Compare Flick Shot Rogues prices across 50+ stores and find the best deal. Developed by Butter By The Fish. Published by Noodlecake. Released on 9/17/2025. Available on PC. Genres: Indie, Strategy.

Physics-based roguelite where every attack IS your movement - pick the wrong angle on a flick and the run falls apart. Deceptively deep, dangerously easy to chain attempts.

My instinct with any roguelite that leads with a gimmick mechanic is to clock how many hours before the gimmick wears thin. With Flick Shot Rogues, I kept waiting for that moment and it never quite arrived. The core conceit is that movement and attacking are the same action: you drag back and release your pirate hero like a cue ball, sending them careening into enemies, ricocheting off walls, and potentially triggering chain explosions - all in a single flick. Because positioning and offense are inseparable, every turn carries genuine strategic weight. Do you take the safe chip shot, or gamble on a wild bank that could clear three enemies at once? That tension, present from the first encounter to the late Doom difficulty levels, is what makes the loop hold together. The structure underneath the flick mechanic is thoroughly Slay the Spire-flavored: a branching island map with battle nodes, shops, upgrade anvils, rest sites, and the occasional NPC. You bring two characters into each run - a swashbuckler, a Klabautermann with an axe, a Froggomancer who flings amphibians at nearby targets, and others unlocked at higher difficulty tiers - each carrying one equipped relic. Relics cover the expected elemental spread: fire damage, sticky bombs, lightning chains, barbed wire multi-hits, passive fire totems. The interesting design call is that both characters share a single health and shield pool, so there is no hiding a wounded fighter behind a healthier one. Every hit you take is a shared resource drain, which keeps run management tighter than it first appears. Curses, accepted voluntarily from Doom level one onward, pile on modifiers that can be savagely punishing - some reviewers noted that certain curses effectively end a run rather than add interesting tension - but when the balance lands, that risk/reward push is exactly the kind of late-game decision point I want more roguelites to force. The biggest legitimate complaint across player feedback is boss and enemy variety. There are crabs on the beach, sword-wielding monkeys in the jungle, chimeric abominations on the mountain, and a skeletal final boss at the volcano, but critics consistently noted that two to three bosses per world starts feeling thin after a handful of runs. Enemy behavior also lacks transparency: it is not always clear when a priority target is about to teleport or shift position, and damage indicators are sparse enough that some flicks feel like informed guesses rather than calculated plays. The tutorial does enough to get you flickable, but relic and enemy ability tooltips sometimes leave you learning through attrition rather than reading. None of this is fatal, but a player who values information density - the kind of person who reads every Slay the Spire card description before picking - will feel the gap. On the upside, runs clock in at roughly 20 to 40 minutes, which is short enough that the limited enemy pool does not suffocate replayability within any single session. For players new to the genre, the early difficulty curve is genuinely approachable - early waves are light, the movement preview shows you exactly where your hero will travel before you commit, and profile experience accumulates even on failed runs so that new items and abilities slowly enter the pool. Seasoned roguelite players may find the first Doom level cleared on their second or third attempt; the real bite comes when curses compound and boss health pools balloon. The hand-drawn storybook art style is clean and readable even during crowded multi-wave fights, which matters more than it sounds when physics objects are bouncing everywhere at once. Audio is functional but forgettable - pirate shanty instrumentals that several players noted they muted entirely without losing anything. A demo covering the first two biomes is available on Steam, and it is the most honest possible preview of whether the flick mechanic clicks for you personally, because the entire game lives or dies on that single question. Diego, Scout Team

Flick Shot Rogues
IndieStrategy

Flick Shot Rogues

Sep 17, 2025Butter By The FishNoodlecake
GamerScout Says

Physics-based roguelite where every attack IS your movement - pick the wrong angle on a flick and the run falls apart. Deceptively deep, dangerously easy to chain attempts.

