Compare The Serpent Rogue prices across 50+ stores and find the best deal. Developed by Sengi Games. Published by Team17. Released on 4/26/2022. Available on PC, Xbox. Genres: Action, Adventure, Indie, RPG.

If you ever wished Don't Starve had a plague-doctor protagonist and a genuine alchemy obsession, Sengi Games quietly built exactly that, and most people missed it.

I went into The Serpent Rogue expecting a breezy action-adventure with some light potion-tossing on the side. What I got instead was a game that took my lunch money in the first hour and made me come back to earn it. You play as the Warden, a bird-masked alchemist from an elite order called the Keepers, dropped into a medieval world being slowly devoured by an entity known as Morbus, a spreading Corruption that warps wildlife into violent beasts and tears through the land in violent, timed storms you genuinely cannot outfight. The game's central idea is elegant: you are not a warrior. Your sword swings slowly, your axe shatters after a handful of skirmishes, and charging into a pack of enemies without a prepared potion loadout will end badly, fast. The beating heart of The Serpent Rogue is its alchemy system, and it is the one area where the game earns its keep unconditionally. Every ingredient you gather carries hidden essences, Heal, Burn, Invisible, Speed, and more, and combining ingredients with matching essences produces tiered potions: Healing, Healing+, Healing++, and so on. The catch is that you cannot just guess. You must research each ingredient at a crafting table first; throw unknown materials together and you get a sloppy potion that wastes your stocks. It's demanding in a way that feels fair once you understand the loop. There are eleven distinct zones to forage across, each with its own ingredient profile and ambient dangers. The Pier lets you recruit human followers off a docked ship. The Undertaker handles fallen companions. Leave too many corpses in one spot and Ghouls begin gathering. Leave too many loose items on the ground and Hoppers arrive to steal and disease-spread. The world has invisible rules operating quietly behind the screen, and learning them is genuinely satisfying. The atmosphere is the other thing that kept pulling me back. The art style is cel-shaded and muted, greys, blues, browns, with just enough visual personality to feel intentional rather than cheap. What surprised me most was the soundtrack. Each of the eleven areas carries its own musical character: some tracks are genuinely peaceful in the hub spaces, letting you breathe while you brew, and others creep under your skin even in ostensibly safe territory, as if the game wants you to never feel fully at ease. The music shifts tempo when enemies enter range, and softens back down when you've put enough distance between yourself and the threat, a simple design trick that works better here than in games with twice the budget. None of this is without real friction. The combat is the weakest link and the reviews broadly agree: the Warden is slow, throws can miss-register, and the weapon degradation is aggressive enough that you will lose your axe to a pack of chickens if you are not paying attention. The lack of directed guidance is also a genuine barrier, the game scatters World Tomes around as its primary tutorial, but first-timers routinely spend their opening hours confused and under-resourced. Some players quit before the loop clicks. I think that is a fair critique, and it is worth knowing before you commit. The final confrontation also strips away your potion arsenal, which will frustrate anyone who has spent the whole game building toward a buffed-out brew loadout. It is a design choice that divides opinion for good reason. What I keep coming back to is the fact that The Serpent Rogue was completed by a small Ukrainian studio, Sengi Games, during genuinely extraordinary circumstances. That context doesn't inflate the review score, but it does inform the texture of the game, there is a handmade specificity to the systems, a sense that every mechanic exists because someone cared about it being there. For patient players who lean into the alchemy, stock their silver chest carefully, and treat the Corruption storms as puzzles rather than obstacles, this is a quietly rewarding thing. For players who need combat to feel fluid or want a game to hold their hand past the first hour, the mixed Steam reception reflects a real mismatch of expectations. Kai, Scout Team

The Serpent Rogue
ActionAdventureIndieRPG

The Serpent Rogue

Apr 26, 2022Sengi GamesTeam17
GamerScout Says

If you ever wished Don't Starve had a plague-doctor protagonist and a genuine alchemy obsession, Sengi Games quietly built exactly that, and most people missed it.

