Skip to content
Geeky Alien
Tetrogue

Screenshots

Tetrogue screenshot 1
Tetrogue Trailer trailerWatch trailer on Steam ↗

Tetrogue

ExlaWare · Published by ExlaWare

Positive — 100% positive (31 reviews) · 36 achievements

Last updated 29 Sept 2026

Stack pieces, clear lines, slay monsters. A falling-block roguelike where every line cleared strikes your enemies. Battle through a monster-filled dungeon, collect synergistic relics and gems, and survive escalating challenges across a procedurally generated map.

DJCTQ 61 DLC available ↗PvPFull Controller Support

£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: £2.657 Oct 2026

Action, Indie, Strategy, Casual · 2026 · More under £5 games

About this game

Tetrogue blends the satisfying rhythm of falling-block puzzles with the strategic depth of a roguelike. Every piece you place is a weapon — clear lines to deal damage, chain combos for devastating strikes, and watch enemies crumble as your relic build comes together.

Navigate a branching map through three stages of increasingly dangerous dungeons. Choose your path wisely: take on elite enemies for greater relics, trigger events that shift the run in unexpected directions, or conserve strength for the boss that waits at the end of each stage.

Features

  • 10 unique enemy types — Every slime has its own special ability: board manipulation, status effects, and surprises that force you to adapt mid-battle.

  • Playable Heroes — Choose one of 7 heroes, each reshaping how you play: guarantee the piece you need, chain unstoppable combos, or unleash a berserk rage that slows time itself. Win a run to unlock the next hero in the chain.

  • 3 stages with unique bosses — Each dungeon culminates in a boss encounter that tests your relic build to its absolute limits.

  • 50+ relics — Stack relic synergies, chain powerful effects, and forge a build that feels entirely your own across every run.

  • Gem fusion system — Collect and fuse gems to unlock potent combat bonuses that integrate directly into your piece-placing strategy.

  • Metaprogression — Permanent upgrades carry between runs, steadily unlocking new relics, bonuses, and possibilities for future attempts.

  • Events and encounters — Random encounters dot the map, from risky choices to skill challenges. Some offer powerful relics, some demand a sacrifice — choose carefully.

  • Infinitely scaling difficulty — Mastered the gauntlet? Climb to the next difficulty tier, or dive into Endless Mode and see how far your build can carry you.

  • Challenge Runs — Optional run-long modifiers let you twist the rules for an extra challenge or a completely different way to play.

  • Achievements & Tetrédex — Chase achievements and fill out the Tetrédex, a growing bestiary of every enemy you've encountered.

  • Built for everyone — Full controller support, colorblind-friendly accessibility palettes, and translations in English, German, French, Spanish, and Turkish.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10 64-bit
  • Processor: Dual-core, 2 GHz
  • Memory: 512 MB RAM
  • Graphics: OpenGL 3.3 / DirectX 11
  • Storage: 200 MB available space

Recommended

Recommended:
  • OS: Windows 10/11 64-bit
  • Processor: Any modern CPU
  • Memory: 1 GB RAM
  • Graphics: DirectX 12
  • Storage: 200 MB available space

Supported Languages

English*, French*, German*, Spanish - Spain*, Turkish*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Tetrogue 1.3.10 — Patch Notes

    New Features Warlock slime now telegraphs its cursed piece before it lands: a pulsing violet ghost piece appears in the exact shape and column it will use, showing the instant its attack cooldown starts, giving you the whole cooldown to react. The telegraph shifts up if garbage pushes your stack and drops back down after you clear lines. Placing a piece directly on the telegraphed spot denies it outright, forcing a reroll to a new shape and column. Multiple Warlocks charging at once never target the same cells. Siren slime's attack now adds a hard-to-place Heart piece to your Next queue instead of the old Charm ability (a line clear while charmed used to heal enemies instead of damaging them). The Heart is a unique 6-cell shape, always colored red regardless of your color scheme, and lands right inside the visible Next queue window. Defeating a Siren with the line clear from placing its Heart piece earns the renamed "Heart Breaker" achievement (was "Heel Turn"). Map events are now split into two types. Narrative Events (Shrine, Forge, Wanderer, Cursed Chest, Wounded Slime, Portal) keep the familiar blue question-mark icon. A new Event Challenge type (Speed Trial, Precision, Blindspot, Perfect Clear) plays out on a real board and gets its own pink, exclamation-mark icon so you can tell the two apart before committing to a route. New relic: Piggybank. Gain 5% interest on your gold after each battle, but reward screens offer one fewer option. New "Second Chance" meta-progression node (requires the full reroll chain, 45 shards): skipping any reward screen (relic, gem, or Treasure Room) refunds one reroll, up to your max. New meta-progression node, Colorist VI (100 shards, requires Colorist V), unlocks a fully custom tetromino color palette: pick a color per piece type with a color wheel, HSV sliders, or a typed hex code in a new palette editor overlay, fully navigable by mouse, keyboard, or controller. Starting Relics must now be bought once with shards (10 each) before...
    Read full article on Community Announcements (Exla)
  • AnnouncementsOfficial

