
Game intel
Curse Rounds
Survive random rounds and kill enemies with your pistolflash while choosing a curse card for yourself! No two attempts are the same!
Curse Rounds just dropped on PlayStation, Xbox, and Switch, and the pitch is immediately spicy: a 1-bit roguelike that stacks over 60 “Curse Cards” against you while you dodge bullet-hell patterns. That flips the usual power-trip loop we’ve seen since Vampire Survivors; instead of snowballing into a screen-clearing god, you survive by enduring a deliberate, escalating handicap. As someone who digs the clarity of Downwell and the monochrome menace of World of Horror, the 1-bit angle and self-sabotage hook got my attention fast.
Publisher QUByte Interactive and developer Tentacles Interactive have launched Curse Rounds worldwide on PS4/PS5, Xbox One/Series X|S, and Nintendo Switch. The headline features are straightforward: tight, fast-paced rooms, a roguelike loop, and a deck of 60+ curses that twist rules each round. If you’ve played The Binding of Isaac’s “curses,” Hades’ Heat modifiers, or Risk of Rain 2’s Artifacts, you’ll recognize the appeal-only here, that philosophy isn’t optional seasoning; it’s the entire meal.
The promise is chaos with intent. You don’t win by finding a busted synergy and coasting; you win by adapting on the fly when the game messes with your vision, your movement, your timing, or the enemy behavior you thought you knew. That’s a tougher sell to the mainstream, but catnip for players who love runs that feel like puzzles under pressure.
Curse Rounds’ identity hinges on how those 60+ cards shake out. If the game doles out curveballs like inverted controls, obscured visibility, or heavier enemy patterns, it needs to teach you counterplay without feeling like a cheap shot. The sweet spot is “I survived because I adapted,” not “I died because the dice hated me.” That means smart curation early in a run, guardrails that prevent stacking identical pain points (multiple vision debuffs can turn challenge into chores), and clean communication so you know exactly what you’re accepting before you lock it in.

Done right, this design scratches the same itch as Nuclear Throne or Gungeon at their best—your skill ceiling rises the longer you live, not because your gun gets broken, but because you’re solving new constraints every room. That’s compelling, and honestly underrepresented in today’s dopamine-forward roguelite landscape.
Minimalist palettes are having a moment, but 1-bit is brutally honest: either your silhouettes pop and hitboxes feel fair, or the screen turns into abstract art. In a bullet-hell, readability is the entire game. Curse Rounds needs bold contrasts, consistent bullet shapes, and audio telegraphs that carry when the screen gets noisy. If Tentacles nailed that, the style becomes a tactical advantage—your eyes track danger faster than in busy pixel-art soup.

On Switch specifically, handheld visibility can sink otherwise great arcade-likes. Ideally, there are options for brightness, flash intensity, and screen shake. If accessibility toggles are present, use them. A 10% change in contrast can mean the difference between a heroic clutch dodge and a mystery hit that ruins a run.
For a game built on quick reactions, performance is non-negotiable. QUByte’s track record porting indies to consoles is generally solid, but I’ll be watching for stable framerate and snappy inputs on all platforms. PS5/Series players should expect rock-steady 60fps at a minimum; Switch just needs to feel responsive, docked or handheld. If the game supports rumble, great—but I’d trade fancy haptics for zero stutter every time.
Session length looks perfect for “one more run” vibes—great for quick console sessions. A small ask from me: let me restart instantly and skip fluff between rooms. Momentum is the lifeblood of arcade roguelikes; the faster I’m back in, the more I’ll stay in.

If Curse Rounds sticks the landing on balance and readability, it fills a neat niche: a tight, console-friendly roguelike that tests adaptation rather than buildcraft. I’d love to see meta unlocks that expand the curse pool, mutators for custom runs, and leaderboards for clean, no-hit flexers. But the core ask is simple—make every death feel earned and every win feel like you outsmarted the deck.
Curse Rounds brings a sharp 1-bit look and a nasty-smart curse system to consoles, prioritizing adaptation over power creep. If the framerate holds and the curses read clean, this could be the next “just one more run” staple for roguelike diehards. Keep your expectations locked on balance and performance—and prepare to get stronger by getting weaker.
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