Game review
Rogue Shooter: The FPS Roguelike
6 / 10
- Developer
- Hippomancer
- Publisher
- Hippomancer
- Released
- 24 April 2014
- Platforms
- Windows
- Genre
- FPS Roguelike
- Monetisation
- Premium, one-time purchase
- Players
- Single-player
The short version
Rogue Shooter: The FPS Roguelike got to its own subgenre early — years before "boomer shooter" and "roguelite" became a marketing combo anyone would recognise, this was already grinding procedurally generated corridors, permadeath runs and a loot table into a single first-person shooter. That head start still shows in the character-background system and the floor-by-floor structure, which are more thoughtful than the presentation suggests.
What doesn't show is any sign of ongoing care. Hippomancer's last meaningful patch predates most of the games it gets compared to, and the bug reports from 2015 — geometry that snags the player, a fullscreen setting that won't hold between sessions, floors that occasionally fail to load cleanly — are the same bug reports still showing up in 2026. The pitch is sound. The execution was left half-finished a very long time ago.
Biggest strengths
- One of the earliest FPS/roguelike hybrids on Steam, predating the genre's modern wave by the better part of a decade
- The background/class system genuinely changes each run's starting kit and playstyle, not just cosmetics
- Cheap even at full price, and routinely deep-discounted
Biggest weaknesses
- Effectively abandoned by its solo developer within a year or two of launch — reported bugs have gone unpatched for over a decade
- Persistent technical complaints: resolution and fullscreen settings reset on relaunch, crashes lose runs and collected intel, and floors occasionally fail to load
- Enemies frequently snag or grapple the player against level geometry, undercutting the fast-paced feel it's aiming for
Who it's for: Genre historians and boomer-shooter completionists who want to see where the FPS-roguelike hybrid started, and who can tolerate a decade-old bug list without losing interest.
Our recommendation: Worth a few dollars on a deep sale if the pedigree interests you; skip it if you want something that still gets fixed when it breaks.
6 / 10
Introduction
Ten years before "FPS roguelike" became a crowded shelf, Hippomancer put out a first-person shooter that generated a new dungeon every run, killed the player permanently on death, and handed out loot the way a dungeon-crawler would rather than a shooter. Rogue Shooter: The FPS Roguelike arrived in April 2014, in the same rough window as Tower of Guns and Paranautical Activity, at the very start of the indie roguelike boom that Spelunky, FTL and The Binding of Isaac had kicked off a couple of years earlier. It is, by most reckonings, one of the first games to try the specific combination Wanderer's readers now see everywhere: Doom-speed combat layered over a run-based, permadeath structure with meta-progression between attempts.
That head start is the entire reason to look at it in 2026. The game itself has not moved since roughly 2015.
Gameplay
The loop is descend, fight, loot, descend again. Each of the game's fifty floors (on the easiest difficulty) is procedurally built from corridors and rooms, populated with enemies that spawn in ahead of the player rather than lurking in fixed encounters, and littered with weapon and item pickups that reshuffle every run. Death is permanent within a run, but the game banks "intel" — a permanent stat currency collected on the way down — so failed attempts still buy the next one a slightly better starting point. It's a structure that will feel immediately familiar to anyone who has played a modern roguelite, which is exactly the point: this was assembling the formula while most of today's comparison points didn't exist yet.
Combat itself plays like a budget homage to id Software's early catalogue — hitscan and projectile weapons, strafing, no cover system, no regenerating shields. Several long-time players single this out as the game's best-preserved asset: it moves fast and the weapon feel, on a good run, recalls Doom or Wolfenstein 3D more than it recalls anything from the last ten years. The problem sitting on top of that combat is consistency. A recurring complaint across the review history is enemies "grappling" or snagging the player against walls and corners, stalling movement in a game whose whole appeal is not stopping. Combined with reports of level geometry that occasionally traps the player or fails to spawn an exit correctly, a run can end on a bug rather than a mistake — a much worse note to lose fifty floors of progress on.
Progression
The strongest idea here is the background system. At the start of a run the player picks from a long list of starting archetypes — prisoner, scientist, and many more — each of which changes starting gear, stats and sometimes how the run itself opens. It's a meaningfully different hook from simply picking a class skin, and reviewers who stuck with the game consistently point to it as the reason runs still felt different fifty hours in. Layered against the permanent intel stat gains, it gives Rogue Shooter a genuine sense of getting stronger across attempts, not just getting luckier with drops — the same one-two structure that makes the modern crop of FPS-roguelikes tick, present here in an early and rougher form.
