Compare Rogue Heroes: Ruins of Tasos prices across 50+ stores and find the best deal. Developed by Heliocentric Studios. Published by Team17 Digital. Released on 2/23/2021. Available on PC. Genres: Action, Adventure, Indie, RPG.

Zelda-brained comfort food that earns its roguelite label by making every failed dungeon run feel like progress, not punishment. Bring two friends and it quietly becomes one of the best co-op experiences on PC.

My first hour with Rogue Heroes felt like finding a worn SNES cartridge at the back of a drawer and realising it still works. The top-down pixel world, the sword swung in eight directions, the overworld gated by boulders and broken bridges that only open once you have the right tool - all of it lands with the particular warmth of something that knows exactly what it wants to be. Heliocentric Studios clearly grew up with A Link to the Past, and that affection is present in every hand-drawn swamp and cemetery you wander through. What separates this from a straightforward tribute act is the roguelite loop baked underneath. The four Great Dungeons generate fresh room configurations each run, so the layouts never quite calcify into muscle memory. You die - and you will die, especially early on - and then you spend your collected gems at the village of Intori, slowly constructing a blacksmith, a clinic, a gym, a farm. That town-building layer is lighter than it first appears: buildings mostly unlock upgrade trees rather than weaving a living community. The NPCs who show up are pleasant but quiet. Critics who wanted a richer narrative found the story entirely forgettable, and that is a fair read. The world has atmosphere; the lore barely registers. If you come in expecting character-driven writing, redirect your energy elsewhere. The class roster sits at ten options after post-launch updates, running from the tanky Knight to the elemental Mage to a Druid who shapeshifts into animals. Honest caveat: some classes feel more distinct on paper than in play. The Mage still leads with a sword strike on basic attacks, and a few builds overlap enough to feel redundant. The Reaper stands out as genuinely different in feel, verging on overpowered. Difficulty balance is uneven too - dungeon floors three and four can spike hard while some Titan boss fights end up being less threatening than the corridors leading to them. Solo players will feel that imbalance more sharply than those running with a group. Co-op, local or online, is where the game exhales and becomes something genuinely special. Up to four players crashing through procedural rooms, arguing over who gets the temporary hookshot, pooling gems for the next village building - the chaos is charming rather than frustrating. Local co-op at launch felt tighter than online, and early online builds carried a few rough edges, but the Druids and Dungeons free update patched meaningful improvements. Item management with a controller is still fussier than it should be, and the quick-select system is only adequate. These are friction points worth knowing about, not dealbreakers. For anyone who has a genuine fondness for classic 2D Zelda and wants that sensation stirred into a run-based loop with a patient upgrade curve, Rogue Heroes delivers with real warmth. The overworld rewards wandering, the side quests are quietly charming, and the infinite dungeon waiting after the main content gives the co-op crowd a reason to stay. It is not reinventing anything. But it builds its small world with enough care and craft that the hours pass without complaint. Kai, Scout Team

Rogue Heroes: Ruins of Tasos
ActionAdventureIndieRPG

Rogue Heroes: Ruins of Tasos

Feb 23, 2021Heliocentric StudiosTeam17 Digital
GamerScout Says

Zelda-brained comfort food that earns its roguelite label by making every failed dungeon run feel like progress, not punishment. Bring two friends and it quietly becomes one of the best co-op experiences on PC.

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About Rogue Heroes: Ruins of Tasos

My first hour with Rogue Heroes felt like finding a worn SNES cartridge at the back of a drawer and realising it still works. The top-down pixel world, the sword swung in eight directions, the overworld gated by boulders and broken bridges that only open once you have the right tool - all of it lands with the particular warmth of something that knows exactly what it wants to be. Heliocentric Studios clearly grew up with A Link to the Past, and that affection is present in every hand-drawn swamp and cemetery you wander through. What separates this from a straightforward tribute act is the roguelite loop baked underneath. The four Great Dungeons generate fresh room configurations each run, so the layouts never quite calcify into muscle memory. You die - and you will die, especially early on - and then you spend your collected gems at the village of Intori, slowly constructing a blacksmith, a clinic, a gym, a farm. That town-building layer is lighter than it first appears: buildings mostly unlock upgrade trees rather than weaving a living community. The NPCs who show up are pleasant but quiet. Critics who wanted a richer narrative found the story entirely forgettable, and that is a fair read. The world has atmosphere; the lore barely registers. If you come in expecting character-driven writing, redirect your energy elsewhere. The class roster sits at ten options after post-launch updates, running from the tanky Knight to the elemental Mage to a Druid who shapeshifts into animals. Honest caveat: some classes feel more distinct on paper than in play. The Mage still leads with a sword strike on basic attacks, and a few builds overlap enough to feel redundant. The Reaper stands out as genuinely different in feel, verging on overpowered. Difficulty balance is uneven too - dungeon floors three and four can spike hard while some Titan boss fights end up being less threatening than the corridors leading to them. Solo players will feel that imbalance more sharply than those running with a group. Co-op, local or online, is where the game exhales and becomes something genuinely special. Up to four players crashing through procedural rooms, arguing over who gets the temporary hookshot, pooling gems for the next village building - the chaos is charming rather than frustrating. Local co-op at launch felt tighter than online, and early online builds carried a few rough edges, but the Druids and Dungeons free update patched meaningful improvements. Item management with a controller is still fussier than it should be, and the quick-select system is only adequate. These are friction points worth knowing about, not dealbreakers. For anyone who has a genuine fondness for classic 2D Zelda and wants that sensation stirred into a run-based loop with a patient upgrade curve, Rogue Heroes delivers with real warmth. The overworld rewards wandering, the side quests are quietly charming, and the infinite dungeon waiting after the main content gives the co-op crowd a reason to stay. It is not reinventing anything. But it builds its small world with enough care and craft that the hours pass without complaint. Kai, Scout Team

Tags

singleplayermultiplayercooponline-cooplocal-coopachievementscontroller-supporttrading-cardscloud-savestier:aaaZelda-likeTown BuildingInfinite DungeonClass Selection4-Player Co-opOverworld ExplorationGem EconomyComfort Roguelite

System Requirements

Minimum

OS
Windows 7
Memory
4 GB RAM
Storage
300 MB available space
Graphics
GeForce GT 320, 1 GB | AMD Radeon R7 240, 2 GB
Processor
Intel Core 2 Quad Q6600, 2.4 GHz | AMD FX-4350

Reviews & Ratings

No ratings available

Game Info

Developer
Heliocentric Studios
Publisher
Team17 Digital
Release Date
Feb 23, 2021

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