My Own Roguelike: RPG - Swordsman adds a dedicated melee option to an action roguelite RPG built around auto-attacking hordes of monsters. Players select the Swordsman from the character menu alongside the existing Archer option. The addition brings close-range sword combat, a pair of distinct playstyles, and new cards plus passive nodes that integrate with the shared gear and transcendence systems. The base experience remains fully playable without the optional purchase, and all achievements stay accessible through either character.
Gameplay
The core loop centers on short roguelite runs where the hero automatically strikes nearby enemies while the player directs movement and activates abilities. Level-ups grant card choices that layer skills and stats, with some cards gaining upgraded effects after reaching level five. A large hexagonal passive tree offers hundreds of nodes across offense, defense, elements, and critical paths, plus keystone nodes that reshape how abilities function. Gear drops carry random affixes, and players spend earned currency on enhancements, transcendence upgrades, and set bonuses that reward completing full collections.
Melee combat with the Swordsman replaces ranged attacks with basic sword slashes. The dash converts into a dash slash that maintains full damage output while moving. A Sword Soul gauge fuels two switchable paths. Shadowflash Style teleports between targets with invulnerable strikes during the animation. Mountain Style boosts attack speed and damage reduction, changes the dash into a ground stomp, and finishes with a Mountain Crush that splits the earth ahead. Four dedicated axes in the passive tree cover Swordsmanship, Sword Soul, Footwork, and Mind Blade, while additional Swordsman nodes appear in elemental branches. Cards emphasize sword waves, flying swords, falling swords, counters, and area curtains, with several Archer cards converting to melee equivalents when the Swordsman selects them.
Game Modes
Runs take place across nine distinct worlds that progress from open grasslands to dragon lairs. Each world supports Normal difficulty and a more punishing Hell variant. Clearing Hell stage nine with a character unlocks the Demon Realm, a separate sequence of nine boss encounters that introduce miasma resistance, crest management, and slot imprints. The Infinite Tower provides an endless climb with a boss on every floor. Additional side content includes map-fragment dungeons and a dedicated training ground for testing builds without risk.
Progress tracks separately per character for levels, Hell clears, and Demon Realm stars, while Normal world progress and certain account-wide rewards remain shared. This structure encourages repeated runs with different characters while preserving some cross-character advancement.
Builds and Progression
Players shape runs through card synergies and tree choices rather than direct control of every attack. The Swordsman supports wave-based and projectile sword builds alongside counter-focused or high-mobility setups that leverage the two paths. Gear and transcendence carry over between characters, but each wears its own set bonuses. The passive tree allows respec of path selection without losing previously chosen nodes, giving flexibility to experiment with Shadowflash or Mountain emphasis mid-progression.
Regular updates continue to refine performance, add cosmetics such as alternate damage number styles, and expand card pools. Controller support includes on-screen prompts, and cloud saves keep progress consistent across devices.
Is It Worth Playing?
The experience suits players who enjoy auto-attacker roguelites with deep customization through cards and large passive trees. The Swordsman expands melee options without altering the fundamental loop, offering clear mechanical differences from the Archer through its paths, gauge management, and converted cards. Limited early player feedback on the platform reflects the recent release, yet the systems deliver consistent variety across runs and difficulties. Those who value build experimentation and incremental power growth through gear and nodes will find repeated value in the nine worlds, Hell challenges, and unlocked Demon Realm. The optional nature of the Swordsman addition keeps the entry point accessible while providing a fresh combat style for those ready to invest in the melee variant.