Compara los precios de Right and Down en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por mc2games. Publicado por mc2games. Lanzado el 18/10/2022. Disponible en PC. Géneros: Indie, Strategy.

Two inputs. Fifty floors. A deceptively brutal decision tree that will make you rethink what a 'simple' roguelike can actually demand of you.

I went into Right and Down expecting a palette cleanser between heavier strategy sessions. What I got instead was a game that quietly stress-tested my risk management instincts for hours before I even reached floor 20. The concept is deliberately spartan: every turn, you move one card to the right or one card down. That binary choice, repeated across 50 procedurally generated floors, is where all the game's tension lives, and it is a surprisingly large space once you start reading the board correctly. The card layout on each floor presents three types of encounters: enemies, traps, and resource cards (health potions, armor bonuses, coins, and purchasable artifacts). Enemies go down in a single move, but each one displays the damage it will deal you on contact, so every step is a calculation. Fight too few enemies and you arrive at the camp upgrade every 10 floors without the experience needed to buy new skills. Fight too many on a bad path and status effects like Blindness, Freeze, or Poison will compound into a death spiral long before the late floors arrive. Frozen is the particularly nasty one: it strips your passive and equipment abilities, which are often the core of any character's survival plan. The game does not explain this to you. It expects you to die and learn. Character variety is where the replayability lives. You start locked to the Brute, but completing specific in-run criteria unlocks five additional heroes, each carrying a different starting artifact set and a unique skill system triggered by directional input sequences. One character heals by moving down four times consecutively. Another deals burst damage via a right-down-right-down pattern. Knowing and executing those sequences while simultaneously routing around a dangerous floor is where the game graduates from casual to genuinely strategic. The unlock conditions also feed into nine different dungeon variants, each adding a rule modifier that stacks difficulty in new directions. There is a meaningful progression loop here, even if it takes a few runs to see it. The criticism that lands is the tutorial gap. There is effectively no explanation of mechanics, trap interactions, or artifact synergies. A first-time player will not understand why Freeze is deadlier than Poison, or why skipping a strong enemy to grab an artifact can be a net negative run decision. Players who enjoy figuring systems out through failure will adapt; anyone who wants guidance upfront will be frustrated. The difficulty curve in the back half of runs can also feel punishing in a way that reads as RNG variance rather than earned difficulty, though the community notes that mc2games has patched balancing issues over time, including adjustments to character passives like the Dwarf. The absence of a mod ecosystem or difficulty slider means your only lever is getting better, which is either a feature or a flaw depending on your tolerance. For the price point, Right and Down delivers a genuinely distinct mechanical idea executed with enough depth to sustain dozens of runs. It is not a game that will hold your hand through its systems, but strategy players comfortable with learning by death will find a compact, well-iterated roguelike that respects the intelligence of its audience. Beginners should go in with the expectation that the first ten runs are tutorials with permanent consequences. Diego, Scout Team

Right and Down

Right and Down

18 oct 2022mc2games
GamerScout opina

Two inputs. Fifty floors. A deceptively brutal decision tree that will make you rethink what a 'simple' roguelike can actually demand of you.

PC
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €2.00

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I went into Right and Down expecting a palette cleanser between heavier strategy sessions. What I got instead was a game that quietly stress-tested my risk management instincts for hours before I even reached floor 20. The concept is deliberately spartan: every turn, you move one card to the right or one card down. That binary choice, repeated across 50 procedurally generated floors, is where all the game's tension lives, and it is a surprisingly large space once you start reading the board correctly. The card layout on each floor presents three types of encounters: enemies, traps, and resource cards (health potions, armor bonuses, coins, and purchasable artifacts). Enemies go down in a single move, but each one displays the damage it will deal you on contact, so every step is a calculation. Fight too few enemies and you arrive at the camp upgrade every 10 floors without the experience needed to buy new skills. Fight too many on a bad path and status effects like Blindness, Freeze, or Poison will compound into a death spiral long before the late floors arrive. Frozen is the particularly nasty one: it strips your passive and equipment abilities, which are often the core of any character's survival plan. The game does not explain this to you. It expects you to die and learn. Character variety is where the replayability lives. You start locked to the Brute, but completing specific in-run criteria unlocks five additional heroes, each carrying a different starting artifact set and a unique skill system triggered by directional input sequences. One character heals by moving down four times consecutively. Another deals burst damage via a right-down-right-down pattern. Knowing and executing those sequences while simultaneously routing around a dangerous floor is where the game graduates from casual to genuinely strategic. The unlock conditions also feed into nine different dungeon variants, each adding a rule modifier that stacks difficulty in new directions. There is a meaningful progression loop here, even if it takes a few runs to see it. The criticism that lands is the tutorial gap. There is effectively no explanation of mechanics, trap interactions, or artifact synergies. A first-time player will not understand why Freeze is deadlier than Poison, or why skipping a strong enemy to grab an artifact can be a net negative run decision. Players who enjoy figuring systems out through failure will adapt; anyone who wants guidance upfront will be frustrated. The difficulty curve in the back half of runs can also feel punishing in a way that reads as RNG variance rather than earned difficulty, though the community notes that mc2games has patched balancing issues over time, including adjustments to character passives like the Dwarf. The absence of a mod ecosystem or difficulty slider means your only lever is getting better, which is either a feature or a flaw depending on your tolerance. For the price point, Right and Down delivers a genuinely distinct mechanical idea executed with enough depth to sustain dozens of runs. It is not a game that will hold your hand through its systems, but strategy players comfortable with learning by death will find a compact, well-iterated roguelike that respects the intelligence of its audience. Beginners should go in with the expectation that the first ten runs are tutorials with permanent consequences.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Two-Button ControlsPermadeathArtifact SynergyStatus Effect ManagementDirectional Skill CombosUnlockable HeroesDungeon Modifier VariantsHigh Difficulty Curve

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
2 GB RAM
Storage
1 GB available space
Graphics
NVIDIA GeForce 450
Processor
Intel Core i3 2.00 GHz

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Información del juego

Desarrolladora
mc2games
Distribuidora
mc2games
Fecha de lanzamiento
18 oct 2022

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¿En qué plataformas está disponible Right and Down?

Right and Down está disponible en PC.

¿Cuándo se lanzó Right and Down?

Right and Down se lanzó el 18 de octubre de 2022.

¿Quién desarrolló Right and Down?

Right and Down fue desarrollado por mc2games.