Game review
The Serpent Rogue
6 / 10
- Developer
- Sengi Games
- Publisher
- Team17
- Released
- 26 April 2022
- Platforms
- Windows
- Genre
- Fantasy Action-Adventure
- Monetisation
- One-time purchase, list price NZ$36.29. One paid soundtrack DLC (not required to play).
- Players
- Single-player only
The short version
The Serpent Rogue casts you as the Warden, a masked alchemist wandering a corrupted medieval fantasy world, brewing potions from foraged ingredients and taming wild creatures to push back a spreading rot before it consumes everything. It's the kind of premise that sounds like it should be a slam dunk for anyone who likes Valheim-adjacent survival-crafting with a distinct visual identity, and for a real, devoted slice of its audience, it is exactly that.
For a comparable slice of players it isn't, and the reasons show up constantly across four years of Steam reviews: threadbare tutorials that drop you into systems with almost no explanation, a camera that can't be adjusted, and permadeath that scatters your inventory on death in a game that doesn't always make clear what killed you or why. Sitting at Mixed, 64.5% of 141 reviews, it's a game whose reputation depends heavily on whether "figure it out yourself" reads to you as charming discovery or unnecessary friction -- and on a developer who shipped two patches in its first two weeks and then went largely quiet.
Biggest strengths
- A distinctive, well-realised visual and audio identity -- reviewers across positive and negative reviews alike single out the art direction and soundtrack as standouts
- A genuinely creative core loop combining alchemy, foraging and creature-taming that several long-time players compare favourably to Valheim's early-game discovery feel
- A real, if minority, audience that returns to it repeatedly -- multiple reviewers report playtimes in the hundreds of hours, including one logging over 1,200
Biggest weaknesses
- Minimal tutorialisation leaves core systems -- combat timing, taming requirements, what actually causes death -- to be learned almost entirely through trial and error
- The camera cannot be adjusted, a specific and frequently repeated complaint that several reviewers say actively worsens combat and exploration
- Permadeath scatters your inventory on death in a game that doesn't always clearly signal what's about to kill you, which a meaningful share of reviewers describe as punishing rather than fair
Who it's for: Fans of atmospheric, experimentation-driven survival-crafting games -- Valheim, Don't Starve or Spiritfarer crowds -- who genuinely enjoy learning a game's systems through trial and death rather than guided tutorials. Not for anyone who wants clear objectives, adjustable camera controls, or a game that explains its own mechanics before punishing you for not knowing them.
Our recommendation: Worth picking up at its frequent deep discounts for the art direction, music and a genuinely distinctive alchemy-and-taming loop, but go in expecting to learn everything the hard way, and don't expect ongoing developer support -- what's here now is close to what's staying here permanently.
6 / 10
There's a specific kind of indie game that lives or dies entirely on how you feel about being dropped into a world with almost no explanation. The Serpent Rogue is squarely that kind of game. You play the Warden, a masked alchemist tasked with pushing back a spreading corruption across a medieval fantasy realm, brewing potions from foraged ingredients, taming wild creatures and exploring a handful of distinct biomes -- and from the moment you start, the game tells you almost nothing about how any of it actually works. Four years of Steam reviews split cleanly along exactly that fault line: reviewers who found the discovery genuinely rewarding, and reviewers who just found themselves lost.
A real, distinctive identity
Start with what almost nobody disputes. The Serpent Rogue looks and sounds like very little else in the crafting-survival space -- a painterly, slightly macabre fantasy aesthetic built around a plague-doctor-adjacent protagonist, foraged alchemy ingredients and a genuinely unsettling sense of creeping corruption spreading across the map. Even reviewers giving the game a thumbs-down tend to carve out an exception for the presentation: "I really like the world and aesthetic," reads one otherwise critical November 2024 review, and a September 2025 review calls it "clean graphics, AMAZING sound design, and an absolutely pristine soundtrack." That consistency across both sides of the review sample is worth taking seriously -- whatever else is wrong with the game, the people making it clearly knew what they wanted it to look and sound like.
