Game review
ClickeRogue
6.5 / 10
- Developer
- Dablue, Haikito
- Publisher
- Dablue
- Released
- 29 January 2024
- Platforms
- Windows, macOS
- Genre
- Roguelite, Dungeon Crawler, RPG
- Monetisation
- One-time purchase, no DLC, no in-app purchases
- Players
- Single-player with an online leaderboard
The short version
ClickeRogue sends the player, as a small slime, clicking their way through dungeons of monsters, timing blocks against incoming attacks and spending crystals on permanent stat upgrades between runs. Made by the two-person team Dablue and Haikito and released 29 January 2024 for NZ$4.49, it sits at Mostly Positive across the 18 English-language reviews this review reads in full. Most players who found it liked it — several specifically call it excellent value at the price — while a smaller, detailed group hit a real difficulty wall between the first and second dungeons that Steam's own achievement data confirms is genuine.
Biggest strengths
- A genuine timing-based blocking mechanic sets this apart from pure passive clickers, and several reviewers specifically credit it with making the combat feel skill-based rather than purely about click speed
- Cheap at NZ$4.49, with even several of this game's critics agreeing it's fair value for what's delivered
- The developer shipped eight separate updates in the month following launch, including quality-of-life passes, new upgrades, achievements and macOS support — genuine early responsiveness, with at least one reviewer reporting a direct, positive exchange with the developer about future plans
Biggest weaknesses
- The single most detailed negative review, from a player with over 18 hours logged, describes the second dungeon as close to impossible without repeatedly re-clearing the first for marginal rewards — a complaint Steam's own achievement data corroborates, since a meaningful share of players who reach the first dungeon's ending never reach the second
- Several reviewers report the game's leaderboard is compromised by autoclicker use, with implausible scores like clearing floor 250 of the endless mode when even floor 30 reportedly requires near-maxed stats
- No updates have shipped since 28 February 2024, roughly a month after launch, and at least one reviewer specifically describes the game as abandoned on that basis
Who it's for: Fans of cheap, quick clicker-roguelite hybrids who enjoy a real timing mechanic rather than pure passive clicking; a poor fit for anyone hoping for ongoing content, since active development stopped about a month after launch.
Our recommendation: A fun, cheap few hours built on a genuinely engaging timing-based clicker loop, worth its low price even with a real second-dungeon difficulty spike and no updates since February 2024.
6.5 / 10
Introduction
ClickeRogue puts the player in control of a small, determined slime clicking its way through dungeons full of monsters, timing blocks against incoming attacks and spending crystals earned along the way on permanent stat upgrades between runs. Made by the two-person team Dablue and Haikito and released 29 January 2024 for NZ$4.49, it sits at Mostly Positive across the 18 English-language reviews this review reads in full. The story here is a familiar one for a small, cheap indie release: a genuinely fun opening stretch, a real difficulty spike partway through, and a burst of early support that stopped well before the game's more persistent problems were addressed.
A clicker with a real skill layer
What separates ClickeRogue from a pure numbers-go-up clicker is its blocking mechanic, and the positive sample credits it specifically. "The brilliance of a roguelite/clicker game is in the fusion of two distinct gaming experiences," one detailed review argues, describing how the addictive clicker loop combines with roguelike unpredictability and stakes. Another, more succinct, calls it "fun and simple clickmash dungeon crawler with timed blocking, satisfying incremental progression and some fun gameplay goals." A third reviewer specifically pushed back on the game's critics: "Not sure the negative reviews, it's almost like those reviewers have never played a clicker game... I definitely have got my $3 worth in a fun little game that has a lot of replay value." At NZ$4.49, several reviewers on both sides of the recommendation line agree the price is fair for what's there.
A real wall between the first two dungeons
The most detailed and highly-voted negative review in this sample, from a player with over 18 hours logged, describes a specific and credible structural problem: "First dungeon is easy, second dungeon is literally impossible without replaying first dungeon over and over and over for the exact same 2 shards, even though upgrades increase drastically each time." That's not a vague difficulty complaint — it's a specific claim about the game's reward curve not scaling with its difficulty curve, and Steam's own achievement data backs up the shape of it. 73.8% of players reach the milestone for completing the first dungeon, but only 52.0% go on to reach the equivalent milestone for the second — a real, meaningful drop-off rather than a smooth continuation, even if it isn't the total wall the harshest review describes. The same reviewer also flags the leaderboard as compromised by autoclicker use, a complaint echoed by a separate reviewer who specifically notes seeing endless-mode floor 250 clears from accounts when even floor 30 reportedly demands near-maximum stats.
A month of real support, then silence
To the developers' credit, the record shows genuine early responsiveness: eight separate updates between the 29 January launch and 28 February 2024, covering quality-of-life fixes, new upgrades and achievements, gameplay and visual changes, and macOS support. One reviewer specifically describes a direct conversation with the developer about their determination to keep improving the game. That makes the silence since 28 February — over two and a half years as of this review — a real disappointment rather than an unremarkable gap, and at least one reviewer explicitly calls the game abandoned on that basis. Several of the roughest early complaints about production values, inconsistent pixel art scale and a missing options menu, appear to have been addressed in that initial patch flurry, but the structural issues raised above — the second dungeon's difficulty spike and the compromised leaderboard — were never revisited.
Final Verdict
ClickeRogue is a genuinely fun, cheap few hours built around a clicker mechanic with real skill expression, and the majority of players who've reviewed it agree it delivers solid value for its price. What holds it back is a specific, corroborated difficulty wall between its first two dungeons that turns an otherwise breezy loop into a grind for diminishing returns, alongside a leaderboard that several reviewers say has been overrun by autoclicker scores and a year-plus of silence from a team that started out unusually responsive. For NZ$4.49 and an evening or two of genuine fun, it's still a reasonable pick — just go in expecting the game to end, structurally and in terms of support, well before its own leaderboard suggests it should.
Pros and cons
Pros
- A genuine timing-based blocking mechanic sets this apart from pure passive clickers, and several reviewers specifically credit it with making the combat feel skill-based rather than purely about click speed
- Cheap at NZ$4.49, with even several of this game's critics agreeing it's fair value for what's delivered
- The developer shipped eight separate updates in the month following launch, including quality-of-life passes, new upgrades, achievements and macOS support — genuine early responsiveness, with at least one reviewer reporting a direct, positive exchange with the developer about future plans
- Steam's achievement data shows healthy engagement through most of the game's content, with 73.8% of players reaching the first dungeon's completion milestone and 52.0% reaching the second
Cons
- The single most detailed negative review, from a player with over 18 hours logged, describes the second dungeon as close to impossible without repeatedly re-clearing the first for marginal rewards — a complaint Steam's own achievement data corroborates, since a meaningful share of players who reach the first dungeon's ending never reach the second
- Several reviewers report the game's leaderboard is compromised by autoclicker use, with implausible scores like clearing floor 250 of the endless mode when even floor 30 reportedly requires near-maxed stats
- No updates have shipped since 28 February 2024, roughly a month after launch, and at least one reviewer specifically describes the game as abandoned on that basis
- A handful of early reviewers report rough production values at launch — inconsistent pixel art scale, missing options menus, and spelling errors — though several of these were addressed in the flurry of patches that followed within days