This game is a lot of fun. There's a lot of depth to it that you don't initially see. If you're a fan of combos, beat 'em ups, and loot, then check it out. Translations aren't great, but there is a guide in-game, that's English. It explains a lot of the mechanics. Other stuff you figure out from playing a bit. You can go back to previous stages to collect items if you'd like. Store weapons for later. Permadeath. Merchants, weapons can be leveled up and lots of random type events. You can get better loot by beating certains challenges that each stage gives you, like beating all enemies within a certain time limit or without taking hits. Hire some helpers or enchant them to help you too. Controls are fluid - I recommend a controller.
红石遗迹 - Red Obsidian Remnant
- Release Date:
- Sep 4, 2017
- Developer:
- Red Obsidian Studio
- Publisher:
- Beijing New Era Network Technology Co., Ltd.
- Platforms:
- Windows
Game Tags
About This Game

Game System Introduction
- ★ A Roguelike gameplay and action system combined dungeon game.
- ★ Up to three weapons—used alternately in the battle, forming intricate attacks.
- ★ Props with many varying results to enrich your decisions in adventure as well as your outfits.
- ★ Monster differentiation system—the same monster may be affected by various differentiation elements, becoming tough to deal with.
- ★ With similar event mechanism like TPRG, all kinds events contain a certain choice and randomness.

What are the creative motive, game plot and game mechanism of the Red Obsidian Remnant? Which games do you use for reference in the process of designing?
As our first independent game, we choose the Roguelike dungeon type, because it is relatively well controlled. All the game experience is concentrated in a single hour of the game time, so that we can be more focused to make it rich and harmonious. Faced with the emerging of more and more roguelike dungeon games, what we can think of is to combine our game with ACT in order to make a difference. We hope the finally added plot can make the game more complete though the story is not the main part of the game.
Speaking of reference, we’ve seen a lot of good works and I think that encourages us to make our own. So, you may feel intimacy while playing the game. Since we all have been more or less influenced by Falcom, I think our game style is somewhat similar to that. In the aspect of Roguelike elements, we borrow a lot from The Binding of Isaac. I am an old player of the retro arcade games. I played a lot of SNK’s classical fighting games and the Last Blade is my favorite. I like to play on the arcade fighting platform occasionally, to recall the past.

What elements of the Red Obsidian Remnant do you think are interesting and innovative? In your opinion, what’s the core of the dungeon exploration roguelike game?
It’s our first time to make a Roguelike game, but we played a lot and we learn from others. The Roguelike game is the concentration of the long-term RPG, in which players have to experience a time to develop, and to develop changing routines in order to maintain freshness in each play.
The Red Obsidian Remnant is an action game and its fighting routine changes reflect more in moves. Besides, the equipment in the Red Obsidian Remnant is the key to influencing the development of the role. So we let the roles carry more weapons. The moves of each weapon can be used alternately and the combination of different weapons can directly form a fighting style. This can be counted as a solution, which just solved problems in the design. I think rules are born under various restrictions.

