Rogue Lords
Play as the Devil managing legendary villains in a dark fantasy roguelike - clever disciple synergies and a unique "cheat reality" mechanic make runs feel genuinely scheming.
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About Rogue Lords
Rogue Lords is a turn-based roguelike strategy RPG where you, literally playing as the Devil, recruit and command a roster of famous villains - think Bloody Mary, Baron Samedi, Baba Yaga, and Dracula - across procedurally generated runs through a gothic dark-fantasy world. Your goal is to corrupt the land, break the Demon Hunters chasing you down, and rebuild your infernal power after a humiliating defeat. The premise alone earns points for originality, and the disciple system, where you field a trio of these historical and mythological monsters in combat, gives it a mechanical backbone worth exploring. The combat itself is standard turn-based fare with a twist: the Devil character sits outside of fights but can spend a separate "Devil's Power" resource to bend the rules mid-battle. Literally. You can edit HP values on screen, flip percentages, nudge timers - it's a fourth-wall-aware cheat mechanic that sounds gimmicky but actually becomes the strategic heart of the game once you understand when to spend it and when to hoard it. Each disciple has a distinct skill tree, and stacking synergies between their abilities across a full run is where the real depth hides. A Bloody Mary bleed build funneling into Baron Samedi's death-trigger passives can feel satisfying to execute, though the number of viable cross-disciple combinations is narrower than the marketing suggests. Here's the honest problem: the game runs out of ideas before you do. The event variety is thin, the worldbuilding is atmospheric but shallow, and the writing rarely rises above serviceable flavor text. For someone who cares about narrative payoff, Rogue Lords is a missed opportunity. The premise of orchestrating evil through the eyes of legendary monsters is rich enough for a genuinely character-driven roguelike, something in the Hades vein of storytelling-through-repetition. Instead you get brief text snippets and generic corruption meters. The filler is real. Some runs collapse into repetitive decision nodes that feel like padding between the occasional interesting fight. That said, the art direction is genuinely striking - all ink-washed purples and gothic iconography - and if you are specifically chasing the roguelike itch and want something with a darker, more scheming aesthetic than the usual dungeon-crawler, there is a functional, occasionally fun game underneath the rough edges. The mixed Steam reception (sitting around 70 percent positive) feels accurate. Players who clicked with the disciple synergy systems tend to find a lot of replay value; players who wanted the narrative depth the premise promises tend to bounce off hard. Rogue runs are not overlong, which at least means a bad run does not waste your evening. Bottom line: Rogue Lords is a competent-to-good roguelike dressed in a premise that deserved smarter writing. The Devil-cheating mechanic is genuinely clever, the disciple builds reward experimentation up to a point, and the gothic aesthetic is consistent and appealing. It is not going to replace Hades or Slay the Spire in your rotation, but for fans of dark-fantasy strategy who have exhausted the genre's heavier hitters, it offers enough mechanical intrigue to justify its existence. Just do not come expecting your choices to echo across the narrative or your villain disciples to surprise you with depth. Monika, Scout Team
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Game Info
- Developer
- Leikir Studio
- Publisher
- Nacon
- Release Date
- Sep 30, 2021