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About Flick Shot Rogues

My instinct with any roguelite that leads with a gimmick mechanic is to clock how many hours before the gimmick wears thin. With Flick Shot Rogues, I kept waiting for that moment and it never quite arrived. The core conceit is that movement and attacking are the same action: you drag back and release your pirate hero like a cue ball, sending them careening into enemies, ricocheting off walls, and potentially triggering chain explosions - all in a single flick. Because positioning and offense are inseparable, every turn carries genuine strategic weight. Do you take the safe chip shot, or gamble on a wild bank that could clear three enemies at once? That tension, present from the first encounter to the late Doom difficulty levels, is what makes the loop hold together. The structure underneath the flick mechanic is thoroughly Slay the Spire-flavored: a branching island map with battle nodes, shops, upgrade anvils, rest sites, and the occasional NPC. You bring two characters into each run - a swashbuckler, a Klabautermann with an axe, a Froggomancer who flings amphibians at nearby targets, and others unlocked at higher difficulty tiers - each carrying one equipped relic. Relics cover the expected elemental spread: fire damage, sticky bombs, lightning chains, barbed wire multi-hits, passive fire totems. The interesting design call is that both characters share a single health and shield pool, so there is no hiding a wounded fighter behind a healthier one. Every hit you take is a shared resource drain, which keeps run management tighter than it first appears. Curses, accepted voluntarily from Doom level one onward, pile on modifiers that can be savagely punishing - some reviewers noted that certain curses effectively end a run rather than add interesting tension - but when the balance lands, that risk/reward push is exactly the kind of late-game decision point I want more roguelites to force. The biggest legitimate complaint across player feedback is boss and enemy variety. There are crabs on the beach, sword-wielding monkeys in the jungle, chimeric abominations on the mountain, and a skeletal final boss at the volcano, but critics consistently noted that two to three bosses per world starts feeling thin after a handful of runs. Enemy behavior also lacks transparency: it is not always clear when a priority target is about to teleport or shift position, and damage indicators are sparse enough that some flicks feel like informed guesses rather than calculated plays. The tutorial does enough to get you flickable, but relic and enemy ability tooltips sometimes leave you learning through attrition rather than reading. None of this is fatal, but a player who values information density - the kind of person who reads every Slay the Spire card description before picking - will feel the gap. On the upside, runs clock in at roughly 20 to 40 minutes, which is short enough that the limited enemy pool does not suffocate replayability within any single session. For players new to the genre, the early difficulty curve is genuinely approachable - early waves are light, the movement preview shows you exactly where your hero will travel before you commit, and profile experience accumulates even on failed runs so that new items and abilities slowly enter the pool. Seasoned roguelite players may find the first Doom level cleared on their second or third attempt; the real bite comes when curses compound and boss health pools balloon. The hand-drawn storybook art style is clean and readable even during crowded multi-wave fights, which matters more than it sounds when physics objects are bouncing everywhere at once. Audio is functional but forgettable - pirate shanty instrumentals that several players noted they muted entirely without losing anything. A demo covering the first two biomes is available on Steam, and it is the most honest possible preview of whether the flick mechanic clicks for you personally, because the entire game lives or dies on that single question. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Physics-CombatShared Health PoolDoom Difficulty ScalingCurse Risk-RewardCombo ChainingPirate ThemeShort-Run RogueliteAngle Puzzles

Steam Deck & Linux

Steam Deck Verified

Valve rates this game Steam Deck Verified.

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
Storage
3 GB available space
Graphics
Intel UHD Graphics 630
Processor
Intel Core i3-8300

Recommended

OS
Windows 10
Memory
16 GB RAM
Storage
3 GB available space
Graphics
NVIDIA GeForce GT 1030
Processor
Intel Core i5-8500

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Game Info

Developer
Butter By The Fish
Publisher
Noodlecake
Release Date
Sep 17, 2025

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What platforms is Flick Shot Rogues available on?

Flick Shot Rogues is available on PC.

When was Flick Shot Rogues released?

Flick Shot Rogues was released on 17 September 2025.

Who developed Flick Shot Rogues?

Flick Shot Rogues was developed by Butter By The Fish and published by Noodlecake.