Where it comes apart is pacing. More than one recent review describes the floor layouts as "bland grids" that repeat their visual and structural ideas long before floor fifty, and the intel system being the only thing standing between the player and a wall of harder enemies means grinding early floors for stats becomes a genuine strategy rather than a side option. The bones of a satisfying progression curve are there; the flesh on top of them thins out fast.
Visuals & Sound
The look is a deliberate pastiche of early-'90s PC shooters — chunky sprites, a muted palette, UI that wouldn't be out of place on a DOS box art description. Reactions to it split hard along generational lines: players who grew up on that era describe it as charming and appropriate to the genre it's aping; players coming to it fresh more often call it simply dated or "hideous," with one comparison to Corridor 7: Alien Invasion meant as a compliment and another the opposite. It's not aiming for broad appeal, and on its own terms it mostly lands — the bigger issue is that the retro art style can't fully hide the flat level geometry underneath it.
Sound fares worse. It's flagged often enough in the review history — described more than once as "grating" — to be a real factor rather than a taste complaint, and it's cited by at least one player as the specific thing that killed their interest in pushing deeper. Nothing about the soundscape adds the tension a permadeath shooter usually leans on.
Performance
This is where the decade of neglect is most visible. The pattern across ten-plus years of user reviews barely changes: fullscreen and resolution settings that don't persist between launches, crashes that can cost a run and its accumulated intel, occasional floors or exit points that fail to load and strand the player mid-run, and reports of poor frame pacing against fast enemies on modern hardware the game was never tuned for. A save system was patched in after launch to address one of the earliest and loudest complaints, which shows Hippomancer was at least responsive for a while — but the studio's attention appears to have stopped there. Nothing in the review record suggests a fix has landed for the geometry-snagging or load-failure complaints that keep surfacing years apart from unrelated players, which is the strongest evidence that this is simply an unmaintained build rather than an unlucky run of hardware.
Value
At NZ$5.99 full price, and frequently discounted well below that, Rogue Shooter costs less than a coffee for a genuinely novel piece of genre history. For a player who specifically wants to see where the FPS-roguelike idea started, or who has exhausted the modern entries in the subgenre and wants something rougher and older to compare them against, it's an easy price to justify even knowing the bugs are coming. For a player who just wants "a good roguelike shooter" without any qualifiers, the asking price is a smaller obstacle than the patience the game demands.
Verdict
Rogue Shooter: The FPS Roguelike is worth knowing about even though it's hard to recommend outright. It reached for a formula — procedural floors, permadeath runs, a meaningful build-defining start, and Doom-speed combat holding it together — that the genre wouldn't fully figure out how to sell for years afterward, and pieces of that reach still work: the background system in particular holds up. But a game frozen since roughly a year after launch inherits every bug it shipped with, and a decade of matching complaints about snagging geometry, resetting display settings and failed floor loads says those bugs were never going away. Approach it as a curiosity from the genre's early years, priced accordingly, and it earns its place in the conversation. Approach it expecting a finished modern roguelike, and the jank will be the only thing that's memorable.
Pros and cons
Pros
- One of the earliest FPS/roguelike hybrids on Steam, predating the genre's modern wave by the better part of a decade
- The background/class system genuinely changes each run's starting kit and playstyle, not just cosmetics
- Cheap even at full price, and routinely deep-discounted
- Doom/Wolfenstein-style corridor combat has real charm for players who grew up on that era
Cons
- Effectively abandoned by its solo developer within a year or two of launch — reported bugs have gone unpatched for over a decade
- Persistent technical complaints: resolution and fullscreen settings reset on relaunch, crashes lose runs and collected intel, and floors occasionally fail to load
- Enemies frequently snag or grapple the player against level geometry, undercutting the fast-paced feel it's aiming for
- Sound design and flat, gridded level layouts wear thin well before a run through all 50 floors is over
Screenshots
-
Rogue Shooter: The FPS RoguelikeImage: Hippomancer via Steam -
Rogue Shooter: The FPS RoguelikeImage: Hippomancer via Steam -
Rogue Shooter: The FPS RoguelikeImage: Hippomancer via Steam -
How the review scores each part of the gameWanderer Editorial -
The game at a glanceWanderer Editorial -
The short versionWanderer Editorial