Compare Rogue: Genesia prices across 50+ stores and find the best deal. Developed by Ouadi Huard. Published by Ouadi Huard. Released on 3/7/2025. Available on PC, Linux. Genres: Action, Casual, RPG, Strategy.

Vampire Survivors with a strategy spine: branching paths, 60-plus weapons, and a corruption system that will eat your evening if you let it.

I've spent more time than I'd like to admit mapping out weapon evolutions on a notepad while playing Rogue: Genesia, which tells you everything about who this game is actually for. It launched out of Early Access on March 7, 2025 under the 1.0 "Void Descent" update, and the solo developer Ouadi Huard shipped something that goes considerably deeper than the genre's surface appearance suggests. The bullet heaven foundation is exactly what you'd expect: your character auto-attacks, enemies swarm by the hundreds and eventually thousands, and you pick upgrade cards on level-up. Where Genesia separates itself is the structural layer sitting on top of that loop. Instead of surviving a single continuous map until a timer runs out, you navigate a branching path between stages, choosing at each node whether to push into an elite fight for better loot, rest at a shop to spend gold, or take an optional challenge for bonus rewards. It's a decision tree that sits closer to Slay the Spire's run architecture than to Vampire Survivors, and it genuinely changes how you think about resource allocation mid-run. The two primary modes, Rog Mode with its structured path toward a final boss and Survival Mode as a pure endurance gauntlet, give you different contexts to test the same build theories. The build depth is where a strategy-minded player will get stuck for a long time. Over 200 passive upgrades and 60-plus weapons are available, and weapons evolve when combined with specific passive items, so knowing that a Katana plus Fire Spirit produces a stronger evolution is information that actually matters. The six distinct build archetypes, including Pure Power for newcomers, the Zealot negative-defense build, and Metal Transmutation, each demand a different card-selection philosophy during a run. The avatar system layers onto this: the Duelist favors aggressive melee and limited weapon slots with high per-weapon scaling, the Summoner delegates damage to minions, the Corrupted avatar removes the movement-speed cap and introduces shrine events that can dramatically reshape a run, and the Gunslinger opens up weapons like the Railgun, which has damage potential several orders of magnitude above standard choices. Equipment crafting, which lets you forge gear with modifiers between runs, starts optional and quietly becomes essential once you're pushing higher corruption levels. The honest weaknesses are worth naming. Balance is loose in the late game. Many builds reach a point where the corruption difficulty system and exponential stat stacking make bosses melt in milliseconds, and the tension a good roguelite relies on disappears once you've solved even one reliable synergy. Some weapons, the Kunai and Magic Wisp among them, dominate in ways that make less-popular choices feel undertuned by comparison. There's also a community note that the stage-kill-count format, clearing a required number of enemies before the path progresses, can feel abrupt when you're just hitting your momentum. The mod ecosystem exists and Steam Workshop support is present, though the library of community mods is still growing rather than mature. For a newcomer to the genre, the tutorial is functional and the early difficulty curve is manageable. The permanent soul-upgrade shop means every failed run deposits something useful, so there's no dead-end progression. The controller support is reportedly weak, so keyboard-and-mouse is the safer choice. If you're someone who reads tooltips, sketches build orders, and wants to understand why the Zealot archetype pairs negative defense with the Humility card for a damage conversion, this is the kind of game that rewards exactly that investment for well over a hundred hours. Diego, Scout Team

Rogue: Genesia
ActionCasualRPGStrategy

Rogue: Genesia

Mar 7, 2025Ouadi Huard
GamerScout Says

Vampire Survivors with a strategy spine: branching paths, 60-plus weapons, and a corruption system that will eat your evening if you let it.

