$24.99Roguebook Two heroes, one wicked book
Trapped in a living book, you lead two heroes with one shared deck through painted pages and turn-based fights. Pick your pair, stack cards, relics and gems into absurd combos, and outwit more than 40 enemies on the way to the Roguebook itself.
Is Roguebook worth it?
Roguebook is worth it if…
- you like deckbuilders where drafting, upgrading and cutting cards decides the fight
- you enjoy running two heroes and swapping front and back to set up combos
- you like exploring a procedurally generated map between battles for loot and events
- you want long runs and 20 difficulty levels with pages and upgrades to chase
Screenshots
Two heroes, one shared deck
You start each run by choosing two heroes from six possible pairs, each with over 50 cards, a personal relic and its own skill tree. In battle they share a deck, with one in front taking hits while the other supports from behind. You swap their places to protect a low-health partner or set off combos between their cards, then queue up attacks, blocks and tricks in turn-based fights against more than 40 bosses and enemies. It rewards planning two moves ahead, like chess if the pieces argued about who stands in front.
Build a deck that keeps growing
You draft from more than 200 cards as the run goes on, and you will never play the same deck twice. Add 80 relics with strange effects, socket cards with 30 special gems, and unlock each hero's skill tree for more power. Pages earned from runs buy permanent upgrades and new cards, and beating the final boss opens 20 Epilogue difficulty levels with tougher enemies and fresh rewards. Bigger decks even gain bonuses here, so hoarding cards is a strategy, not a bad habit.
Paint the page to find your fight
Each run generates a new page made of hexagonal tiles, hidden until you reveal it with magic inks that paint in different patterns. Planning out exploration is a highlight: you spend limited brushes to uncover merchants, travellers, ruins, quests, shops, gold, cards and relics, or walk straight into a trap. The order you paint matters, since reaching a treasure may mean skipping a fight you need. Ink management is the quiet game underneath the card game.
How does a run work?
How do the two heroes fight together?
You bring two heroes into every battle with one shared deck. The hero in front takes enemy attacks and shields the one behind, and you swap their positions during combat to shift damage or trigger position-based effects. Each hero brings its own cards, relic and skill tree, so the fun is mixing two kits, like pairing block cards from one with heavy hits from the other.
What do you do between battles?
You explore a hex-tile page by spending inks to reveal tiles in different shapes. Revealed tiles hold gold, cards, gems, relics, shops, ruins, quests and travellers, plus extra fights and traps. Ink is limited, so you choose which corner of the page to open and which rewards to leave covered.
How do upgrades carry over after you die or win?
Each run ends when you die or win, then collected pages buy permanent upgrades and level up heroes to unlock new cards. Winning the final boss also unlocks Epilogue difficulty levels, up to 20, which add new relics, gems and encounters alongside stronger enemies. The average path to beating the game takes about 20 hours, with hundreds more to unlock everything.
Can you play it solo?
Yes. It is a single-player roguelike deckbuilder, with turn-based battles and procedural maps built for one player guiding a pair of heroes. Skip it if you want co-op.

















