# Hollows Of Rogue — "Rogue, but better"

> Modern roguelike dungeon crawler with enhanced touch controls and adjustable difficulty. (iPhone/iPad app by r6 appz.)

- Source: https://appshunter.io/ios/app/hollows-of-rogue/id6670699110 (this page in markdown: same URL + `.md`)
- Developer: [r6 appz](https://appshunter.io/developer/491984529)
- Category: Games, Adventure, Role Playing
- Price: $2.99
- Rating: 4.80/5 from 4 App Store ratings · 5 written reviews indexed
- Age rating: 9+
- Requires: iOS 15.0 · 162 MB
- Languages: American English
- Released: 2024-09-23
- Data updated: 2026-08-16
- Monetization: paid
- User reviews in markdown: https://appshunter.io/ios/app/hollows-of-rogue/id6670699110/reviews.md

## What is Hollows Of Rogue?

Classic Rogue, rebuilt for modern play

Hollows Of Rogue is a traditional turn-based dungeon crawler about surviving long enough to steal the Amulet of Yendor and escape alive.

- Persistent dungeon levels across each run

- Adjustable difficulty for new players and roguelike veterans

- Transparent combat log with events, attack rolls, and defense rolls

- Rebalanced monsters, loot, magic, and effects

- Seeded runs for repeatable dungeon generation with more varied layouts

- No hunger timer, keeping the focus on exploration, risk, and tactical escapes

- High contrast display option

- Enhanced sounds and visuals

- User interface and input methods rebuilt specifically for touch screens

Built on the legacy of the original 1980s Rogue, Hollows Of Rogue adds modern usability and presentation while preserving the core feeling of tactical dungeon exploration, dangerous encounters, scarce resources, and permadeath.

Tiles by Oryx.

Your almost coffee break past contemporary roguelike awaits

## Key features

- Persistent levels
- Adjustable difficulty
- Enhanced touch controls
- New items and rebalanced stats
- Special dungeon locations
- Environmental hazards
- High contrast display

## Recent user reviews (5 of 5)

All indexed reviews: https://appshunter.io/ios/app/hollows-of-rogue/id6670699110/reviews.md

### 4/5 — Interesting to play the very first thing that sprung a genre

*2026-06-09*

Thank you for your contribution! I wonder how much of your redone differentiates from original, for example I’ve noticed that autoexploring some trails leads you to a dead end. Sometimes you can find the hidden door by pressing search, but sometimes search does nothing and is just a dead end. I wonder if that’s a thing from the OG rogue or something we can fix up. thankfully for a modern adaptation, I haven’t played the OG rogue to see if the work already put out it’s “Rogue, but better” or if you still have to get there. Nonetheless, I hope it gets there and thank you! again, for being passionate enough to work something and put it out. Cheers mate

**Developer response:** Hi, what you describe could happen in the original, but this game's level generator is different and together with the other changes it probably means that you can treat it as a different game now - but 
having the same underlying mechanics (game commands and actions - "what you can do in the game" -  are the same), this also simplified lots of original's stuff like gear un/equipping/swapping etc.
Hopefully the 'Rogue, but better' still applies since that was the main intention behind it ;) - in any case let me know if there's anything missing that should definitely be included..
Thanks for the thoughtful review!

### 5/5 — Crashes on launch

*2025-07-03*

After a recent update broke portrait mode, it also crashes when tapping resume game

**Developer response:** you can use newly added button `Remove Game` on the main screen to at least start a new game
please consider sending gamesave on the subsequent screen if possible, it should help a lot
: links with contacts info were also added to Settings/About
: portrait mode is hopefully not broken, but was updated - please use the above info for feedback if possible
Thanks a lot !

### 5/5 — Awesome version of Rogue

*2025-04-11*

It’s a really fun game, recommend it for sure. There are few improvements that would make it even better. A list of entities somewhere in settings, showing what their tiles/ascii characters represent in game. First time encounters with unknowns are impossible to identify. A button to show what entities are nearby in a room, would be great. Also a screen that shows what potions and scrolls have been discovered if playing with unknown items (Brogue does this). So far really enjoying the game. Looking forward to new updates.

**Developer response:** those are good suggestions, will see how to best approach this
thank you very much for the rating and for taking time to write the review

### 5/5 — Great, with UI/UX improvement requests

*2025-01-28*

Very fun! Need more options eg for single finger panning when swipe to move is off. Recentering at given zoom. Button for “wait”. Transparency level for dpad. Checking full inventory. Etc.

**Developer response:** Thank you for the suggestions and review !
I hope to be adding more interaction options over time.

### 5/5 — Great but needs UI/UX improvements

*2024-12-27*

Very fun! Need more options eg for single finger panning when swipe to move is off. Recentering at given zoom. Button for “wait”. Transparency level for dpad. Checking full inventory. Etc.