The core loop backs that up when it works. You forage ingredients, experiment with potion recipes, tame and command creatures, and gradually build toward pushing back the corruption across each region. One reviewer with over 1,200 hours logged draws a direct, favourable comparison: "a great pick for fans of craft-intensive games like Valheim... the focus on exploration will appeal to open-world RPG gamers." Several others describe an early-game discovery feeling genuinely rare -- learning what a creature eats, what an ingredient does when combined with another, entirely through experimentation rather than being told.
Where discovery turns into confusion
The trouble is that "figure it out yourself" is a design philosophy with a narrow tolerance band, and a large share of reviewers report the game falling well outside it. "You're kinda just dropped with no idea what to do, and no sense of direction," reads a representative October 2025 review. Another, from January 2025, is blunter: "Nearly three hours in and I couldn't even leave the starter locations. The game just doesn't tell you anything." This isn't a small or isolated complaint -- it's the single most common thread across the negative sample, spanning every year from launch through mid-2026, which suggests it was never really fixed rather than being a launch-week rough patch players eventually adapted around.
Two more specific, frequently repeated complaints compound the problem. The camera can't be adjusted at all, which multiple reviewers single out as actively harming both combat legibility and general exploration -- "camera cannot be adjusted leading to the most disgusting experience ever," reads one blunt February 2023 review. And death is unusually punishing for a game that doesn't clearly explain its own danger signals: items scatter on death, and several reviewers describe dying to threats they had no real way to anticipate. "I punched a 'defenseless' wolf by accident trying to figure out how to feed it and then was mauled by it," reads one January 2023 review, capturing the specific frustration of a game that expects experimentation but sometimes punishes the exact experimentation it's asking for.
A short campaign and a quiet developer
Even among reviewers who enjoy the core loop, length and post-launch support come up as recurring soft spots. "It is too short," reads one, and another describes a satisfying but compact experience clocking in around 10 to 20 hours depending on how thoroughly you explore. Checked against the developer's own Steam news history, that shortness reads less like a deliberate design choice and more like a project that stopped receiving meaningful investment early: two patches landed in the first two weeks after the 26 April 2022 launch, and the news feed then goes quiet for years, with the only later post being a generic platform-compliance update in October 2025 rather than new content or fixes. A June 2023 review calls it plainly "a game that was abandoned by its own creators," and while that's one reviewer's framing rather than a confirmed studio statement, the visible patch history doesn't contradict it.
Final verdict
The Serpent Rogue is a genuinely distinctive game trapped by its own unwillingness to meet players halfway. Its art direction, sound design and core alchemy-and-taming loop are good enough that a real, dedicated slice of its audience has stuck with it for hundreds of hours and calls it a hidden gem without irony. But the barrier to reaching that appreciation is real: minimal guidance, a locked camera, punishing permadeath mechanics, and a developer who appears to have moved on within weeks of release. At full price it's a hard sell against better-supported games in the same space; at the 90% discount it regularly sits at, it's a far more reasonable one.
6.0 out of 10. Recommended on sale for players who specifically enjoy learning survival- crafting systems through trial and error rather than tutorials, and who can forgive a fixed camera and an unfinished-feeling back half. Anyone who wants clear direction or continued developer support should look elsewhere.
Pros and cons
Pros
- A distinctive, well-realised visual and audio identity -- reviewers across positive and negative reviews alike single out the art direction and soundtrack as standouts
- A genuinely creative core loop combining alchemy, foraging and creature-taming that several long-time players compare favourably to Valheim's early-game discovery feel
- A real, if minority, audience that returns to it repeatedly -- multiple reviewers report playtimes in the hundreds of hours, including one logging over 1,200
- Frequently available at very steep discounts, making it a low-risk purchase for anyone curious about its specific mechanical combination
Cons
- Minimal tutorialisation leaves core systems -- combat timing, taming requirements, what actually causes death -- to be learned almost entirely through trial and error
- The camera cannot be adjusted, a specific and frequently repeated complaint that several reviewers say actively worsens combat and exploration
- Permadeath scatters your inventory on death in a game that doesn't always clearly signal what's about to kill you, which a meaningful share of reviewers describe as punishing rather than fair
- Development support was brief -- two patches in the first two weeks after an April 2022 launch, then little visible content or fix activity since, which some long-time reviewers describe outright as the game being abandoned