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Watch trailer on Steam ↗Rogue Quest
Curds & Crowns · Published by Curds & Crowns
2 user reviews — 100% positive (2 reviews)
Last updated 28 Sept 2026
Play poker hands to deal damage. A Pair chips, a Flush crushes, a Royal Flush ends fights. Build a deck across 5 classes, stack 88 power cards, and ascend a cursed spire where every run reshuffles the odds.
£9.09
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Price history
Strategy, Early Access · 2026 · More £5 - £15 games
About this game
Rogue Quest is a roguelike deckbuilder where every attack is a poker hand. Build a Pair to chip, a Flush to crush, a Royal Flush to end fights. Pick a class, draft a deck, and ascend a cursed spire that gets meaner every floor.
This isn't a puzzle. It's a dungeon. Every hand is a fight, every floor a new threat.
How Combat Works
Draw five cards. Read the board. Decide which hand to play and which to hold.
A Pair scratches. A Two Pair stings. A Flush crushes. A Straight Flush devastates. Suits, ranks, and hand types each shape damage differently, and the right Power Cards can turn a modest hand into a killing blow.
Power Cards Break the Math
Five passive ability slots. 88 cards to fill them. Every Power Card listens for a trigger and fires an effect, and the right five turn poker into something stranger.
Vampiric. Heal 1 HP for every 10 damage you deal.
First Strike. +30 damage on the first hand of every fight.
Last Stand. Deal 50% more damage while below 30% HP.
Rainbow Aura. +3 mult when your scored cards include all four suits.
Chaos Engine. At the start of each turn, a random card gains a random enhancement.
Overkill. +3 permanent damage every time you kill an enemy.
Loan Shark. Pay 5 HP at combat start, gain 20 gold.
Midas Touch. All gold rewards are doubled.
Layer a Vampiric on a Last Stand build and dying makes you stronger. Run Midas Touch with Loan Shark and the spire pays you to bleed. Stack First Strike with a Straight Flush class fantasy and bosses lose half their HP before they swing.
One Power Card is a perk. Five Power Cards stacked is a build.
Each Floor, a New Path
Between fights, the spire branches. Shop with a wandering merchant. Rest at the healer. Forge your cards at the blacksmith. Read your fate at the mystic. Risk a random event. Every node is a choice, and every choice changes the deck you bring to the next fight.
Five Classes, Five Playstyles
Warrior. Built for sustained combat. Pairs and Full Houses hit harder, and every kill grows your block.
Rogue. Fast and precise. Draws an extra card each turn, with a 30% crit chance and a piercing opener.
Wizard. Rewards high-value hands. Straights and Flushes deal double damage and raise a ward.
Paladin. Durable and self-sustaining. Full Houses restore HP, and every win heals you back up.
Warlock. A frail pact-bearer. Heals 25% of damage dealt, with Three of a Kind and Four of a Kind as signature hands.
Each class unlocks its own mastery track, starter deck, and a private pool of class-only Power Cards. Berserker Rage stacks permanent damage every time a warrior takes a hit. Dark Pact pushes a warlock's life drain harder at the cost of max HP. Divine Wrath rewards a paladin who never lets the spire touch them.
Forge and Transmute
The blacksmith doesn't sell cards. He changes them. Enhance a card with burn, gold bonus, or extra damage. A few visits in, your deck stops looking like a deck of cards and starts looking like a weapon.
A Town That Remembers
Death is permanent, but progress isn't. Spend gold between runs to upgrade your town, unlock new classes, and improve your starting conditions. Every run teaches. Every run leaves the next one stronger.
