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Watch trailer on Steam ↗McRogue
Snare Games · Published by Snare Games · Official site ↗
Mixed — 62% positive (13 reviews) · 27 achievements
Last updated 27 Sept 2026
It's man versus machine in this action roguelite from Snare Games. Explore procedural worlds, collect power-ups, and use McRogue's devastating robot fists to destroy all that stand in his way. But don't take too long about it - the robots only get stronger.
£2.09
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Price history
Action, Indie, Early Access · 2018 · More under £5 games
Navigate treacherous robot-filled realms as McRogue, wielding relentless force to vanquish foes. Each world presents new obstacles, demanding swift action and strategic power-up use against ever-hardening adversaries.
About this game
An army of marauding robots travels the universe leaving every world they conquer desolate, polluted and drained of its resources. Only one person stands in their way: McRogue.
Once a prisoner of the robots and permanently disfigured from their grotesque experiments, McRogue used their own technology against them to escape. He’s now ready to turn the tables and use the giant robotic fists fused onto his arms to take revenge and save his planet.
He’s angry… He’s ready for some payback… Are you?
McRogue is a combat exploration game from Snare Games inspired by some of the amazing 2D roguelikes available on Steam. We wanted to mix roguelike elements with approachable melee combat and exploration in a 3D world.
Core Principles
- Time = Difficulty: As time goes on, enemies get stronger, tougher and more numerous
- Melee Combat: Use McRogue's powerful fists to smash your way through all that stand in your way
- Exploration: Explore the world and find secret chests filled with new power-ups and abilities to help keep enemies at bay
Key Features at Early Access Launch
- A powerful level generator builds new worlds each time you play
- Three level types (forest, swamp, wasteland)
- A sophisticated AI director takes care of increasing difficulty while ebbing and flowing the tension of the game so that your gameplay experience is different every time
- Six basic enemy types, with multiple variants
- First boss
- 17 multi-stage power-ups used to level-up McRogue's abilities during the game
- Support for Xbox 360 and DualShock4 controllers
- Support for Steam Stats, Achievements and Cloud Save
- Powered by a custom game engine
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 8
- Processor: 2.5 GHz
- Memory: 1 GB RAM
- Graphics: DirectX 11.1 compatible
- DirectX: Version 11
- Storage: 100 MB available space
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Updates on hold
Hi everyone, I want to let you know that I can no longer work on McRogue due to legal restrictions as I've taken a new position at a game company. My intent was to get the game to the full v1.0 release, but it became very clear soon after Early Access launch that was not going to be financially viable. I've been looking at alternatives to keep the development going via other means, but it doesn't look promising. Please know that I'm as disappointed as you about this. RoryRead full article on Community Announcements (Bearmasher)AnnouncementsOfficial
Build Notes 0.0.72
Lots of random stuff today... You must now continually punch a rune to open it. You need about five punches within a second or so. This means that you can now longer just run by a rune and open it. Add new upgrade sounds for when you're successfully starting to activate it. Make swamp mesh collision more closely match the mesh shapes You can now bounce off the top of the stump-like objects in the swamp. Slam attack into them to bounce higher - this will let you then perform another slam attack at maximum power. Tune the death effects Add death effect sounds Add new gun sound Improve slam attack effects and sounds Lowered the upgrade run attractor offsetRead full article on Community Announcements (Bearmasher)Patch NotesOfficial
Build Notes 0.0.72
Lots of random stuff today... You must now continually punch a rune to open it. You need about five punches within a second or so. This means that you can now longer just run by a rune and open it. Add new upgrade sounds for when you're successfully starting to activate it. Make swamp mesh collision more closely match the mesh shapes You can now bounce off the top of the stump-like objects in the swamp. Slam attack into them to bounce higher - this will let you then perform another slam attack at maximum power. Tune the death effects Add death effect sounds Add new gun sound Improve slam attack effects and sounds Lowered the upgrade run attractor offsetRead full article on Community Announcements (Bearmasher)Patch NotesOfficial
Build Notes 0.0.71
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31425317/fc8a45f00a79856579bfb1e925b4c21822a3e7ca.png This build gives some much needed love to the swamp level. The swamp level was at 'Stage 1' of development, meaning that it had the basic meshes in place, but just the standard layout and terrain. This update brings it to 'Stage 2' meaning that it now has representative layout, proper terrain and general tuning. The next stage is to add the landmark objects and there will be one more stage to add gameplay objects too. Tweak the layout structure of the swamp to generate a couple of large areas, but a lot more smaller ones. Add screen-space reflections to the water shader Add a new graphics option to use low quality water without screen-space reflections Tune the way the coastal foam goes in and out so that it's less synchronized. Fix a lighting bug that caused the indirect diffuse lighting to be too dark Tweak swamp fog settings Fix lily pads all spawning in a line Tune swamp water to look muddy Tweak the swamp terrain gradient to remove greens Make the swamp water a bit deeper and adjust the player slowdown to compensate Add more hills to the swamp Use the new distortion method to generate the clear areas of the swamp Tune the swamp grass color so that it grows healthy grass around runes and dead grass around mines Remove any possibility of generating lakes in the swamp. The water is so murky that it's not fair if you suddenly fall into a lake and get damaged. Increase the distance between upgrade runesRead full article on Community Announcements (Bearmasher)AnnouncementsOfficial
Build Notes 0.0.71
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31425317/fc8a45f00a79856579bfb1e925b4c21822a3e7ca.png This build gives some much needed love to the swamp level. The swamp level was at 'Stage 1' of development, meaning that it had the basic meshes in place, but just the standard layout and terrain. This update brings it to 'Stage 2' meaning that it now has representative layout, proper terrain and general tuning. The next stage is to add the landmark objects and there will be one more stage to add gameplay objects too. Tweak the layout structure of the swamp to generate a couple of large areas, but a lot more smaller ones. Add screen-space reflections to the water shader Add a new graphics option to use low quality water without screen-space reflections Tune the way the coastal foam goes in and out so that it's less synchronized. Fix a lighting bug that caused the indirect diffuse lighting to be too dark Tweak swamp fog settings Fix lily pads all spawning in a line Tune swamp water to look muddy Tweak the swamp terrain gradient to remove greens Make the swamp water a bit deeper and adjust the player slowdown to compensate Add more hills to the swamp Use the new distortion method to generate the clear areas of the swamp Tune the swamp grass color so that it grows healthy grass around runes and dead grass around mines Remove any possibility of generating lakes in the swamp. The water is so murky that it's not fair if you suddenly fall into a lake and get damaged. Increase the distance between upgrade runesRead full article on Community Announcements (Bearmasher)






