Game review
Tangledeep
6.5 / 10
- Developer
- Impact Gameworks
- Publisher
- Impact Gameworks, Doyoyo Games
- Released
- 19 July 2017
- Platforms
- Windows, macOS, Linux
- Genre
- Turn-Based Roguelike RPG
- Monetisation
- One-time purchase, two optional paid content expansions (Legend of Shara, Dawn of Dragons) plus two soundtrack DLCs, no in-game currency or microtransactions
- Players
- Single-player only
The short version
Tangledeep dresses a classic roguelike dungeon crawl — permadeath (with an optional easier mode), procedurally generated floors, a job-based class system — in immaculate 16-bit SNES-JRPG presentation, and on first impressions it's one of the most inviting games the genre has produced: controller-friendly, legible, and genuinely gorgeous in motion and music both. That reputation is earned and shows up constantly in its review page, including from players who otherwise dislike traditional roguelikes.
What that same page keeps arguing about, across seven-plus years, is whether the systems underneath the presentation hold up. The single most-repeated critical line is some version of "wide as an ocean, deep as a puddle" — a huge stat and modifier list that reviewers say rarely translates into meaningfully different builds — and Steam's own achievement data backs the difficulty side of that complaint up hard: under 40% of players ever beat the first boss, and under 20% beat the second. More seriously, a save-corrupting bug that silently deletes equipped weapons or tamed pets is reported independently in reviews from 2018, 2022, 2024 and 2025 alike, described by more than one player as never having been fixed.
Biggest strengths
- Presentation reviewers call "immaculate" and "gorgeous" even seven years on — detailed 16-bit sprite work, a soundtrack praised strongly enough on its own that it shipped two separate paid soundtrack releases
- Unusually accessible entry point for the roguelike genre: full controller support, a non-permadeath toggle, and no wall of memorised hotkeys, which multiple longtime genre veterans specifically credit for finally getting them into the format
- A real job/class system with meaningful early build variety, praised by several reviewers over flatter class systems in comparable genre entries
Biggest weaknesses
- Steam's own achievement data shows a steep difficulty cliff: fewer than 40% of owners ever beat the game's first boss, and fewer than 20% beat the second, which corroborates the review page's recurring "brutally, sometimes unfairly punishing" complaint rather than just reflecting genre difficulty norms
- The most repeated critical argument, verbatim in reviews years apart, is that gear and skill systems are "wide as an ocean, deep as a puddle" — lots of stats and modifiers that reviewers say rarely produce meaningfully different builds in practice
- A bug that deletes equipped weapons or tamed pets, most often reported around New Game+ transitions, appears independently in reviews from 2018, 2022, 2024 and 2025 — several reviewers explicitly say it was never fixed
Who it's for: Roguelike fans who want the genre without its usual command-line-era interface baggage, and JRPG-aesthetic fans curious about permadeath games who'd bounce off something starker like NetHack or Dungeon Crawl Stone Soup.
Our recommendation: Worth it at its modest asking price for the presentation and accessibility alone, provided you go in expecting a genuinely difficult, occasionally shallow-feeling grind rather than the deep build-crafting sandbox its gear screens promise — and keep an eye on your inventory after New Game+ transitions, where the item-loss bug is most often reported.
6.5 / 10
The pitch: a roguelike that looks and plays like a lost SNES RPG
Tangledeep is a turn-based, procedurally generated dungeon crawler built openly in the tradition of Rogue, NetHack and Dungeon Crawl Stone Soup, but wrapped in detailed 16-bit sprite art and a JRPG-style job system instead of ASCII grids and command lists. Impact Gameworks put it into Steam Early Access on 18-19 July 2017 and shipped its full 1.0 on 1 February 2018 — the date that shows on the store page today is that 1.0 exit, not the original launch. Roughly seven and a half years later it still sits at a Very Positive rating across about 1,070 Steam reviews (around 82.5% positive), which is a genuinely durable reputation for a small indie roguelike.
That reputation starts with presentation, and it's the one thing almost nobody in the review page disputes. Reviewers from launch week through 2025 alike reach for words like "immaculate," "gorgeous" and "a masterpiece" to describe its sprite work and music — strong enough praise that the soundtrack shipped as two separate paid DLC releases in its own right. Just as importantly for a genre notorious for gatekeeping newcomers with obscure keybinds, Tangledeep plays cleanly with a controller and offers a non-permadeath toggle alongside the traditional one, which several longtime roguelike players specifically credit with getting them into a format they'd previously bounced off entirely.
"Wide as an ocean, deep as a puddle" — and the achievement data backs it up
The single most-repeated criticism in Tangledeep's review page isn't really about difficulty on its own; it's about whether the game's elaborate gear, stat and job systems actually produce meaningful choices. Reviewers land on almost identical phrasing years apart — "wide as an ocean, deep as a puddle," "systems bloat," "gear has a ton of stats and modifiers, but none of them feel compelling" — arguing that the sheer volume of numbers on a weapon's tooltip rarely translates into builds that play noticeably differently from each other.
