Pocket Rogues 12+

2D Action-RPG & Roguelike

Alexej Leonydov

    • 4.5 • 759 Ratings
    • Free
    • Offers In-App Purchases



Dynamic Roguelike Action-RPG, played in real time from a top down 2D perspective. Raid endless dungeons, upgrade guild fortress and develop own heroes!

POCKET ROGUES brings old school ACTION-RPG flavor to the ROGUELIKE genre. Here you must fight your way through hordes of monsters, explore unique and randomly generated locations, upgrade your guild fortress, and develop heroes of ever-increasing might if you hope to discover the lost secrets of a mysterious dungeon.


• THE GAME IS PLAYED ENTIRELY IN REAL TIME! Move, dodge, avoid obstacles, outmaneuver and outflank! Enjoy an elaborate combat system focused on character control and player skill.
• TRY YOUR LUCK AS ONE OF MANY HERO CLASSES, each with unique skills, specific equipment, and their own progression tree.
• EVERY DESCENT IS SPECIAL! From locations and monsters to loot and chance encounters, everything is generated during the game. You will never see two identical dungeons!
• THE GAME INCLUDES UNIQUE LOCATIONS, each with its own visual style, distinctive enemies, traps, and interactive objects. Once discovered, you can move freely between them all.
• Construct and improve buildings in the territory of your very OWN GUILD FORTRESS. Unlock new hero classes, strengthen existing ones, and gain access to an arsenal of fierce techniques.
• REGULAR UPDATES! The game has been supported and actively developed for a long period of time. The game’s creator works in close contact with the community and dedicated players to ensure a high-quality experience for everyone.

Pocket Rogues contains many different dungeons, each with its own unique loot and monsters. A wide variety of classes and dozens of specializations allow you to take alternative approaches to the game’s numerous boss battles, and each will test your skill in a new way. Add in Pocket Rogue’s traditional RPG components, such as character progression and exploration, and you will never feel bored!

“For many centuries, a dark dungeon has called to hapless travelers, whispering secrets and promising priceless treasure. None who enter have ever returned, and rumor says that each met an unspeakable fate at the hands of a true Evil. These gloomy legends, of course, only entice new adventurers to try their luck in the depths, eager for glory, fame, and riches beyond imagination. What are you waiting for? It’s time to become one of them!”

ULTIMATE version of the Pocket Rogues is already available!

> Discord (Eng): https://discord.gg/nkmyx6JyYZ
> Facebook (Eng): http://www.facebook.com/PocketRogues

For all questions, you can also contact the developer directly: ethergaminginc@gmail.com

What’s New

Version 1.36.1

- After constructing a new building, the Trapper will appear in the Camp. With his help, you can exchange and upgrade pets directly in the dungeon without returning to the Fortress
- Upon purchasing the new "Trading rows" building, players will have the ability to lock any item in their inventory. A locked item cannot be accidentally sold, destroyed, or dropped until the player removes the lock
- After upgrading the "Trading rows" to level two, players can quickly sell all inventory items to the Merchant, except for the locked ones
- A new pet has been introduced. It can be found in the Abandoned Prison after 7th floor, provided that the "Trapper's shack" has been built
- After the 15th floor in the Camp, you can encounter new mercenaries (Berserker and Wizard). A squad can still only have a maximum of 2 mercenaries at a time
- Several new traps have been added
- Some objects in the rooms of the Catacombs and Prison that were always found there, now appear by chance
- When lifting a curse from an altar, characters now gain experience only after defeating all waves of enemies, rather than each wave. There can no longer be more than 3 waves, and the chance of the altar being cursed has been reduced (from 50% to 20%)
- When destroying the Merchant's chest, not only does he become hostile, but also all other characters in the Camp
- The attacks of the Wandering Troll and Tamed Troll now have a knockback effect and deal damage to everyone, including their allies
- The base defense value for the item "Silent face" has been reduced from 145 to 105
- Poisoning from impassable poison puddles and clouds found in the Catacombs is now less dangerous
- The level of creatures that appear when destroying objects (like Larvae) has been halved
- When sacrificing a pet, there's a 35% chance that one of its attributes will decrease by 1

