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Global Roguelike Game Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Jan 06, 2026
Length 207 Pages
SKU # APRC20776080

Description

The global Roguelike Game market is projected to grow from US$ million in 2026 to US$ million by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The North America market for Roguelike Game is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Europe market for Roguelike Game is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Asia-Pacific market for Roguelike Game is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The China market for Roguelike Game is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The major global companies of Roguelike Game include Spike Chunsoft, Qingci Games, Supergiant Games, HABBY, Motion Twin, Housemarque, Hopoo Games, Mega Crit Games and Avalon Games, etc. In 2025, the world's top three vendors accounted for approximately % of the revenue.

Report Includes


This report presents an overview of global market for Roguelike Game, market size. Analyses of the global market trends, with historic market revenue data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.

This report researches the key producers of Roguelike Game, also provides the revenue of main regions and countries. Of the upcoming market potential for Roguelike Game, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Roguelike Game revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global Roguelike Game market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2021 to 2032. Evaluation and forecast the market size for Roguelike Game revenue, projected growth trends, production technology, application and end-user industry.


Roguelike Game Segment by Company

Spike Chunsoft
Qingci Games
Supergiant Games
HABBY
Motion Twin
Housemarque
Hopoo Games
Mega Crit Games
Avalon Games
Poncle
Devolver Digital
Nolla Games
Daniel Mullins Games
Shanghai Sunborn Network Technology
Cellar Door Games
Brace Yourself Games
ChillyRoom
Mossmouth

Roguelike Game Segment by Type

2D Roguelike Game
3D Roguelike Game

Roguelike Game Segment by Application

Mobile Game
Computer Game

Roguelike Game Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.
2. To present the key players, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Roguelike Game market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Roguelike Game and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in market size), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Roguelike Game.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Revenue of Roguelike Game in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 4: Detailed analysis of Roguelike Game company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 5: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Roguelike Game revenue, gross margin, and recent development, etc.
Chapter 8: North America by type, by application and by country, revenue for each segment.
Chapter 9: Europe by type, by application and by country, revenue for each segment.
Chapter 10: China type, by application, revenue for each segment.
Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.
Chapter 12: South America, Middle East and Africa by type, by application and by country, revenue for each segment.
Chapter 13: The main concluding insights of the report.

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.

