Compare 1Quest prices across 50+ stores and find the best deal. Developed by Ratz 'N' Godz. Published by Ratz 'N' Godz. Released on 12/3/2014. Available on PC. Genres: Indie, RPG.

Sixty percent of Steam reviewers liked this one, and I think I understand why: beneath the mobile-port roughness lives a surprisingly thoughtful casual roguelike that respects your lunch break.

My first hour with 1Quest was spent squinting at a UI that never quite forgot it was designed for a touchscreen. The buttons are small, the onboarding is essentially absent, and the font choices carry the unmistakable fingerprints of a mobile origin. That honesty upfront matters, because once you accept what 1Quest actually is, rather than what a PC roguelike usually promises, something quieter and more charming starts to surface. The core loop is tighter than it first appears. You pick a race and one of eighteen classes, then work across a world map where each day of the in-game seven-day countdown forces a dungeon run deeper into enemy territory. The world map is an unusual structural choice for the genre, but it serves a real purpose: each node offers two dungeon paths with different rewards, so a warrior build will hunt paths that promise weapons and armor, while a magic-affinity build angles toward spell schools and altars. That daily branching creates low-key strategic tension that most games this small never bother to build. The magic system, layered around affinity schools rather than simple mana bars, adds more texture than the graphics suggest you are going to get. The character depth is genuinely surprising. Over 150 class abilities and spells spread across those eighteen classes means repeated runs feel meaningfully different, especially once you start unlocking advanced classes. A Steam community member who had sunk more hours into this than any other roguelike besides Dungeon Crawl Stone Soup praised the character customization specifically, and that rings true. The flip side is that the game offers almost no guidance on how any of it works. One misclick during a dungeon run can end a promising session, difficulty spikes arrive with little warning, and certain enemy types feel disproportionate in a way that reads like a balance pass that never happened after the mobile version shipped. The Tower of Chaos mode, an unlimited permadeath dungeon added post-launch, is where the game finds its most honest footing. Stripped of the time-pressure narrative, it becomes a straightforward test of build knowledge and positional discipline, which suits the click-to-act combat better than the main campaign does. The soundtrack, however, is a single looping track shared across all environments, and players who care about ambient mood will feel that absence sharply. The pixel art has a certain rough sincerity, but it never becomes something you would call atmospheric. Who is this for? Genuinely, it is for players who want a low-friction roguelike that fits in thirty-minute sessions, who do not mind self-teaching systems through failure, and who can forgive a port that prioritised function over polish. Hardcore genre fans expecting the depth of Tales of Maj'Eyal or the tactile craft of a purpose-built PC roguelike will bounce off it fast. But there is a small, patient audience that will find something real here, tucked underneath the rough edges and the borrowed mobile UI. Kai, Scout Team

1Quest
IndieRPG

1Quest

Dec 3, 2014Ratz 'N' Godz
GamerScout Says

Sixty percent of Steam reviewers liked this one, and I think I understand why: beneath the mobile-port roughness lives a surprisingly thoughtful casual roguelike that respects your lunch break.

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About 1Quest

My first hour with 1Quest was spent squinting at a UI that never quite forgot it was designed for a touchscreen. The buttons are small, the onboarding is essentially absent, and the font choices carry the unmistakable fingerprints of a mobile origin. That honesty upfront matters, because once you accept what 1Quest actually is, rather than what a PC roguelike usually promises, something quieter and more charming starts to surface. The core loop is tighter than it first appears. You pick a race and one of eighteen classes, then work across a world map where each day of the in-game seven-day countdown forces a dungeon run deeper into enemy territory. The world map is an unusual structural choice for the genre, but it serves a real purpose: each node offers two dungeon paths with different rewards, so a warrior build will hunt paths that promise weapons and armor, while a magic-affinity build angles toward spell schools and altars. That daily branching creates low-key strategic tension that most games this small never bother to build. The magic system, layered around affinity schools rather than simple mana bars, adds more texture than the graphics suggest you are going to get. The character depth is genuinely surprising. Over 150 class abilities and spells spread across those eighteen classes means repeated runs feel meaningfully different, especially once you start unlocking advanced classes. A Steam community member who had sunk more hours into this than any other roguelike besides Dungeon Crawl Stone Soup praised the character customization specifically, and that rings true. The flip side is that the game offers almost no guidance on how any of it works. One misclick during a dungeon run can end a promising session, difficulty spikes arrive with little warning, and certain enemy types feel disproportionate in a way that reads like a balance pass that never happened after the mobile version shipped. The Tower of Chaos mode, an unlimited permadeath dungeon added post-launch, is where the game finds its most honest footing. Stripped of the time-pressure narrative, it becomes a straightforward test of build knowledge and positional discipline, which suits the click-to-act combat better than the main campaign does. The soundtrack, however, is a single looping track shared across all environments, and players who care about ambient mood will feel that absence sharply. The pixel art has a certain rough sincerity, but it never becomes something you would call atmospheric. Who is this for? Genuinely, it is for players who want a low-friction roguelike that fits in thirty-minute sessions, who do not mind self-teaching systems through failure, and who can forgive a port that prioritised function over polish. Hardcore genre fans expecting the depth of Tales of Maj'Eyal or the tactile craft of a purpose-built PC roguelike will bounce off it fast. But there is a small, patient audience that will find something real here, tucked underneath the rough edges and the borrowed mobile UI. Kai, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Casual RoguelikeClass Unlock SystemWorld Map BranchingMagic Affinity SystemTower of Chaos ModeMobile PortNo TutorialPermadeath Optional

Steam Deck & Linux

Steam Deck PlayableProtonDB Gold

Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 4 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP/Vista/7
Memory
1 GB RAM
Storage
100 MB available space
Processor
1.6 Ghz

Recommended

OS
Windows XP/Vista/7
Memory
2 GB RAM
Storage
100 MB available space
Processor
2 Ghz

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Game Info

Developer
Ratz 'N' Godz
Publisher
Ratz 'N' Godz
Release Date
Dec 3, 2014

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What platforms is 1Quest available on?

1Quest is available on PC.

When was 1Quest released?

1Quest was released on 3 December 2014.

Who developed 1Quest?

1Quest was developed by Ratz 'N' Godz.