    Thank you for 300 downloads!

    Tetrogue just crossed 300 downloads. Thank you, genuinely, to everyone who gave it a shot, left feedback, or just clicked download on a solo dev's weird little falling-block roguelike. It's been about a month since the 200 downloads post, and the game has grown a lot since then. Since 200 downloads, Tetrogue has picked up: Asymmetric Multiplayer, a whole second way to play: one player defends a run as the hero, the other attacks from the shadows with their own budget and abilities, decided by a rock-paper-scissors role draft Steam and Discord Rich Presence, so your friends can see exactly which boss is currently ruining your day A full Enemy HUD redesign and a combat hit-feel overhaul: slow-mo on big hits, controller rumble, knockback, the works 6 new relics, including Targeting System, Gem Madness, Spiked Armor, Fan Favorites, Blind Swordsman, and Counterspell A reworked Gem Vendor with paid restocks and stock that scales with how deep into a run you are Project-wide Corner Bracket focus highlighting, so keyboard and controller players can actually tell what's selected The Tetrédex grew Heroes and Status Effects sections, and accessibility picked up Grid Visibility, Ghost Piece Opacity, and a tunable Lock Delay slider Boss rewards reworked into 7 fully hero-tailored option sets instead of 3 generic buffs Battle backgrounds that actually look different from stage to stage now, and a proper r/Tetrogue on Reddit to hang out on More balance passes and bug fixes than I can list here, because apparently a solo dev never really gets to "ship and forget" This is still just me, working on it every day, and every download, wishlist, and bit of feedback keeps being the reason I keep going. I'm not slowing down: more content, more polish, more of whatever this game needs. By my extremely scientific 100k-downloads-to-quit-my-day-job metric, we're now only about 2.5 orders of magnitude away. At this rate I should be able to retire sometime around the heat death of the universe. ...
    Read full article on Community Announcements (Exla)
  • Patch NotesOfficial

    Tetrogue 1.3.9 — Patch Notes

    New Features New Options > Display > HUD section (checkboxes for Player Stats, Stats Panel, and DPS, all on by default) lets you hide individual battle HUD elements. Turning off Stats Panel extends the enemy area and battle background all the way to the edge of the screen. 3 new relics: Fan Favorites (the I, J, L, and O pieces appear more often), Blind Swordsman (hides the enemy's stats and turns them into silhouettes, but slows every enemy's attacks by 25%), and Counterspell (status effects can no longer be cleared early with a line clear, but the enemy that cast one is frozen for 5 seconds when it expires naturally). New "Zen" difficulty tier, one step below Novice: pieces never fall on their own, only your own moves and gravity move them. New Reddit button on the start screen next to the Discord button, linking to r/Tetrogue. 4 new start screen taglines, including 3 clickable ones linking to other games. Battle backgrounds now look more distinct between stages: the chandelier's flame and light now match each stage's color (warm amber on Stage 1, ember red on Stage 2, violet on Stage 3), and the enemy area's arch shape changes per stage too. The Discord button now opens the Discord app directly if you have it installed, instead of always going through your browser. Balance Changes Gravity Gem reworked: its pull range is now limited to a set number of rows around the clear instead of reaching the whole board. The range depends on which gem slot it's socketed in, not the gem's tier. Changes Average DPS on the run summary screen is now averaged per battle instead of weighted by battle length, so one long, slow battle no longer drags down an otherwise fast run. The window's maximize button now shrinks to half the screen size instead of doing nothing, if the window was already near full screen. Fixes Floating damage numbers now always render in front of the enemy's attack-intention icon instead of sometimes behind it. Fixed the Steam achievement resync not actually run...
    Read full article on Community Announcements (Exla)
  • Patch NotesOfficial