Table of Contents

207 Pages
1 Market Overview
1.1 Product Definition
1.2 Roguelike Game Market by Type
1.2.1 Global Roguelike Game Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 2D Roguelike Game
1.2.3 3D Roguelike Game
1.3 Roguelike Game Market by Application
1.3.1 Global Roguelike Game Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 Mobile Game
1.3.3 Computer Game
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 Roguelike Game Market Dynamics
2.1 Roguelike Game Industry Trends
2.2 Roguelike Game Industry Drivers
2.3 Roguelike Game Industry Opportunities and Challenges
2.4 Roguelike Game Industry Restraints
3 Global Growth Perspective
3.1 Global Roguelike Game Market Perspective (2021-2032)
3.2 Global Roguelike Game Growth Trends by Region
3.2.1 Global Roguelike Game Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global Roguelike Game Market Size by Region (2021-2026)
3.2.3 Global Roguelike Game Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global Roguelike Game Revenue by Players
4.1.1 Global Roguelike Game Revenue by Players (2021-2026)
4.1.2 Global Roguelike Game Revenue Market Share by Players (2021-2026)
4.1.3 Global Roguelike Game Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global Roguelike Game Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global Roguelike Game Key Players Headquarters & Area Served
4.4 Global Roguelike Game Players, Product Type & Application
4.5 Global Roguelike Game Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global Roguelike Game Market CR5 and HHI
4.6.3 2025 Roguelike Game Tier 1, Tier 2, and Tier 3
5 Roguelike Game Market Size by Type
5.1 Global Roguelike Game Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global Roguelike Game Revenue by Type (2021-2032)
5.3 Global Roguelike Game Revenue Market Share by Type (2021-2032)
6 Roguelike Game Market Size by Application
6.1 Global Roguelike Game Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global Roguelike Game Revenue by Application (2021-2032)
6.3 Global Roguelike Game Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 Spike Chunsoft
7.1.1 Spike Chunsoft Company Information
7.1.2 Spike Chunsoft Business Overview
7.1.3 Spike Chunsoft Roguelike Game Revenue and Gross Margin (2021-2026)
7.1.4 Spike Chunsoft Roguelike Game Product Portfolio
7.1.5 Spike Chunsoft Recent Developments
7.2 Qingci Games
7.2.1 Qingci Games Company Information
7.2.2 Qingci Games Business Overview
7.2.3 Qingci Games Roguelike Game Revenue and Gross Margin (2021-2026)
7.2.4 Qingci Games Roguelike Game Product Portfolio
7.2.5 Qingci Games Recent Developments
7.3 Supergiant Games
7.3.1 Supergiant Games Company Information
7.3.2 Supergiant Games Business Overview
7.3.3 Supergiant Games Roguelike Game Revenue and Gross Margin (2021-2026)
7.3.4 Supergiant Games Roguelike Game Product Portfolio
7.3.5 Supergiant Games Recent Developments
7.4 HABBY
7.4.1 HABBY Company Information
7.4.2 HABBY Business Overview
7.4.3 HABBY Roguelike Game Revenue and Gross Margin (2021-2026)
7.4.4 HABBY Roguelike Game Product Portfolio
7.4.5 HABBY Recent Developments
7.5 Motion Twin
7.5.1 Motion Twin Company Information
7.5.2 Motion Twin Business Overview
7.5.3 Motion Twin Roguelike Game Revenue and Gross Margin (2021-2026)
7.5.4 Motion Twin Roguelike Game Product Portfolio
7.5.5 Motion Twin Recent Developments
7.6 Housemarque
7.6.1 Housemarque Company Information
7.6.2 Housemarque Business Overview
7.6.3 Housemarque Roguelike Game Revenue and Gross Margin (2021-2026)
7.6.4 Housemarque Roguelike Game Product Portfolio
7.6.5 Housemarque Recent Developments
7.7 Hopoo Games
7.7.1 Hopoo Games Company Information
7.7.2 Hopoo Games Business Overview
7.7.3 Hopoo Games Roguelike Game Revenue and Gross Margin (2021-2026)
