Arch Rogue
About the Game
The Gate is open. Ten depths will make you earn it.
Arch Rogue is (yet another) take on the classic Rogue formula: a grim,
replayable isometric action-RPG dungeon crawler. Every run builds a new
dungeon — new floors, new enemies, new treasure, new dilemmas — and every
death is final. What carries forward is what you've learned, the endings
you've discovered, and a persistent Chronicle of your descents.
A dungeon with intent
Ten procedurally built depths with themed biomes, chokepoints, traps,secrets, and dark floors lit only by your lantern.
Floor plans pace the whole run: escalating threat, elite packs, ambushes, treasure vaults, and optional challenge rooms for those who ask for trouble.
Five bosses bar the way — the Ash Gallows Knight, the Mycelial Matron,the Rime Chanter of the Ninth Bell, the Voidbound Rune Sentinel — and, at the bottom, the Dread Gate Tyrant.
Fight in real time, die in real time
Melee arcs, ranged bolts, arc novas, and a dash — governed by stamina,mana, and cooldowns, against enemies with readable telegraphs. Each Archetype has unique class-skill.
Elites with named modifiers, Oathbound minibosses, and encounter design that makes every room a decision.
Loot worth dying for
Five archetypes — Warden, Rogue, Arcanist, Acolyte, Ranger — with active abilities, passive talents, branch commitment, and combo bonuses.
Six rarity tiers and an ARPG-style affix vocabulary: damage types,resistances, lifesteal, thorns, procs, and speed.
Unidentified items, tempting cursed bargains, and unique relics with effects that bend a build around them.
The dungeon asks questions
A seeded dark-fantasy storyline with story guests and Aid / Bargain / Defy choices that echo through the run.
Seven shrine types, hidden caches, sealed armories, moonlit bargains, and lore buried where only the thorough will find it.
Flavor halls off the beaten path — a bar with a toast pilgrimage, a moonlit garden, the Hall of Unlost Echoes — each with its own rites and little games.
The dungeon has a pulse
An adaptive original score changes in real time:exploration, nearby elites, refuge rooms, boss phases, and the changing health of hero reshape its synchronized instrumental layers.
Multiplayer — Planned post-release
Launch into single-player. Online two-player co-op and two additional achievements are planned for a post-release multiplayer patch.
Built for the long haul
Four difficulties, from Easy to the unlockable Hell.
Save and resume your run, and keep a persistent Chronicle of your descents and discovered endings.
Keyboard/mouse and remappable gamepad controls.
37 single-player achievements at launch, with two co-op achievements planned for the post-release multiplayer patch.
Available Tables (0)
View available tables...Events Timeline
View full events timeline...Initial Release