    Tetrogue 1.3.8 — Patch Notes

    New Features New live DPS readout in the piece-drop stats sidebar. Shows your average damage per second this battle to 2 decimal places, updates several times a second, and grows bigger, jitters more, and eventually catches fire the higher your output climbs relative to a basic enemy's health at your current stage and difficulty. Also fixed the piece-count numbers and both section headers not actually being centered in that sidebar. Victory and Game Over screens now show 4 more run stats: total damage dealt, total armor gained, total gold gained, and your average DPS across the whole run. Balance Changes Base line-clear damage: 3-line clears now deal 6 damage (up from 5), 4-line clears deal 9 (down from 10). 1-line (1) and 2-line (3) unchanged. Applies to Gold Round payouts too. Raw Gem: flat damage per line raised by 1 at every tier (2/3/4/5/6, was 1/2/3/4/5). Cursed Gem: flat damage per line raised by 1 at every tier (2/3/4/5/6, was 1/2/3/4/5), keeping its "twice Raw Gem" ratio intact. Charge Gem: tier 1 multiplier raised 2x → 3x, tier 2 raised 3x → 4x. Tiers 3-5 unchanged (5x/7x/11x). Gold Gem: gold-payout curve flattened to 1x/2x/3x/4x/5x by tier (was 1x/2x/4x/6x/8x). Damage penalty softened from half damage (50%) to 70% of normal damage. Volatile Gem: Mythic (tier 5) now deals double the bonus damage per garbage line, instead of matching tier 4's rate exactly. Mirror Gem: combine strength raised to 40%/55%/70%/85%/100% by tier (was 20%/40%/60%/80%/100%). Undead Executioner (Stage 3 boss): health raised from 180 to 200. His summoned minions now taper by how many he's summoned this fight: the 2 minions already on the field at the start of the fight, plus his first Summon cast, are full strength; each Summon cast after that drops to 75%, then 50%, then 25%, then 15% health (floor), while attacking up to 2x faster than normal to compensate. Changes Enemy health bars, armor badges, status icons, and attack-warning indicators have all been redesigned. Health bars now...
    Read full article on Community Announcements (Exla)
  • Patch NotesOfficial

    Tetrogue 1.3.7 — Patch Notes

    New Features Exiting a run now goes straight to your Upgrades tab if you can afford one: pressing Exit (Game Over) or Back to Menu (Victory) skips the Start Screen, with a note next to the Upgrades button explaining why and your Shard counter animating up to the new total. New Tier 2 relic: Targeting System. Line-clear damage always hits whichever enemy you've selected instead of the frontmost one, at 25% less damage as the tradeoff. Switch targets with new Direct Relic Control keys (Options, Controls), defaulting to Q/E or LB/RB. The selected enemy is marked with a small triangle overhead. New Tier 2 relic: Gem Madness. Your equipped gems and gem bag shuffle together at the start of every battle, and at the end of each battle a random gem is upgraded a tier while a different one is destroyed. New Tier 1 relic: Spiked Armor. Any enemy that attacks you takes damage equal to your current armor. Options, Gameplay: new Hit Feedback section. 4-Line Flash and Shake Intensity moved here from Accessibility, alongside a new Controller Rumble slider (0 to 500%, default 100%). Gem Vendor: new Restock button lets you spend gold to reroll all 6 offered gems for a fresh selection. Cost starts at 20 gold and climbs 15 gold each time you use it, resetting at your next vendor. Changes Combat hit feel overhaul: taking damage now briefly dips time to 25% speed instead of freezing it outright, adds a controller rumble pulse scaled to the hit, and enemies flash white, knock back (regular enemies only, not bosses), and squash-and-spring on every hit, including the killing blow. Screen shake now respects the Shake Intensity setting everywhere, not just on line clears, and a stronger shake landing right after an earlier one is no longer cut short. Options screen: Accessibility, Gameplay, and Display tabs reorganized with clearer section headers. Handling settings (DAS, ARR, Soft-Drop Repeat, Test Controls) now come before Rotation System in Gameplay, and Horizontal Next Queue moved to Disp...
    Read full article on Community Announcements (Exla)

We use strictly necessary cookies to run this site. We don't currently set any analytics or advertising cookies. See our Cookie Policy for details.