7.7.4 Hopoo Games Roguelike Game Product Portfolio
7.7.5 Hopoo Games Recent Developments
7.8 Mega Crit Games
7.8.1 Mega Crit Games Company Information
7.8.2 Mega Crit Games Business Overview
7.8.3 Mega Crit Games Roguelike Game Revenue and Gross Margin (2021-2026)
7.8.4 Mega Crit Games Roguelike Game Product Portfolio
7.8.5 Mega Crit Games Recent Developments
7.9 Avalon Games
7.9.1 Avalon Games Company Information
7.9.2 Avalon Games Business Overview
7.9.3 Avalon Games Roguelike Game Revenue and Gross Margin (2021-2026)
7.9.4 Avalon Games Roguelike Game Product Portfolio
7.9.5 Avalon Games Recent Developments
7.10 Poncle
7.10.1 Poncle Company Information
7.10.2 Poncle Business Overview
7.10.3 Poncle Roguelike Game Revenue and Gross Margin (2021-2026)
7.10.4 Poncle Roguelike Game Product Portfolio
7.10.5 Poncle Recent Developments
7.11 Devolver Digital
7.11.1 Devolver Digital Company Information
7.11.2 Devolver Digital Business Overview
7.11.3 Devolver Digital Roguelike Game Revenue and Gross Margin (2021-2026)
7.11.4 Devolver Digital Roguelike Game Product Portfolio
7.11.5 Devolver Digital Recent Developments
7.12 Nolla Games
7.12.1 Nolla Games Company Information
7.12.2 Nolla Games Business Overview
7.12.3 Nolla Games Roguelike Game Revenue and Gross Margin (2021-2026)
7.12.4 Nolla Games Roguelike Game Product Portfolio
7.12.5 Nolla Games Recent Developments
7.13 Daniel Mullins Games
7.13.1 Daniel Mullins Games Company Information
7.13.2 Daniel Mullins Games Business Overview
7.13.3 Daniel Mullins Games Roguelike Game Revenue and Gross Margin (2021-2026)
7.13.4 Daniel Mullins Games Roguelike Game Product Portfolio
7.13.5 Daniel Mullins Games Recent Developments
7.14 Shanghai Sunborn Network Technology
7.14.1 Shanghai Sunborn Network Technology Company Information
7.14.2 Shanghai Sunborn Network Technology Business Overview
7.14.3 Shanghai Sunborn Network Technology Roguelike Game Revenue and Gross Margin (2021-2026)
7.14.4 Shanghai Sunborn Network Technology Roguelike Game Product Portfolio
7.14.5 Shanghai Sunborn Network Technology Recent Developments
7.15 Cellar Door Games
7.15.1 Cellar Door Games Company Information
7.15.2 Cellar Door Games Business Overview
7.15.3 Cellar Door Games Roguelike Game Revenue and Gross Margin (2021-2026)
7.15.4 Cellar Door Games Roguelike Game Product Portfolio
7.15.5 Cellar Door Games Recent Developments
7.16 Brace Yourself Games
7.16.1 Brace Yourself Games Company Information
7.16.2 Brace Yourself Games Business Overview
7.16.3 Brace Yourself Games Roguelike Game Revenue and Gross Margin (2021-2026)
7.16.4 Brace Yourself Games Roguelike Game Product Portfolio
7.16.5 Brace Yourself Games Recent Developments
7.17 ChillyRoom
7.17.1 ChillyRoom Company Information
7.17.2 ChillyRoom Business Overview
7.17.3 ChillyRoom Roguelike Game Revenue and Gross Margin (2021-2026)
7.17.4 ChillyRoom Roguelike Game Product Portfolio
7.17.5 ChillyRoom Recent Developments
7.18 Mossmouth
7.18.1 Mossmouth Company Information
7.18.2 Mossmouth Business Overview
7.18.3 Mossmouth Roguelike Game Revenue and Gross Margin (2021-2026)
7.18.4 Mossmouth Roguelike Game Product Portfolio
7.18.5 Mossmouth Recent Developments
8 North America
8.1 North America Roguelike Game Revenue (2021-2032)
8.2 North America Roguelike Game Revenue by Type (2021-2032)
8.2.1 North America Roguelike Game Revenue by Type (2021-2026)
8.2.2 North America Roguelike Game Revenue by Type (2027-2032)
8.3 North America Roguelike Game Revenue Share by Type (2021-2032)
8.4 North America Roguelike Game Revenue by Application (2021-2032)
8.4.1 North America Roguelike Game Revenue by Application (2021-2026)
8.4.2 North America Roguelike Game Revenue by Application (2027-2032)
