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Hollows Of Rogue

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Hollows Of Rogue screenshot 1
Hollows Of Rogue gameplay trailer trailerWatch trailer on Steam ↗

Hollows Of Rogue

r618 · Published by r618 · Official site ↗

2 user reviews — 100% positive (2 reviews)

Last updated 28 Sept 2026

A traditional roguelike modernized. Descend through a persistent, turn-based dungeon inspired by the original Rogue, defeat or avoid its inhabitants with the loot you find, and escape with the legendary Amulet of Yendor.

DJCTQ 10

£2.65

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £2.65 · Highest: £2.6510 Oct 2026

Indie, RPG · 2025 · More under £5 games

Explore and survive in Hollows Of Rogue, an indie RPG where you descend through a persistent, turn-based dungeon, facing challenges inspired by classic roguelike games.

About this game

Classic Rogue, rebuilt for modern play

Hollows Of Rogue is a traditional turn-based dungeon crawler about surviving long enough to steal the Amulet of Yendor and escape alive.

- Persistent dungeon levels across each run

- Adjustable difficulty for new players and roguelike veterans

- Transparent combat log with events, attack rolls, and defense rolls

- Rebalanced monsters, loot, magic, and effects

- Seeded runs for repeatable dungeon generation with more varied layouts

- No hunger timer, keeping the focus on exploration, risk, and tactical escapes

- High contrast display option

- Enhanced sounds and visuals

Built on the legacy of the original 1980s Rogue, Hollows Of Rogue adds modern usability and presentation while preserving the core feeling of tactical dungeon exploration, dangerous encounters, scarce resources, and permadeath.

Tiles by Oryx.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: x64
  • Memory: 2 GB RAM
  • Storage: 200 MB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English

Latest news

  • Patch NotesOfficial

    [ little big update ]

    Input: - added basic controllers/gamepads support, though note they are not thoroughly tested (there should be also basic Steam Deck support) - the keyboard bindings are now editable on desktops / please see in-game help for input / Dungeon and rooms: - monsters can now trigger traps (yes, that means you can lure them into teleport, or trap doors..) - maze completion rewards are triggered by seeing the whole maze instead of stepping on every maze tile - added SFX for maze completion - added non-interactive architectural objects to large rooms - improved teleport and trap-door placement so they shouldn't spawn in blocking way next to the only door leading to exit.. Monster updates: - kobolds can shoot tiny flames - orcs can throw spears - centaurs can shoot poisoned arrows now Fixes and polish: - added amulet aggravation sound when entering a level if it is being carried - fixed bolt death cause reporting and death screen handling - updated D-Pad looks
    Read full article on Community Announcements (r618)
  • AnnouncementsOfficial

    [Catch me if you can]

    - : - Many update, much dungeon - : -Monsters now go about their bidding - mostly chasing you, the player - in much more dangerous way (for you.) - pathfinding was updated so they will get to you.This also means that player pathfinding - clicking around the dungeon and using autorun to exit ( 'x' ) works more reliably, so things like crossing a maze automatically is a breeze now.That all works with all updated levels layout generation which has various room shapes, sizes, and complications, where overall structure gets the more chaotic the deeper the player gets:There are updated visuals and audio some of which is generated instead of using premade sounds and yes, there is also "Load Game" menu option now (there is no penalty for what is known in real world as savescumming, currently, although there's only one save file)Updated inventory menus now show different items types with different color:Main inventory items can be clicked to get their descriptions:Full list of changes: Game UI: - inventory items types are differentiated by color - items on main inventory screen can be clicked to obtain their description - there is a new 'Load Game' button in the game menu, allowing to load last/previous save; there is no penalty for this currently (small changes: seed input in Settings is now always selectable, player name input is now alphanumeric only (special characters were allowed previously)) Dungeon generation: is more varied - there are more rooms shapes, types and layout variations and the layout becomes more and more chaotic the deeper the player goes this should result in more interesting and less repetitive visuals and gameplay Visuals: - monsters colors now fade based on their remaining HP, so player has clearer indication of how much HP they have left - there is also visual feedback when player and monsters are hit - monsters and player now also fade into environmental floor effects more (items should be always clearly visible) - small trail behind player and m...
    Read full article on Community Announcements (r618)
  • Patch NotesOfficial