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About Rogue: Genesia

I've spent more time than I'd like to admit mapping out weapon evolutions on a notepad while playing Rogue: Genesia, which tells you everything about who this game is actually for. It launched out of Early Access on March 7, 2025 under the 1.0 "Void Descent" update, and the solo developer Ouadi Huard shipped something that goes considerably deeper than the genre's surface appearance suggests. The bullet heaven foundation is exactly what you'd expect: your character auto-attacks, enemies swarm by the hundreds and eventually thousands, and you pick upgrade cards on level-up. Where Genesia separates itself is the structural layer sitting on top of that loop. Instead of surviving a single continuous map until a timer runs out, you navigate a branching path between stages, choosing at each node whether to push into an elite fight for better loot, rest at a shop to spend gold, or take an optional challenge for bonus rewards. It's a decision tree that sits closer to Slay the Spire's run architecture than to Vampire Survivors, and it genuinely changes how you think about resource allocation mid-run. The two primary modes, Rog Mode with its structured path toward a final boss and Survival Mode as a pure endurance gauntlet, give you different contexts to test the same build theories. The build depth is where a strategy-minded player will get stuck for a long time. Over 200 passive upgrades and 60-plus weapons are available, and weapons evolve when combined with specific passive items, so knowing that a Katana plus Fire Spirit produces a stronger evolution is information that actually matters. The six distinct build archetypes, including Pure Power for newcomers, the Zealot negative-defense build, and Metal Transmutation, each demand a different card-selection philosophy during a run. The avatar system layers onto this: the Duelist favors aggressive melee and limited weapon slots with high per-weapon scaling, the Summoner delegates damage to minions, the Corrupted avatar removes the movement-speed cap and introduces shrine events that can dramatically reshape a run, and the Gunslinger opens up weapons like the Railgun, which has damage potential several orders of magnitude above standard choices. Equipment crafting, which lets you forge gear with modifiers between runs, starts optional and quietly becomes essential once you're pushing higher corruption levels. The honest weaknesses are worth naming. Balance is loose in the late game. Many builds reach a point where the corruption difficulty system and exponential stat stacking make bosses melt in milliseconds, and the tension a good roguelite relies on disappears once you've solved even one reliable synergy. Some weapons, the Kunai and Magic Wisp among them, dominate in ways that make less-popular choices feel undertuned by comparison. There's also a community note that the stage-kill-count format, clearing a required number of enemies before the path progresses, can feel abrupt when you're just hitting your momentum. The mod ecosystem exists and Steam Workshop support is present, though the library of community mods is still growing rather than mature. For a newcomer to the genre, the tutorial is functional and the early difficulty curve is manageable. The permanent soul-upgrade shop means every failed run deposits something useful, so there's no dead-end progression. The controller support is reportedly weak, so keyboard-and-mouse is the safer choice. If you're someone who reads tooltips, sketches build orders, and wants to understand why the Zealot archetype pairs negative defense with the Humility card for a damage conversion, this is the kind of game that rewards exactly that investment for well over a hundred hours. Diego, Scout Team

Tags

singleplayerachievementsworkshopcloud-savestier:indieBullet HeavenWeapon EvolutionBranching PathsCorruption SystemBuild ArchetypesAvatar ClassesEquipment CraftingPermanent ProgressionSolo Developer

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 19 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
Storage
500 MB available space
Graphics
GTX 770 / Radeon 8950 HD
Processor
Intel i5-7200U @ 2.50GHz
Additional Notes
DirectX 11 compatible GPU is required

Recommended

OS
Windows 11
Memory
16 GB RAM
Storage
1 GB available space
Graphics
GTX 1070/RTX 3050
Processor
Intel I5 9500 / AMD Ryzen 5 3600

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Game Info

Developer
Ouadi Huard
Publisher
Ouadi Huard
Release Date
Mar 7, 2025

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What platforms is Rogue: Genesia available on?

Rogue: Genesia is available on PC, Linux.

When was Rogue: Genesia released?

Rogue: Genesia was released on 7 March 2025.

Who developed Rogue: Genesia?

Rogue: Genesia was developed by Ouadi Huard.