- Surviving characters can now directly purchase passive items in the store, even if they already have items of that type in their inventory
- All daggers are now displayed on the character when equipped
- All friendly NPCs and mercenaries are now fully animated
- Goblins, trolls, regular zombies, and drowned are fully animated
- Dialogues now display the interlocutor's portrait
- Added the ability to use a gamepad to configure companion behavior and change the size of the mini-map
- The appearance of Goblin-Wizards and Goblin-Executioners has been updated
- The appearance of arrows used by Goblin-Archers has been updated
- The Camp's floor appearance has been updated
- After constructing a Pen in the Camp, a small fenced area for pets will appear
- Some troll sounds have been replaced
- The skill description "Sign of Sacrifice" has been changed: it now more accurately reflects the effect's action (increases all damage taken by the creature, rather than reducing its defense). The effect applied to enemies has been renamed to "Vulnerability"
- Next to the skill upgrade button on the character selection screen, a skill point icon is now displayed
- The cost of buying new abilities for pets in skill points and gems is now displayed in one cell to avoid confusion
- In Settings, you can disable the display of legs for animated characters (may affect performance)
- Playtime statistics now display hours and minutes separately (previously only minutes were displayed)
- New character statistics fields have been added ("Used Crosses of Life")
- An additional warning has been added if you press return to the Fortress instead of loading the saved dungeon
- Improved performance with large floor sizes and multiple active objects
- Daily tasks weren't saved when transferring progress via the cloud

Ratings and Reviews

4.5 out of 5
759 Ratings

759 Ratings

Kaiyuji ,

Simple, yet Brilliant

This is something I’ve been scavenging the app store for, for a long time. It would be a surprise to people not looking for it, as these games seem like they would be common, but no- games that are of this genre, good quality, fun, and just the right complexity are almost none existent (I’ve never seen one in over 5-6 yrs on iOS (iPad)). The game is great, balance is good, controls are good, settings contains just about everything the player needs, and the game is deep enough for several hours of gameplay to still not get everything. There is only one or two issues I have, those being about the guild area- 1. letting us know how many total possible buildings there are would be helpful, so we don’t have to wonder if we have everything or not, and 2. the guild concept is slightly confusing because after the tutorial ends, we get no more quests for a guild (not talking about the 3 quests that reset daily here, unless if those are guild quests)- where did the guild and their quests go? Where is this guild? Will we encounter more guild member (npc’s) who will give more quests or story? And, do any buildings contribute to meeting other guild npc's (not the one we can meet at camp after buying the specific building)?

Well, in summary, great game- wonderful way to burn some time and have some fun. An invaluable asset to the genre on the app store here, and I look forward to putting many more hours into this game.


LeFtYdaMAC509 ,

ONLY thing I qualm with.

Not being able to access the mentor to return back to the guild from the beginning of the game, from the camp site. I make it all the way through the first 5 floors of the first dungeon, after finishing three prologue, loaded with a lot of loot to end up dying by the first boss ; A’s one has no option to increase stats in the dungeon until unlocking said feature. Only reason 4 stars instead of5. Being skilled from the gate gets no rewarding even in a random chance scenario to retain any of the beginning loot.

Keep up the good work team! You’re doing great in developing a unique and wonderful game!💪

An Uncommon Aura ,

Be prepared to spend a lot or be forced to grind for years.

Aside from the glaring issues with touch controls (they are clunky and you literally cannot get through the game with them), this game is more about “how long have you played?” Or “how much have you spent?” Rather than how good you are. The big problem is that it totally could be about skill. The mechanics are there. However the game will force you to grind or spend anyway. Have a great run going where you’ve put maneuvered, fought intelligently, obtained great items? Too bad, you’re about to get “ambushed” which is an impossible to beat event unless you have dumped months into runs, or you have spent $50+ on gems. Instead of skill checks the game gives you spending checks like this. It will either be an ambush (the game randomly dumps you into a huge swarm of enemies that you have no chance of beating) or a boss fight with a boss that has so much HP you’ll literally laugh at how unfeasible it is for how soon into the game you encounter it. Seriously, I’ve spent $20 on gems, and have played at least 100 runs and the game won’t allow me passed floor 5. It’s not an issue with rogue like experience either. I regularly play and beat shattered pixel dungeon. This game is simply a very well-disguised cash grab.

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The developer, Alexej Leonydov, indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy.

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