Hey all! I love cozy, low-stress games, but I also enjoy approachable roguelikes. Auto Rogue (released May 23, 2025 by indie dev/publisher 定期的な宝物) puts a neat spin on the genre. It lets you automate combat and watch your ideas play out. If you like tinkering with builds more than twitchy inputs, this one might be for you.
Overall Impressions
Auto Rogue adds a unique twist to roguelikes with its “set it and watch” combat. Players choose skills, stack conditions, and equip relics before letting battles unfold automatically. The fun comes from watching strategies succeed or fail in surprising ways. This shifts the focus to planning rather than reflexes. It’s appealing for casual gamers who prefer a laid-back experience, perfect for unwinding with coffee instead of intense runs.
Where it stumbles is limited content and polish. The core loop is satisfying, but depth is lacking in characters, levels, and modes. Some English translations feel rough, though they don’t overshadow the positive community reception. With clear developer passion and support, Auto Rogue shows promise as a strategic, relaxing roguelike that could grow into something special.

Gameplay Mechanics
The game shines thanks to its smooth combat automation. Players mix active skills like attacks, shields, and summons with passives such as burn, freeze, or buffs. Relics tie everything together in surprising ways. Experimentation drives the fun — a single relic can turn a weak skill into a powerhouse, often creating “aha” moments in boss fights. With controls limited to menu selections, it’s an accessible roguelike that rewards planning over reflexes, ideal for both new and seasoned players.
That said, Auto Rogue struggles with balance and variety. Many players, myself included, found “Hard” mode not very challenging. The untranslated higher difficulty setting feels awkward. The limited roster and similar run structures also create repetition after a few hours. Despite this, the core design remains clever and enjoyable. With more content and fine-tuning, it could evolve into a deeper roguelike experience.
Story and Characters
Don’t expect a deep narrative — Auto Rogue is about systems and gameplay. Characters have some personality, but the story takes a back seat. That’s fine for a game built around experimentation. The characters add flavor to runs but aren’t the main draw. If you want rich arcs or a detailed world, this isn’t it. If you care more about crafting combos and watching outcomes, the designs and flavor text do the job.

Visuals and Graphics
Visually, the game is tidy and pleasing. Battles are easy to read, and effects pop in ways that track what’s happening. The aesthetic leans cozy rather than gritty. The clean UI helps in a game centered on combos and stat interactions. Visual feedback for conditions and relics is especially clear — when your setup triggers something, you see it. It’s not flashy AAA art, but it’s charming and supports the gameplay well.
Sound and Music
The soundtrack is unobtrusive and fits the game’s mood. Sound effects add satisfying clicks and pops when conditions trigger, making combos feel alive. There’s no sweeping score or big voice acting, but that’s fine. The audio blends into the background in a pleasant way, keeping the focus on experimentation. Nothing feels distracting in the sound department.

Difficulty and Replayability
Replayability comes from build experimentation. Even with limited content, mixing skills, conditions, and relics creates wildly different runs. I enjoyed trying oddball combos just to see what happened.
Replay value is capped, though, by the small roster and lack of modes. If the dev adds more characters, challenge missions, or alternate modes, replayability would rise sharply. Difficulty-wise, “Hard” often feels easy for roguelike veterans. The untranslated challenge mode apparently offers true difficulty, and some fans have offered to help with translation. If you’re newer to the genre, this might still be a gentle ramp into roguelike thinking.
Community and Developer Notes
Auto Rogue is made and published by the same small studio, 定期的な宝物. It feels like a true indie passion project — focused design, clear vision, and room to grow. Reviews are “Very Positive” both recently and all-time, which speaks to how much players enjoy the core idea. I saw players offering to help fix translation issues and asking for more characters and missions — a sign that the community is engaged and hopeful. If the dev listens to that feedback (more content, polish on translations, a better difficulty curve), this title could grow into something even more special.

Final Thoughts
Auto Rogue is an inviting, cozy spin on the roguelike formula. If you like building and watching systems interact, you’ll find a lot to love. If you want a narrative-heavy or content-dense experience right now, you might feel it’s a bit light. For me, the peaceful experimentation, the “aha” build moments, and the clear presentation make it worth checking out — especially for a relaxed afternoon of thoughtful play.
Rating: 4 out of 5 stars

This game shines with its fun and unique automated combat system, encouraging players to experiment and discover creative strategies. Its simple controls make it easy for casual gamers to jump in, while the charming visuals and clear combo feedback add to the overall appeal. A lively, welcoming community also enhances the experience, making it enjoyable for newcomers and veterans alike.
However, the game is still light on content, with limited characters and modes available at this stage. Some translation rough spots can affect clarity, and the difficulty balance isn’t always consistent, showing room for refinement. While these issues may hold it back slightly, the foundation is strong, and future updates could easily elevate the experience further.

If you enjoy cozy strategy and like messing with builds more than perfecting reflexes, Auto Rogue is a lovely little puzzle of a roguelike. I’m excited to see what 定期的な宝物 adds next.