## Frequently asked questions about Hollows Of Rogue

### What is Hollows Of Rogue?

Hollows Of Rogue is a modern roguelike dungeon crawler inspired by the original Rogue. It offers enhanced gameplay, touch-friendly controls, and adjustable difficulty settings while retaining the core feel of the classic genre.

### Is Hollows Of Rogue free to play?

No, Hollows Of Rogue is a paid application. It is available for a one-time purchase price of $2.99.

### Does Hollows Of Rogue have ads?

No, Hollows Of Rogue does not contain advertisements. It is a premium experience without any ad interruptions.

### What devices support Hollows Of Rogue?

Hollows Of Rogue is supported on iPhone, iPad, and iPod devices. It is designed for iOS mobile and tablet platforms.

### How often is Hollows Of Rogue updated?

The latest version, 1.7.3, was released on 2026-02-20. While specific update frequency isn't detailed, the developer actively maintains the game.

### What is the age rating for Hollows Of Rogue?

Hollows Of Rogue has an age rating of 9+. This indicates it is suitable for players aged 9 and older.

### Does Hollows Of Rogue have offline gameplay?

The description does not explicitly state offline play, but roguelike games typically function offline. Given its single-player focus and lack of mentioned online features, it is likely playable without an internet connection.

### What makes Hollows Of Rogue different from the original Rogue?

Hollows Of Rogue introduces adjustable difficulty, persistent levels, quality-of-life improvements for touch screens, a high contrast option, rebalanced monsters and items, and new environmental hazards and special rooms.

## Version history (last 5 releases)

### 1.8.2 — 2026-05-31

1.8.1, 1.8.2
	Dungeon and rooms:
		- monsters can now trigger traps (yes, that means you can lure them into teleport, or trap doors..)
		- maze completion rewards are triggered by seeing the whole maze instead of stepping on every maze tile
		- added SFX for maze completion
		- added non-interactive architectural objects to large rooms
		- improved teleport and trap-door placement so they shouldn't spawn in blocking way next to the only door leading to exit..
	Monsters ranged updates:
		- kobolds can shoot tiny flames
		- orcs can throw spears
		- centaurs can shoot poisoned arrows now
	Fixes and polish:
		- added amulet aggravation sound when entering a level if it is being carried
		- fixed bolt death cause reporting and death screen handling
		- updated D-Pad looks
1.8.0
	Game UI:
		- inventory items types are differentiated by color
		- items on main inventory screen can be clicked to obtain their description
		- there is a new 'Load Game' button in the game menu, allowing to load last/previous save; there is no penalty for this currently
		(small changes: seed input in Settings is now always selectable, player name input is now alphanumeric only (special characters were allowed previously))
	Dungeon generation:
		is more varied - there are more rooms shapes, types and layout variations and the layout becomes more and more chaotic the deeper the player goes
		this should hopefully 
		this should result in more interesting and less repetitive visuals and gameplay
	Visuals:
		- monsters colors now fade based on their remaining HP, so player has clearer indication of how much HP they have left
		- there is also visual feedback when player and monsters are hit
		- monsters and player now also fade into environmental floor effects more (items should be always clearly visible)
		- small trail behind player and monsters should make it easier to track their movement and actions
	Audio:
		- updated several monsters' audio clips which were too distracting
		- new procedural audio for monster deaths and wand zaps are generated on the fly, instead of new fixed audio clips
		- events further away from the player are quieter, and there is also some random pitch variation, hopefully making the audio less repetitive
		- hard cap on number of sounds playing, so there should be no more loud audio bursts when many sounds are played at once
	Gameplay:
		- pathfinding works much better now - not only for player - it can traverse more complicated layout like mazes and hazard rooms so e.g. touch to move is much more usable -, but also for all monsters - they will catch up to you now..
		- +/- modifiers on armors are more meaningful: modifiers affect saves and are also taken into account outside of combat for saves against floor hazards
		(between two armors with the same AC, the one with + modifier is 'better')
		- the quality of spawned items scales with level depth is fixed now - later levels have more favorably modified items (the cursed chance is still the same)
		- completing a maze by stepping on all of its tiles grants experience
		- effects of potions of magic, monster and see invisible now persist for the current level instead of just a few turns
		- small updates to room effects, such as less floor slipping and updated acid/lava/heal rooms effects
		- slimes can split when attacking too, not just when being attacked
		- the amulet can now be enchanted and also aggravates all monsters on the level
		- scrolls reading should be more user friendly - when their effect is not applicable they won't be consumed and a message will be logged instead