    (game loop & speed, some game and UI tweaks)

    there were some optimization gains to be had and game loop/PC should be running much faster nowfix when running should stop at passages splits near screen/dungeon edgeswands not going through doors fixnew 'L' status - when PC can see all monsters on the level after drinking potion of see monsters (separated from 'I' when PC can see invisibles/phantoms)player gains XP after successfully reading a scroll now, also XP gains from food and potion of experience were adjusted to up to 5%, resp. 10% of current XPtext labels on menu buttons can be turned on/off in Settingstweaked visuals of menu and dungeon overlaysome bugfixesThis scroll is identified now and ends here
    Read full article on Community Announcements (r618)
  • AnnouncementsOfficial

    [ Floor is (also) lava ]

    The floor is lava! But not only -- dungeon gained new capabilities and rooms with various environmental hazards which can affect both player and its inhabitants can be spawned:rooms with acid and lava floors can hurt anyone walking in themice and unevenly spread debris rooms can hinder player's and monsters' movementroom with beneficial healing effect with floor covered in soothing grass can also spawnRooms with acid floor:damages randomly player and monsters on each turn mildly up to 1 HPwearing ring of protection can prevent this damageflying monsters (bats, griffins and vampires) are immune, dragons, phantoms, rattlesnakes and trolls are immune unless cancelled with wand of cancellationLava floor:damages randomly player and monsters on each turn mildly up to 1 HPwearing ring of protection can prevent this damageflying monsters (bats, griffins and vampires) are immune, dragons, kobolds and phantoms are immune unless cancelled with wand of cancellationIce and rubble/debris rooms:In rooms with ice covered floor:player and monsters can slip, causing them to stand or move in random directionwearing ring of dexterity can prevent slippingflying monsters are immuneRooms with rubble/debris covered floor:player and monsters can have reduced movement causing them to skip movement / actionwearing ring of dexterity or ring of stealth can prevent stumblingflying monsters are immuneRooms with grass covered floor:player and all monsters can regenerate 1HP each turn in this roomRooms with hazards are generated to gradually increase difficulty, for example earlier levels have higher chance of 'grass' / healing rooms (remember, all rooms' effects are applicable also to monsters, so they will heal, too when in this rooms with you), ice/debris rooms more often later, and hurtful acid/lava floors are more often in later levels. So the chance of stumbling into lava pit early, or be healed by grassy floor later is rare, but still exists.Vampires can fly now ( how come they couldn't befo...
    Read full article on Community Announcements (r618)
  • AnnouncementsOfficial

    [better mouse/kb & some UI, new hollow monster]

    Couple of small changes, both visible and less visible, and a new 'hollow' monster -UI/user input:using mouse long press for panning the view is hopefully usable/fixed - it doesn't require the user to hold the cursor static with no movement in order to accept the long button press - thus invoking long press more easilyyou can now also zoom in/out using Ctrl+ keys(using Ctrl+ to move always turns on fast mode)use Alt+Enter to go windowed/fullscreenadded font scaling (see Settings) for messages in the game log (only, for now..)Game/feedback/messages:message when room is emptysleeping status of monsters is messaged(next no pickup message, if used)loot dropped from monsters can fall farther from themNew monster: `a hollow`you might occasionally encounter a 'hollow' - your previous incarnation wandering the dungeon as a phantom around the level you perished onthe hollow will have all of your previous equipment and items, but not all of it could be retrieved once you slay itit can spawn ~on the level you died on, with previous XP and HP, but won't be able to use/wear any equipment or items yetthere is ~ 1:10 chance of a hollow to appear on within +/- 1 level where it originally perished, last 5 demises are recorded (if any); a record is discarded when a hollow spawns~o./
    Read full article on Community Announcements (r618)

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