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About The Serpent Rogue

I went into The Serpent Rogue expecting a breezy action-adventure with some light potion-tossing on the side. What I got instead was a game that took my lunch money in the first hour and made me come back to earn it. You play as the Warden, a bird-masked alchemist from an elite order called the Keepers, dropped into a medieval world being slowly devoured by an entity known as Morbus, a spreading Corruption that warps wildlife into violent beasts and tears through the land in violent, timed storms you genuinely cannot outfight. The game's central idea is elegant: you are not a warrior. Your sword swings slowly, your axe shatters after a handful of skirmishes, and charging into a pack of enemies without a prepared potion loadout will end badly, fast. The beating heart of The Serpent Rogue is its alchemy system, and it is the one area where the game earns its keep unconditionally. Every ingredient you gather carries hidden essences, Heal, Burn, Invisible, Speed, and more, and combining ingredients with matching essences produces tiered potions: Healing, Healing+, Healing++, and so on. The catch is that you cannot just guess. You must research each ingredient at a crafting table first; throw unknown materials together and you get a sloppy potion that wastes your stocks. It's demanding in a way that feels fair once you understand the loop. There are eleven distinct zones to forage across, each with its own ingredient profile and ambient dangers. The Pier lets you recruit human followers off a docked ship. The Undertaker handles fallen companions. Leave too many corpses in one spot and Ghouls begin gathering. Leave too many loose items on the ground and Hoppers arrive to steal and disease-spread. The world has invisible rules operating quietly behind the screen, and learning them is genuinely satisfying. The atmosphere is the other thing that kept pulling me back. The art style is cel-shaded and muted, greys, blues, browns, with just enough visual personality to feel intentional rather than cheap. What surprised me most was the soundtrack. Each of the eleven areas carries its own musical character: some tracks are genuinely peaceful in the hub spaces, letting you breathe while you brew, and others creep under your skin even in ostensibly safe territory, as if the game wants you to never feel fully at ease. The music shifts tempo when enemies enter range, and softens back down when you've put enough distance between yourself and the threat, a simple design trick that works better here than in games with twice the budget. None of this is without real friction. The combat is the weakest link and the reviews broadly agree: the Warden is slow, throws can miss-register, and the weapon degradation is aggressive enough that you will lose your axe to a pack of chickens if you are not paying attention. The lack of directed guidance is also a genuine barrier, the game scatters World Tomes around as its primary tutorial, but first-timers routinely spend their opening hours confused and under-resourced. Some players quit before the loop clicks. I think that is a fair critique, and it is worth knowing before you commit. The final confrontation also strips away your potion arsenal, which will frustrate anyone who has spent the whole game building toward a buffed-out brew loadout. It is a design choice that divides opinion for good reason. What I keep coming back to is the fact that The Serpent Rogue was completed by a small Ukrainian studio, Sengi Games, during genuinely extraordinary circumstances. That context doesn't inflate the review score, but it does inform the texture of the game, there is a handmade specificity to the systems, a sense that every mechanic exists because someone cared about it being there. For patient players who lean into the alchemy, stock their silver chest carefully, and treat the Corruption storms as puzzles rather than obstacles, this is a quietly rewarding thing. For players who need combat to feel fluid or want a game to hold their hand past the first hour, the mixed Steam reception reflects a real mismatch of expectations. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Alchemy-FocusedCorruption MechanicsCreature TamingFollower SystemWeapon DegradationTimed Storm EventsIngredient ResearchDon't Starve-LikePlague Doctor Setting

System Requirements

Minimum

OS
Windows 10
Memory
6 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
Nvidia GeForce GTX 770, 2 GB or AMD Radeon R9 280, 3 GB
Processor
Intel Core i5-3470 or AMD FX-8350

Recommended

OS
Windows 10
Memory
8 GB RAM
Storage
4 GB available space
Graphics
Nvidia GeForce GTX 1650, 4 GB or AMD Radeon R9 Fury,
Processor
Intel Core i7-4770 or Ryzen 5 1500X

Reviews & Ratings

No ratings available

Game Info

Developer
Sengi Games
Publisher
Team17
Release Date
Apr 26, 2022

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Price History

2026-06-050.16(lowest)

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What platforms is The Serpent Rogue available on?

The Serpent Rogue is available on PC, Xbox.

When was The Serpent Rogue released?

The Serpent Rogue was released on 26 April 2022.

Who developed The Serpent Rogue?

The Serpent Rogue was developed by Sengi Games and published by Team17.