### 1.8.0 — 2026-05-20

Game UI:
- inventory items types are differentiated by color
- items on main inventory screen can be clicked to obtain their description
- there is a new 'Load Game' button in the game menu, allowing to load last/previous save; there is no penalty for this currently
(small changes: seed input in Settings is now always selectable, player name input is now alphanumeric only (special characters were allowed previously))

Dungeon generation:
is more varied - there are more rooms shapes, types and layout variations and the layout becomes more and more chaotic the deeper the player goes
this should result in more interesting and less repetitive visuals and gameplay

Visuals:
- monsters colors now fade based on their remaining HP, so player has clearer indication of how much HP they have left
- there is also visual feedback when player and monsters are hit
- monsters and player now also fade into environmental floor effects more (items should be always clearly visible)
- small trail behind player and monsters should make it easier to track their movement and actions

Audio:
- updated several monsters' audio clips which were too distracting
- new procedural audio for monster deaths and wand zaps are generated on the fly, instead of new fixed audio clips
- events further away from the player are quieter, and there is also some random pitch variation, hopefully making the audio less repetitive
- hard cap on number of sounds playing, so there should be no more loud audio bursts when many sounds are played at once

Gameplay:
- pathfinding works much better now - not only for player - it can traverse more complicated layout like mazes and hazard rooms so e.g. touch to move is much more usable -, but also for all monsters - they will catch up to you now..
- +/- modifiers on armors are more meaningful: modifiers affect saves and are also taken into account outside of combat for saves against floor hazards
(between two armors with the same AC, the one with + modifier is 'better')
- the quality of spawned items scales with level depth is fixed now - later levels have more favorably modified items (the cursed chance is still the same)
- completing a maze by stepping on all of its tiles grants experience
- effects of potions of magic, monster and see invisible now persist for the current level instead of just a few turns
- small updates to room effects, such as less floor slipping and updated acid/lava/heal rooms effects
- slimes can split when attacking too, not just when being attacked
- the amulet can now be enchanted and also aggravates all monsters on the level
- scrolls reading should be more user friendly - when their effect is not applicable they won't be consumed and a message will be logged instead

### 1.7.3 — 2026-02-20

1.7.1-4
- there were some optimization gains to be had and game/PC should be running much faster now
- fix when running should stop at passages splits near screen/dungeon edges
- wands [emitters] fix
- new 'L' status - when PC can see all monsters on the level
- player gains XP after successfully reading a scroll [data] now, also XP gains from food/consumable and potion of experience [mnemonic flood] were adjusted
- text labels on menu buttons can be turned on/off in Settings
- slightly tweaked visuals of menu and dungeon overlay
- bugfixes

1.7.0
- dungeon now contains rooms with environmental hazards

### 1.7.1 — 2026-02-17

1.7.1
- there were some optimization gains to be had and game/PC should be running much faster now
- fix when running should stop at passages splits near screen/dungeon edges
- new 'L' status - when PC can see all monsters on the level
- player gains XP after successfully reading a scroll [data] now, also XP gains from food/consumable and potion of experience [mnemonic flood] were adjusted
- text labels on menu buttons can be turned on/off in Settings
- slightly tweaked visuals of menu and dungeon overlay

1.7.0
- added rooms with different environments

### 1.7.0 — 2026-02-08

1.7.0
- rooms can have different environments now:
floor covered in acid:
	- player and monsters can take damage in this room
	- wearing ring of protection can prevent this damage
	- flying monsters (bats, griffins and vampires) are immune, dragons, phantoms, rattlesnakes and trolls are immune unless cancelled with wand of cancellation
lava floor:
	- player and monsters can take damage in this room
	- wearing ring of protection can prevent this damage
	- flying monsters (bats, griffins and vampires) are immune, dragons, kobolds and phantoms are immune unless cancelled with wand of cancellation
ice floor:
	- player and monsters can slip in this room, causing them to stand or move randomly
	- wearing ring of dexterity can prevent slipping
	- flying monsters are immune
floor covered in rubble/debris:
	- player and monsters can have reduced movement
	- wearing ring of dexterity or ring of stealth can prevent stumbling
	- flying monsters are immune
grass floor:
	- player and all monsters can regenerate health in this room
	
- vampires can fly now
- negative/cursed modifiers are now applied properly
- wands zap distance is now not limited: they zap until they hit something, instead of previous (max. 2 tiles) distance; bolts (lightning, fire and cold) still have the same limited distance of up to ~ > 6 tiles	
- adjusted prices of some items

- removed email sending directly from the app
- bugs fixed, not logged here
- Undo/Redo is limited only to the current level now
- game is saved also on pause/background

- updated licenses (in About) with sound/sfx/music credits

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## More apps by r6 appz

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All apps by r6 appz: https://appshunter.io/developer/491984529

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*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-08-16.*
