
CloverPit is a strong Action/Adventure that delivers where it counts.
80
Verdict
90%
Steam
62
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Very Positive on Steam (90% positive from 22K reviews)
Healthy player count of 1,056 concurrent
No significant drawbacks reported
CloverPit is a 2025 rogue-lite psychological horror indie video game developed by Italian studio Panik Arcade and published by Future Friends Games. The game tasks the player with paying-off an increasing debt using a slot machine.

Runs well on modern hardware.
Last updated 19d ago
After 100%ing the game, I have a few issues during my playtime that I feel like I need to bring up. Important to note I have not played the DLC for this game, so this review is only focusing on what the base game has, and I'll try my best without spoiling too much of the game. Firstly, this game has a lot of charms! 160 to be exact. I like the variety and visual design of a lot of them. However, I found myself, especially later in the game, searching for a limited amount of charms every run. There are a few charms that feel like in many circumstances are an absolute necessity for runs to even get far. There are also a LOT of charms that I could never see being used in a real run. Generally speaking, your runs will fall into the pipeline of focusing on a specific symbol through value and occurrence, and also increasing your multipliers. There are a lot of charms that have incredibly rare conditions that you will almost never use, or designing a run around those specific conditions is very difficult to achieve. Which brings me to my next point: The beginning of every run is very much hit or miss. It is highly dependent on what is in the first or second shop to even get a run going. It feels like an incredibly uphill battle the first two deadlines, and once the direction of the run has been defined, it is smooth sailing the rest of the way. I'm not particularly the biggest fan of the way this difficulty curve is structured, because I could find myself being done with the entire run by deadline 4 or 5 (there are 8 deadlines to win a run), but struggle to get a run going at the start. I just think this could have been handled a bit better personally. My last issue, and this is more of a skill issue/personal gripe is what is required to win a run. In order to win a run you have to [spoiler]assemble all 5 skeleton parts, 4 of which is remains of charms in each of the 4 drawers you have present, and the last is a skull which can be found in the shop. The way the skeletons in the drawers are generated is with charms that were left from the previous run inside the drawers become skeleton parts. [/spoiler] I personally am not a big fan of the drawer functionality, especially when I don't get a run up and going at the beginning. I have had cases where I didn't have enough charms and had to go do another run, get 4 charms in the drawers, end that run, and start a new one. Especially for challenges, I was not a fan of having this several times. I will say, the rush of hitting Jackpots was so good. It definitely fueled my gambler brain and kept me around to 100% the game. Some of the challenges are definitely tough and very interesting changes to the game. But after a while it got a bit repetitive and the lack of charm diversity in runs made it a bit harder to truly enjoy this game. For me, it's prolly a 7/10. If balancing and more options for runs were there, it would be a lot higher. Stay Crazy Stay Cool Ham > All
CloverPit is basically what would happen if someone mixed Balatro, a cursed slot machine, psychological horror, and a crippling gambling addiction into one game. And somehow... it works incredibly well. The entire game traps you inside a filthy metal room with a slot machine and an ever-growing debt that needs to be paid before time runs out. Every spin feels stressful, every jackpot feels euphoric, and every bad run makes you feel like the game personally hates you. What makes CloverPit so addictive is that itโs not really about gambling - itโs about breaking the system completely. As you unlock more charms, items, and synergies, the game slowly transforms from random luck into absolute degeneracy where youโre creating ridiculous combo chains and turning the machine into a money-printing monster. The atmosphere also deserves a lot of credit. The rusty room, disturbing sounds, and constant pressure create this weird feeling of anxiety the entire time, especially during bad runs where you know everything is collapsing around you. The good: - Extremely addictive gameplay loop - Brilliant mix of roguelike strategy and slot mechanics - Discovering broken synergies feels amazing - Great psychological horror atmosphere - Constant tension during runs - Surprisingly deep strategy once mechanics click - Tons of items and combinations - Strong visual and audio design - โJust one more runโ becomes dangerous very quickly - One of the most unique indie roguelikes in years The bad: - RNG can feel brutally unfair - Early runs are confusing for new players - Some mechanics are intentionally vague - Runs can become repetitive after many hours - Certain builds are much stronger than others - Progression slows down later on - The game can become mentally exhausting - Performance can struggle during absurd late-game combo runs - You may start hearing slot machine sounds in your sleep Overall, CloverPit is one of the most creative and addictive roguelikes to come out in a long time. It turns a simple slot machine into a stressful strategy game full of broken combos, psychological pressure, and pure dopamine-fueled chaos.
A lot of CloverPit genuinely works. The atmosphere is immediately convincing: grimy cell, hellish slot machine, a debt that keeps growing. The low-poly aesthetic sells the dread perfectly, and bending the RNG to your favor through charms and modifiers has a real satisfying pull early on. The charm system sells you on the idea that you're building something meaningful, but the slot machine quietly erodes that feeling over time. More items should mean more control, but it ends up feeling like the opposite. That slow erosion is what kills the 'one more run' drive that good roguelikes live on. I also came in expecting something closer to Inscryption, a game that uses its mechanics as a trojan horse for something stranger, and that expectation, while entirely my own, made the experience feel emptier than it probably is. More than anything, I kept wanting something to work toward beyond surviving the next deadline. A bit more narrative depth would have been exactly the hook I needed to stay invested. I'm well aware that 3 hours barely scratches the surface, and I'm clearly in the minority. But if this review steers even one fellow roguelike and horror fan toward a more informed purchase, it's worth writing. No grudge against the game at this price point however, just a heads-up that the presentation might set expectations it doesn't quite meet.
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