Steam's own public achievement percentages give that argument some hard numbers to stand on, specifically about the difficulty half of the complaint. Killing ten local champions, a relatively early milestone, sits at just under 50% of all owners. Beating the game's first boss sits at 39.8%. Beating the second sits at 19.6%. Character level 10 — not a late-game target in most roguelikes — sits under 20% as well. That's not proof the shallow-systems argument is correct, but it is consistent with a game whose difficulty curve loses a large share of its audience well before the job system has room to differentiate itself, which is exactly the shape of complaint reviewers keep making about RNG-driven enemy abilities capable of one-shotting a character with little available counterplay.
The bug that keeps coming back: items and pets disappearing
More concerning than the depth argument is a specific, independently repeated bug report: equipped weapons or tamed pets silently vanishing, most often described around a New Game+ transition. It shows up in a 2018-era review, again in 2020, again in 2022 ("bricked my most played save and lost my best pet"), again in 2024 ("there's a bug that deletes your weapons randomly that you spend a lot of time leveling up... that never got fixed"), and again in a 2024 review describing "all your [tamed monsters] being deleted by a glitch" with a developer response reportedly amounting to "yeah, that happens sometimes." For a roguelike, where a run's equipment and companions represent real invested time, a data-loss bug surfacing across a six-year span of independent reports is a more serious black mark than the depth-of-systems debate — it's the kind of complaint that erodes trust in the genre's core promise (that what you build during a run is actually yours to keep or lose fairly) regardless of how good the presentation around it looks.
DLC and the fair side of the ledger
Against those two problems, it's worth crediting what Tangledeep does not do. The DLC model is genuinely modest by current standards: two paid content expansions (Legend of Shara, Dawn of Dragons) and two soundtrack releases, no currency, no cosmetic shop, nothing resembling a live-service structure bolted onto what is otherwise a straightforward single-player purchase at NZ$17.99. Several reviewers explicitly push back against the negative-review consensus, arguing that what critics call shallow is simply roguelike difficulty being mistaken for bad design — a genuinely live argument in the review page rather than a one-sided pile-on, and worth taking at face value given how many of the people making it are self-identified veterans of harder, more traditional entries in the genre.
Verdict
Tangledeep earns its Very Positive rating honestly on presentation and accessibility — it remains one of the more inviting doors into turn-based roguelikes years after launch, and its soundtrack and sprite work hold up against far newer competition. But the review page's two real, well-evidenced complaints deserve equal weight: achievement data confirms a difficulty curve that loses most of its audience early, in a way that lines up with recurring "shallow once you look past the stat sheet" criticism, and a save-corrupting item/pet-loss bug keeps resurfacing across years of independent reports without a confirmed fix. Go in for the atmosphere and the accessible controls, not for deep build variety, and keep a backup save if New Game+ is where you're headed.
None of this erases what Tangledeep gets right. A game that regularly draws players away from harsher, keyboard-only roguelikes and gets them to finish a run at all is doing real design work, even if that same design leaves veterans of the genre wanting sharper teeth underneath the charm. Seven-plus years on, with its DLC catalogue small and its base price unchanged, it's a fair purchase for what it actually is — just don't buy it expecting the build-crafting depth its inventory screen implies.
Pros and cons
Pros
- Presentation reviewers call "immaculate" and "gorgeous" even seven years on — detailed 16-bit sprite work, a soundtrack praised strongly enough on its own that it shipped two separate paid soundtrack releases
- Unusually accessible entry point for the roguelike genre: full controller support, a non-permadeath toggle, and no wall of memorised hotkeys, which multiple longtime genre veterans specifically credit for finally getting them into the format
- A real job/class system with meaningful early build variety, praised by several reviewers over flatter class systems in comparable genre entries
- Modest, non-exploitative DLC model — two paid content expansions and two soundtracks, no currency, no live-service structure grafted onto a single-player game
- Multiple positive reviews specifically push back on the negative page, arguing the genre's difficulty is being mistaken for bad design — a live, two-sided argument rather than one-sided praise
Cons
- Steam's own achievement data shows a steep difficulty cliff: fewer than 40% of owners ever beat the game's first boss, and fewer than 20% beat the second, which corroborates the review page's recurring "brutally, sometimes unfairly punishing" complaint rather than just reflecting genre difficulty norms
- The most repeated critical argument, verbatim in reviews years apart, is that gear and skill systems are "wide as an ocean, deep as a puddle" — lots of stats and modifiers that reviewers say rarely produce meaningfully different builds in practice
- A bug that deletes equipped weapons or tamed pets, most often reported around New Game+ transitions, appears independently in reviews from 2018, 2022, 2024 and 2025 — several reviewers explicitly say it was never fixed
- Story elements are reported by more than one reviewer as intruding on roguelike pacing rather than reinforcing it, sitting awkwardly against a permadeath structure that erases the character the story is centred on
- A handful of reviewers report the game becoming a repetitive grind once its early hours' novelty wears off, with RNG-driven enemy abilities capable of one-shotting a character with little counterplay