Hollows Of Rogue
Hollows Of Rogue is #143 in Games › Role Playing Paid in United States and charting in 1 of 24 countries we track.
Updated 27 Sep 2026 · rankings refresh through the day
Developerr6 appz
CategoryGames
Price2.99 USD
Released
Rating★ 4.8 (4)
Version1.8.2
Age rating9+
First seen by us
27 Sep 2026
Installs (est.)100+ worldwide
Rating
4.8 ★
4 ratings
Measured
Best rank now
#143
Measured
Hollows Of Rogue on the App Store
App details
App ID
6670699110
Publisher
r6 appz
Content rating
9+
Hollows Of Rogue downloads
Worldwide, per day, and installs to date. The band is open; the exact number is free with an account.
How this is calculated
Apple publishes no download counts. iPhone downloads come from chart positions and daily rating growth per country, calibrated on Google Play install counts; lifetime installs from ratings worldwide × installs per rating. Confidence is the chance the real number is within half to double ours.
Active users
All platforms, worldwide. Free with an account.
Stickiness (DAU / MAU)
how many monthly users open it on a given day
How this is calculated
Monthly users come from lifetime installs across every store, fitted on monthly active user figures companies publish; daily users = monthly × the typical daily/monthly ratio for the category. Confidence is the chance the real number is within half to double ours.
Where it ranks now
Every top chart it appears in across 24 countries.
| Country | Charts | Rank |
|---|---|---|
| Games › Role PlayingPaid | #143 |
Apps near Hollows Of Rogue on the chart
Games › Role Playing Paid, around #143.
Ratings
App Store, worldwide.
Rating
4.8 ★
4 ratings
Measured
Ratings
4
Measured
About 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
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
Latest updates
1.8.2
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