Features at a Glance
Poker hand combat with damage scaling across ten hand ranks
5 character classes, each with class-only Power Cards and a mastery track
88 Power Cards. Slot up to 5 per run. Synergies stack.
Card forging and transmutation at the blacksmith
Procedurally generated floors with combat, shop, rest, forge, mystic, event, and elite nodes
Persistent town upgrades that carry across runs
Painterly dark fantasy art with torch-lit dungeon environments
The Spire Is Waiting
Climb high enough and the rules start bending back. Find out how far one good hand can take you.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit (1809+)
- Processor: Dual-core 2.0 GHz x64
- Memory: 4 GB RAM
- Graphics: integrated GPU
- DirectX: Version 11
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
Patch NotesOfficial
Patch 0.10.1
RogueQuest v0.10.1 Improvements Block now shows on your health bar. Shield/block is rendered as a glass plate layered over the HP bar (for both you and the enemy), with a shield icon marking its edge, so you can read your defense at a glance instead of just a number. Clearer meta screens. The Mythics, Town, and Powers screens each have a short banner explaining how that system works: how unlocked mythics become playable, that town upgrades are permanent across runs, and how power cards are earned and used. Fixes No more accidental reward picks. Reward cards are now briefly locked when the reward screen appears, so a leftover tap from combat can no longer auto-select a card before you mean to. Localization Improved translations across all supported languages. Reworked in-game terminology (run, floor, deck, and more) so game terms read correctly in every language instead of being translated out of context.Read full article on Community Announcements (halfsam)Patch NotesOfficial
Patch 0.10.0: The Run Now Ends
Patch 0.10.0: The Run Now Ends Three days ago we shipped a roguelike. Today we shipped one with an actual ending. Progress. A small (large) collection of fixes, reworks, and quality-of-life nudges informed by everyone who politely told us our pacing was a slow descent into existential dread. Strap in. 🏁 Runs Now End: 9 Floors, 3 Acts The biggest thing in this patch. Runs are no longer infinite. Every adventure is exactly nine floors across three acts: Act I, The Dungeon (floors 1 to 3) Act II, The Catacombs (floors 4 to 6) Act III, The Abyss (floors 7 to 9) Bosses recycle across acts at escalating tiers, and their mechanics actually mean something now: The Lich revives a specific number of times before staying dead. Arcane Empress enrages at an HP threshold instead of after a turn timer no one was tracking. Demon King raises shields on a fixed cadence. Finishing the run grants a +200 stone completion bonus on top of your banked stones, plus an actual reward screen instead of "hope you enjoyed the void." ⚔️ Combat Now Feels Like Combat Map generation was rebuilt around pacing invariants. We did a lot of math. Every path to the boss now has at least 6 combat nodes. You can no longer string 3 or more non-combat nodes in a row. The wandering merchant cinematic universe is over. Monster and elite weights are up. Event and treasure weights are down. We added a validator that ran on 1,000 generated maps × 9 floors and found zero invariant violations. That is 330,000 paths. Yes we are bragging. 📍 Floor-Complete Got a Progress Bar After each floor, you now see a 9-pip × 3-act run-progress bar. Cleared floors fill gold, the current floor glows, upcoming floors sit as dim outlines. Acts are labeled and the active act is highlighted in parchment. You will finally know how close you are to the end without having to count. 🗝️ Class Unlocks Now Reward The Way You Play Class unlock conditions moved from "reach floor X" to identity-metric gates matched to each class's signature hand...Read full article on Community Announcements (halfsam)Patch NotesOfficial
Day 1 Patch - v0.9.2
Thank you to everyone who jumped in on launch day. You found things fast, and we fixed them fast. Here's what's in today's patch:Bug fixesFixed the title screen showing a black background when returning from a run.Fixed the Blacksmith upgrade label overlapping the card preview.Removed a redundant message that appeared after healing at the Healer node.Combat readabilityTap any status indicator during combat to see what it does. Burn, Defense, Block, enemy intent, and boss mechanics all show a tooltip on tap.Mystic nodePower cards now display in a grid instead of a horizontal scroll so you can see everything at once.Selling a card shows coins flying to your gold total.General polishPower card text is larger and no longer cut off.The run summary screen has larger text and now explains what Stones are used for.The Blacksmith and Healer nodes now play sounds and animations on confirm.More fixes and improvements coming soon. Keep the feedback coming.Read full article on Community Announcements (halfsam)