8.5 North America Roguelike Game Revenue Share by Application (2021-2032)
8.6 North America Roguelike Game Revenue by Country
8.6.1 North America Roguelike Game Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America Roguelike Game Revenue by Country (2021-2026)
8.6.3 North America Roguelike Game Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe Roguelike Game Revenue (2021-2032)
9.2 Europe Roguelike Game Revenue by Type (2021-2032)
9.2.1 Europe Roguelike Game Revenue by Type (2021-2026)
9.2.2 Europe Roguelike Game Revenue by Type (2027-2032)
9.3 Europe Roguelike Game Revenue Share by Type (2021-2032)
9.4 Europe Roguelike Game Revenue by Application (2021-2032)
9.4.1 Europe Roguelike Game Revenue by Application (2021-2026)
9.4.2 Europe Roguelike Game Revenue by Application (2027-2032)
9.5 Europe Roguelike Game Revenue Share by Application (2021-2032)
9.6 Europe Roguelike Game Revenue by Country
9.6.1 Europe Roguelike Game Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe Roguelike Game Revenue by Country (2021-2026)
9.6.3 Europe Roguelike Game Revenue by Country (2027-2032)
9.6.4 Germany
9.6.5 France
9.6.6 U.K.
9.6.7 Italy
9.6.8 Russia
9.6.9 Spain
9.6.10 Netherlands
9.6.11 Switzerland
9.6.12 Sweden
9.6.13 Poland
10 China
10.1 China Roguelike Game Revenue (2021-2032)
10.2 China Roguelike Game Revenue by Type (2021-2032)
10.2.1 China Roguelike Game Revenue by Type (2021-2026)
10.2.2 China Roguelike Game Revenue by Type (2027-2032)
10.3 China Roguelike Game Revenue Share by Type (2021-2032)
10.4 China Roguelike Game Revenue by Application (2021-2032)
10.4.1 China Roguelike Game Revenue by Application (2021-2026)
10.4.2 China Roguelike Game Revenue by Application (2027-2032)
10.5 China Roguelike Game Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia Roguelike Game Revenue (2021-2032)
11.2 Asia Roguelike Game Revenue by Type (2021-2032)
11.2.1 Asia Roguelike Game Revenue by Type (2021-2026)
11.2.2 Asia Roguelike Game Revenue by Type (2027-2032)
11.3 Asia Roguelike Game Revenue Share by Type (2021-2032)
11.4 Asia Roguelike Game Revenue by Application (2021-2032)
11.4.1 Asia Roguelike Game Revenue by Application (2021-2026)
11.4.2 Asia Roguelike Game Revenue by Application (2027-2032)
11.5 Asia Roguelike Game Revenue Share by Application (2021-2032)
11.6 Asia Roguelike Game Revenue by Country
11.6.1 Asia Roguelike Game Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia Roguelike Game Revenue by Country (2021-2026)
11.6.3 Asia Roguelike Game Revenue by Country (2027-2032)
11.6.4 Japan
11.6.5 South Korea
11.6.6 India
11.6.7 Australia
11.6.8 Taiwan
11.6.9 Southeast Asia
12 South America, Middle East and Africa
12.1 SAMEA Roguelike Game Revenue (2021-2032)
12.2 SAMEA Roguelike Game Revenue by Type (2021-2032)
12.2.1 SAMEA Roguelike Game Revenue by Type (2021-2026)
12.2.2 SAMEA Roguelike Game Revenue by Type (2027-2032)
12.3 SAMEA Roguelike Game Revenue Share by Type (2021-2032)
12.4 SAMEA Roguelike Game Revenue by Application (2021-2032)
12.4.1 SAMEA Roguelike Game Revenue by Application (2021-2026)
12.4.2 SAMEA Roguelike Game Revenue by Application (2027-2032)
12.5 SAMEA Roguelike Game Revenue Share by Application (2021-2032)
12.6 SAMEA Roguelike Game Revenue by Country
12.6.1 SAMEA Roguelike Game Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA Roguelike Game Revenue by Country (2021-2026)
12.6.3 SAMEA Roguelike Game Revenue by Country (2027-2032)
12.6.4 Brazil
12.6.5 Argentina
12.6.6 Chile
12.6.7 Colombia
12.6.8 Peru
12.6.9 Saudi Arabia
12.6.10 Israel
12.6.11 UAE
12.6.12 Turkey
12.6.13 Iran
12.6.14 Egypt
13 Concluding Insights
14 Appendix
14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
14.5.1 Secondary Sources
14.5.2 Primary Sources
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