
Rogue Port - Red Nightmare
Part Earthbound tribute, part RPG Maker curiosity: worth a look at sub-five-dollar pricing if you can stomach some rough edges and old-school grinding.
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About Rogue Port - Red Nightmare
I have a soft spot for the kind of RPG that quietly stacks systems on top of each other until you realize you've been playing for two hours and haven't even touched the main quest. Rogue Port - Red Nightmare is exactly that kind of game, and it comes with all the charm and caveats that entails. Built in RPG Maker and wearing its 16-bit inspirations openly, it draws the most obvious comparisons to Earthbound: a modern-world setting, absurdist enemy design (yes, you fight a toilet and an evil computer within the first stretch of the game), and a tone that sits somewhere between quirky and quietly earnest. The structure is a turn-based RPG with three selectable classes at the start. Rather than a standard character creation form, the game poses a series of situational questions to shape your stats, which is a small but thoughtful touch that feels closer to the old Ultima approach than anything you'd find on a typical RPG Maker page. Combat itself uses animated battlers and animated backgrounds, which adds more visual life than the genre default. Each character builds rage points alongside an energy bar for specific learned moves, so there's a modest layer of resource management underneath the familiar turn order. Outside of battles, the game runs on a real-time day-and-night calendar, with the soundtrack shifting to match, dungeons using a tight fog-of-war radius, and a stamina meter that limits how long you can sprint. There's even a small garden behind your house where you can grow crops across four in-game seasons and enter them in a town festival for prizes you can't find anywhere else. Thirty time-gated portals, two playable arcade machines called StarShot and Jumper, randomly stocked trash cans, and dynamic sprite changes based on equipped apparel: the ambition here is real and it shows. For a small indie release, the feature list punches above its weight class. The story, though, is where the game stumbles. It sets up a premise and then largely forgets to pay it off, including after the final boss. Players who need a narrative arc with momentum and closure will feel the absence sharply. Bug reports are also a known issue, with dungeon lighting occasionally misbehaving badly enough to make cave exploration feel like guesswork rather than design, and a handful of crashes documented in player reviews. The honest read: Rogue Port - Red Nightmare is the kind of game that rewards curiosity and patience more than it rewards ambition. If you go in wanting a polished JRPG with a strong story, you will bounce off it. If you go in wanting to poke at a strangely layered indie RPG with a genuine Earthbound heartbeat, some well-composed original music from Cwglassmusic and Kain Vinosec, and enough side content to keep you busy for a full ten-to-fourteen hours, you will find more than you expected. The roughly Mostly Positive rating on Steam feels accurate: not a revelation, but a decent-hearted little RPG that earns its keep for the right player at the right price. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Microsoft® Windows® XP / Vista / 7 (32-bit/64-bit)
- Memory
- 1 GB RAM
- Storage
- 400 MB available space
- Graphics
- 1024 x 768 pixels or higher desktop resolution
- Processor
- Intel® Pentium® 4 2.0 GHz equivalent or faster processor
Recommended
- OS
- Microsoft® Windows® XP / Vista / 7 (32-bit/64-bit)
- Memory
- 4 GB RAM
- Storage
- 1 GB available space
- Graphics
- 1024 x 768 pixels or higher desktop resolution
- Processor
- Intel® Pentium® 4 2.0 GHz equivalent or faster processor
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Game Info
- Developer
- Volens Nolens Games
- Publisher
- Volens Nolens Games
- Release Date
- May 9, 2016




