
rooMaze
A two-person debut dungeon crawl with genuine atmosphere and a combat system nobody balanced before shipping - approach with curiosity and low expectations in equal measure.
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My honest reaction to rooMaze is something close to tender frustration. There is a real world inside here - voxel rooms that conjure crumbling alchemy labs, ancient texts stacked on candlelit tables, mysterious prisons built for things that no longer exist - and the two developers at ChairKilling clearly felt it too. That atmosphere is the game's most quietly impressive achievement, and I want to start there before getting into the rougher stuff, because it deserves its moment. Mechanically, this is a first-person roguelike dungeon crawler with procedurally generated floors, a charged-attack combat system, status ailments (burns, bleeds, fractures), deadly floor traps, and a barter economy that replaces gold with item-for-item trading. The weapon variety is wider than you would guess for something this small: wands, sticks, one-handed and two-handed crossbows, bows, swords, maces, shields, and at least one incendiary option all show up. Character progression branches across several leveling paths, and the classes - something like archer, warrior, and mage archetypes - shape how you interact with that arsenal. On paper, the skeleton of a compelling crawl is absolutely there. In practice, the combat is the wall most players hit and never clear. Striking requires a full charge on almost every swing, and hit detection is precise enough to make each slow arc feel clinical rather than weighty. Rats and skeletons can kill you before you find a real weapon on normal difficulty. The game can throw three or four enemies at you from the opening room with little wind-up, and the pattern of circle-strafe, wait, strike becomes repetitive against single foes and genuinely chaotic against groups. The developers themselves admitted in their own pre-release notes that the balance was unfinished and the optimization was compromised by engine choices made during a learning process. That honesty is endearing. The result, though, is a shipped game that still reads like a beta, with reported issues around fullscreen resolution handling that were never resolved after development quietly stopped. The harder truth, the one that turns this from a flawed gem into a cautionary footnote, is that ChairKilling walked away. The saves system, the map, the story hooks, the additional floor types, the boss variety - all of it was planned and none of it arrived. What shipped is a slice, not a meal. For a completionist or a Steam achievements hunter there are 26 achievements to chase, and the procedural generation means no two runs look identical. But if you are the kind of player who needs a reason to push deeper - a lore payoff, a difficulty curve that rewards study, a boss that recontextualizes everything - rooMaze will not give you that. The atmosphere promises a story it cannot tell. Who is this for, then? Honestly, it is for the archaeologically minded indie explorer who finds value in unfinished signals. The voxel craft here is more considered than Minecraft-adjacent screenshots suggest - there is mood in the darkness, and light is used deliberately as a navigational resource. If you find yourself charmed by rough student projects that reached for something specific and grazed it, this has that particular frequency. Everyone else has better crawls available a short scroll away.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 7/8/10
- Memory
- 1 GB RAM
- Storage
- 1500 MB available space
- Graphics
- NVIDIA GeForce GT 640 / AMD Radeon HD6670
- Processor
- Dual-core 2.5 GHz
- Sound Card
- Working one
Recomendados
- OS
- Windows 7/8/10 x64
- Memory
- 2 GB RAM
- Storage
- 1500 MB available space
- Graphics
- NVIDIA GeForce GTX 950 / Radeon R7 370
- Processor
- Quad-core 2.5 GHz
- Sound Card
- Working one
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Información del juego
- Desarrolladora
- ChairKilling
- Distribuidora
- Sometimes You
- Fecha de lanzamiento
- 3 mar 2017