What are the characteristics of the monster system in the game? How to keep the balance of the monster system and the difficulty of the game?
As the action game, its basic part is to design monsters with different moves, based on which we add monster differentiation system. The differentiated monster will be attached around with spinning balls and each kind of the balls carries various effects, which may cause the monster explode or parasitize, split after death. You can simply do the math. Besides, there exist no monsters with pure armors since the armor will lead to the invalidity of the ACT basic system after the attack, and the failure to attack consistently, which will make you feel suck. Therefore, the characteristic of armors here is only adopted as part of the monster’s moves.
As for the difficulty and the relationships among monsters, we will enhance the AI initiative of the monsters, times of differentiation and the probability of the emergence of dangerous houses in the high difficulty mode. The premise is to maintain the basic value of monsters.
Sina Weibo
Screenshots
User Reviews
A fun action-RPG roguelike game that doesn't have quite the best translations (or sometimes no translations at all...) but is still playable. Still Early Access so hopefully they'll improve the translation overtime. The rest of the game feels done already. You get to choose up to three weapons at a time to use from a number of differnt weapon types, allowing you to combo between them very easily in action packed, fast-paced combat. You also can find items (which are called Props for some reason?) that can be used to help out combat in different ways. Although you dont gain experience during a playthrough, you gain experience after you die to gain new talents that help you on your next playthrough. Progression while inside the dungeon is done through improving gear or finding better gear. Overall, its a good game, just needs some better translations!
UPDATE - This game is in a vastly improved state now. Less grinding, more items, more run persistence through an NPC that sells starter items/weapons, a faster pace, refined skill tree, and special moves to add variety to the combat. Even if the art style and animation are keeping you away, definitely give this game a chance, as it will only get better from here. The developers are taking the game seriously, and it's updated several times a week. Any major issue is patched out quickly. The one downside is that there's almost no English community for the game, and the English feedback thread has been dormant for a few weeks now. Don't let that stop you from trying a good game out, though. A well-polished game, especially for one that's only been in early access for a day. The art style and motion tween animation leaves a lot to be desired, but the game has heart in the right places. The combat takes the roguelike/lite genre in new places with fights that feel like the player has contr...
My Quicktake on it (Parody): https://www.youtube.com/watch?v=-JYrC4IfxGM I have since finished multiple runs on all difficulties TL;DR: [h1]Pros:[/h1] [list] [*] [b]+[/b] Intriguing Talent/Misfortune System [*] [b]+[/b] Fluid transition from one weapon combo to the next [*] [b]+[/b] Equipment stacking [*] [b]+[/b] Endless mode with Leaderboard [/list] [h1]Cons:[/h1] [list] [*] [b]-[/b] Bosses are always the same [*] [b]-[/b] Somewhat small selection of equipment and artifacts [/list] Red Obsidian Remnant can't quite keep up with the genre giants, but has a few unique ideas going for it. Generally the combat is pretty decent, it's not amazing by any means and especially against flying units, it can feel a little frustrating at times, but the 5 different weapontypes can be strung together quite effective mid-combo which feels great. While there is a somewhat small selection of artifacts and equipment compared to f.e. binding of Isaac, if you happen to find the same piece multiple tim...
You spawn in a room, kill stuff, pick a new room, kill stuff. Get gear. Gear has next to no variety. Enemies have next to no variety. The rooms have next to no variety. So what we have here is another game that's hedged all its bets on combat. And the question is: Is the combat good? Well inherently its going to be kind of lacking because of the enemy variety. But even beyond that? No. You get to take two weps with... okay movesets. And juggle enemies. Do it enough you get a super move to spend meter on. Its basic, functional, fine. But not satisfying. Its just so easy. The enemies barely fight back. The moves are too strong. One move in particular: There's a weapon in this where the super move is to throw it at enemies. It tracks them. It nearly instantly kills everything. ANd its basically free.
A great and deep dungeon crawling experience with a satisfying and fluid battle system. I value games with a high replayability potential. Red Obsidian Remnant manages to deliver just what I want. The core gameplay is about proceeding through randomly generated rooms while killing monsters, opening treasure chests, encountering merchants or mercenaries and obtaining better loot. The game has surprisingly deep gameplay elements, and unlocks more features as you play through higher difficulties. Randomly generated options are pretty diverse. They're not just adding stats to your character, but sometimes even changing a way the weapon works by replacing combos or special attacks. Consumable items have a great variety too. Some items activate additional challenges you have to complete in order to get treasure chests to spawn. Other create areas in the dungeon where you can get gold by defeating enough enemies within them. The soundtrack is also very good. The only thing I can compla...
The translation is lacking, sometimes leading to confusion. English language support staff may have left. But still the game is fun. It is a Roguelite-inspired action game, with permadeath. You can get some persistent buffs, but you aren't going to cruise through higher difficulties just from grinding. Many of the persistent buffs are relatively weak, and assigning points to the skill tree will also apply buffs to enemies. Mostly, to progress you will simply have to get better at the game itself, both in learning how to better exploit what you are given as well as just getting better at the combat. The combat system is a bit more involved than it may originally seem. You can freely switch between three equipped weapons, with each weapon assigned to its own button. Switching mid-combo will simply continue with the next attack of the next weapon's string. Different types of weapons of course have different attack speeds and deal different amounts of damage, but the natures of th...
Fun dungeon crawler in that familiar roguelite vein. The devs mention being inspired by Falcom games, and it shows not only in the gameplay but the excellent music! Just watch the trailers! Easy mode was deceptively easy; I haven't yet cleared normal and there are a few difficulty levels after that. Having an appropriate spread of weapons at all times is important- I usually mess up by relying too much on melee and running into a tough AoE opponent ([spoiler]that damn harpy[/spoiler])! Thankfully, some of the rogue-lite elements include a persistent skill tree and a random item/boost vendor between runs so if anything, boosting up is a matter of a little grinding. One rogue-like element I'd love to see the addition of is something like colored potions/pills from Binding of Isaac - items whose effects are randomized each run. On the subject of rough patches, the floor generation and actual rooms leave a bit to be desired. Hidden rooms would definitely spice things up a bit! More furni...
High replayability, enjoyable rogue-lite combat and system for under 10 bucks. Easy to learn, hard to master. Perfect for those bored with dork souls. Can't go wrong. Translations are iffy but understandable. Animations and spirtework leave something to be desired.
English is so bad you dont understand anything... which is a problem as there is no tutorial (another problem), and if then the text does not make much sense, its almost hopeless... Game also seems dead...
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System Requirements
Minimum
- OS *: Windows XP/7/8/10
- Processor: 2GHz
- Memory: 2 GB RAM
- Graphics: GeForce 8800
- DirectX: Version 11
- Storage: 300 MB available space
- Sound Card: Any
Recommended
- OS *: Windows XP/7/8/10
- Processor: 2.8GHz
- Memory: 4 GB RAM
- Graphics: GeForce GTX650
- DirectX: Version 11
- Storage: 500 MB available space
- Sound Card: Any
FAQ
How much does 红石遗迹 - Red Obsidian Remnant cost?
红石遗迹 - Red Obsidian Remnant costs $8.99.
What are the system requirements for 红石遗迹 - Red Obsidian Remnant?
Minimum: Minimum: OS *: Windows XP/7/8/10 Processor: 2GHz Memory: 2 GB RAM Graphics: GeForce 8800 DirectX: Version 11 Storage: 300 MB available space Sound Card: Any Recommended: Recommended: OS *: Windows XP/7/8/10 Processor: 2.8GHz Memory: 4 GB RAM Graphics: GeForce GTX650 DirectX: Version 11 Storage: 500 MB available space Sound Card: Any
What platforms is 红石遗迹 - Red Obsidian Remnant available on?
红石遗迹 - Red Obsidian Remnant is available on Windows PC.
Is 红石遗迹 - Red Obsidian Remnant worth buying?
红石遗迹 - Red Obsidian Remnant has 80% positive reviews from 100 players.
When was 红石遗迹 - Red Obsidian Remnant released?
红石遗迹 - Red Obsidian Remnant was released on Sep 4, 2017.
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