
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!
I’ll be honest: when I see “indie roguelike with pixel art” in a press release, my eyes usually glaze over. We’re drowning in retro throwbacks and self-proclaimed “punishing” gameplay. But Curse Rounds, newly arrived on PlayStation, Switch, and Xbox after racking up a 90%+ Steam rating, really caught my attention for one key reason-the cards are actually working against you. This isn’t another power fantasy. It’s a gamble every single round, and that’s a twist this genre could use.
Curse Rounds throws you into a beautifully bleak world-black, white, and filled with enemies intent on vaporizing you. But it’s not the bullet-hell chaos or the bosses (there are five of them, each with their own heinous attack patterns) that make this game truly stand out. It’s those curse cards. After nearly every room, you aren’t handed a reward or a reliable power-up the way most roguelikes do it. Instead, you have to choose between two bad options—maybe enemies hit faster, or maybe you lose half your health. The “upgrades” are sabotage. It’s a nice change of pace in a subgenre that too often just hands out overpowered stacking buffs and calls it a day.
This design is devilishly clever: forcing you into hard decisions, with no “perfect run” where you snowball out of control. As someone who grew up on games like The Binding of Isaac and Nuclear Throne, I can’t help but admire a design that encourages loss, risk, and creative problem-solving, rather than just letting you break the game’s systems.

Plenty of “retro” indies slap on a couple of chunky pixels and declare victory, but Curse Rounds has that stark, true 1-bit vibe—think Downwell or Minit. It isn’t just an aesthetic; it feeds into the tension. When the only color is the flash of bullets or a hit, and you’re struggling to outwit both the enemies and your self-inflicted curses, every moment stands out. It’s minimal, yes, but not lazy. And on a big screen, or on Switch’s handheld, it’s got a certain hypnotic visual pull that few modern games match.
Tentacles Interactive might be new on the scene—the studio was founded this year in Brazil—but Curse Rounds doesn’t feel like a rookie effort. You can see the passion for classic arcade punishment and roguelike unpredictability. The press info tosses around the usual “made with love and coffee” line, but after a few rounds, it’s clear their priorities are gameplay-first: tight controls, fast restarts, nothing extraneous to bog down the action. That’s the kind of clarity a lot of indie-roguelike hopefuls miss.

If you’re a roguelike junkie tired of incremental upgrades and easy power curves, Curse Rounds is here to humble you. The constant pressure to pick your own poison, plus the sheer randomness of the more than 60 curse cards, means you can’t zone out. Every run tests your ability to adapt, strategize, and (maybe most importantly) laugh at your own misery when things go sideways. For anyone who thinks “roguelite” has become code for “easy mode,” this game is a much-needed slapback to classic, high-stakes design.
No roguelike is perfect. The minimalist look might turn off players craving visual variety, and if you prefer progression-focused games where each run leaves you tangibly stronger, Curse Rounds deliberately shuns that comfort. There aren’t meta-upgrades or hand-holding, just run after run against a world actively trying to mess you up. That’s the fun for some of us, but it’ll be divisive for sure.

Curse Rounds ditches feel-good upgrades for a system where you build your own disaster—one cursed choice at a time. That’s a fresh, chaotic take on the genre, and its commitment to real challenge (plus true retro vibes) makes it a must-try for bullet-hell and roguelike masochists. If you want comfort food, look elsewhere. But if you’re ready to test your limits (and patience), this one deserves your attention.
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