


#Roguebook slay the spire upgrade
With the addition of towers that reveal more space or items that permanently upgrade your character, the game creates a small set of navigation puzzles that legitimately add to the experience.Īnd, of course, instead of a single powerful character with an associated deck, you have two characters whose abilities are shuffled together into one deck of cards. It doesn’t translate well to paper, but the end effect is a careful management of items that allow you to optimally reveal as many new tiles as possible. You move your characters around a hex grid, uncovering the fog of war (and revealing items to pick up or new battles to have) by deploying different kinds of inks to “draw” them into existence. Instead of a direct line of encounters that are approached in a string, Roguebook plops players into large procedurally-generated levels that are navigated in roguelike fashion. It is thick in every place that Spire is thin. Roguebook’s reversals of the design ideals of the deck builder make it resonate strongly with me. But along the way, they keep inverting the logic and strategies that undergird Slay the Spire. You battle monsters with a deck of cards, you choose more cards to add to that deck, and you slowly build toward specific strategies that allow for unique tactics for your given playable characters. It is impossible to make a game in this space that does not evoke comparisons to the titanic Slay the Spire and heavy hitters like Monster Train, and developer Abrakam clearly owe much of the core of this game’s design to these other major players.

At its core, Roguebook is about progressing through a few randomized levels while building up a deck that allows you to fight enemies. This is the best analogy that I could come up with to speak to how special Roguebook is within the deck building game genre.
