our core gameplay and help take it to that next level.I honestly had a blast working on this update as, until now, I've had almost no experience working with animations, effects, particle systems etc. I was a bit worried at the beginning, half expecting to run head first into a brick wall and get completely stuck but it has actually being going quite smoothly. Don't get me wrong, I've amassed a massive pile of abandoned or WIP animations that I'm still picking at, hoping to get a break through, but generally speaking I'm finding the process of learning to do this stuff relatively painless. It probably helps a lot that its just so inherently COOL to fiddle with particles and lights and glowy bits. A ton of the actual dev time for this update was spent getting groundwork ready for future effects. I've now got a much more sophisticated particle system that can handle gravity, collision, bouncing off the floors etc. Particles can spawn particles or change their frames in response to various conditions. I also spent a few days early on writing up a little test system where I can loop an animation in engine (for example player shooting a staff at an enemy), and then tune variables in real time to try to get things feeling juuust right. Added simple pause and slow mo frame stepping functions as well. This ha...Read full article on Community Announcements (Justin)Patch NotesOfficial
Update 1.33 Vault of Yendor 2
Hello everyone! Had a bit rough time this update. I ended up getting very sick for over two weeks at the end of January and just as I was getting better my kids and wife caught it. So February was spent mostly either being sick, or taking care of sick snotty children. That being said, given the amount of time I was actually able to work on it, I'm quite pleased with this update overall. This is the first update of the new year so I'll give a bit of an overview of what I'm planning for this final phase of development.Development Road Map:The Final Year:We're finally here, Year 3, the final and most important phase of Rogue Fable IVs development. The foundations are solid. The systems are all in place. We have a mass of content on the table. Now its time to turn all of this into something tight, cohesive, and unmistakably polished. This is the year where everything gets refined, tightened, reworked and pushed to the highest possible level. Combat should feel punchier, cleaner and more deliberately tactical. The whole dungeon should look incredible. Full of endless details, unique features and thematic flavor. The user interface should look professional, truly professional. I already know that this is going to be the most demanding year yet but this is where the biggest leap in quality will happen. This is the final push to make Rogue Fable IV, and the series as a whole, feel complete.Presentation:The goal is to make the game look good. Very good. There is a definite line between hobby projects and professional indie games that I intend to cross. Everything from the user interface to levels and combat animation, I want it all to look clean, complete and professional. My art skills have now reached the point where I'm actually able to achieve this level of polish as long as I invest the time. I'm honestly super excited to work on this and see just how good the game can actually look.Detailed Levels: I plan to add a TON of unique objects and structural flourishes to ever...Read full article on Community Announcements (Justin)Patch NotesOfficial
Update 1.32 Year End Cleanup
Hello everyone! This will be the final update for 2025 consisting mostly of a whole bunch of bug fixes as well as some other random odds and ends. I'm planning on taking the last 2 weeks of December off work to spend some time with the family, rest up, and prepare myself for the final major push in 2026. I'm actually feeling pretty good about next year as there are actually not that many major things I still feel I NEED to get into the game. This should give me plenty of time for debugging, polishing, balancing, reworking, and just generally trying to get the game into the best possible state for the final release at the end of 2026.Mechanics:Reverted the changes to Lunge so that it now moves and targets as before. The initial idea with this, Dash-Attack and Charge was to give them a consistent, bolt-like targeting, but this turns out to just be really annoying to use. IMO playability always outweighs consistency so we'll leave it as it was.Reverted the changes to water knockback (reducing it by 1). The ONLY time I've ever even noticed this change is when it kills me due to getting constricted by a guy standing it water. A mechanic that is just an edge case way to kill you is not worth keeping. Reward Rooms:I've done a big consolidation of what the game refers to internally as 'Reward Rooms'. These would be:Talent Fountains, Attribute Fountains, Wells of WishingEnchantment TablesRooms with gold, potions, scrolls, foodCrystal Chest roomsIt turns out that every single one of these can be merged into just Crystal Chests. Talent and Attribute potions replace the fountains, acquirement scroll and enchantment scroll replace the wells and tables. The gold, potions, scrolls and food can simply be in crystal chests which can then be placed in a controlled fashion throughout the dungeon. This gives the player quite a few guaranteed opportunities to make an actual 'choice' when it comes to character building.Crystal Chest rooms can now contain all of the above as well as the n...Read full article on Community Announcements (Justin)






