Thankfully on the next run you’ll benefit from being able to unlock a boost to your character’s base stats and abilities as well as expand your starting deck of cards. This being a roguelike, you’re unlikely to beat that boss on your first run, forcing a restart. All that’s then left to do is hope you’ve gathered enough cards and items to defeat the end of level boss. Once the ink well is dry though, the rest of the map will remain forever hidden from view. Paint the page and you’ll uncover all sorts of secrets to help you on your way. Thing is, to explore the map you’ll need to draw it into existence with a very important and exceedingly finite resource pots of ink. To stand a chance, you’ll need to explore a map stuffed with helpful treasure and unhelpful foes. The only way route to freedom then is to defeat a formidable boss that guards access to the next page. The eponymous tome will do its best to keep all those within it trapped forever. Your dynamic duo of fantastical heroes are trapped within the pages of the Roguebook. It popped my proverbial bubble and I couldn’t be happier about it. Funnily enough, Roguebook is a roguelike deck builder and it also happens to be brilliant. Maybe I would have carried on floating around in my video game echo chamber were it not for being commanded to review Roguebook. The world is flat, vaccines are an excuse to insert tracking chips and roguelike deckbuilders aren’t real. Indeed, like a conspiracy spewing Twitter addicted crackpot, I’ve effectively denied the genre’s very existence. Throughout my video game life I’ve actively avoided any game that would define itself in such a way. If there’s one video game genre that imbues me we a sense of catatonic apathy it’s roguelike deck builders.
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