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ModOption.MakeKeyBindFromModdedBindingData(string displayName, string actionName, List moddedBindingInfo, string category)
ModOption.MakeKeyBindFromPath(string displayName, string actionName, string InputPath, string category, bool gamepad)
ModOption.MakeKeyBindFromKeyAndGamePad(string displayName, string actionName, string Key, string PadButton, string category)
ModOption.MakeKeyBindFromKey(string displayName, string actionName, string Key, string category)
ModOption.MakeArrayBindingInfo(List moddedBindingData)
ModOption.MakeBindingInfo(string InputPath, bool gamepad,int bindingIndex)
ModOption.MakeBindingInfo(string InputPath,bool gamepad , string modifier1, string modifier2, bool isComposite, Vector2Composite.Mode mode, List compositeSubBindig,int bindingIndex, string processors)
ModOption.MakeKeyBindComplete(string displayName, string actionName, InputActionType actionType, CompositeBindingType controleType, BindingInfo[] inputBinds, string category, bool rebindable, bool rebindableOnlyForGamePad, bool disableDuringPause)
A new beta branch has been added, called "Experimental" this will be used to post patch of the game about 12h to 24h before it reach stable branch to avoid additional game breaking patch.
in the close future, a In-game patch note system will be added to make patch note reading for user easier
Here is the patch note for last update
Alphabet reset !
Definetly fixed unlock issues. Also fixed Simplified Chinese language starting issue.
Reverting until I get back at my home and look what witchery happened this time for unlock to bug again withour changing anything related tonit
Fix all thing being unlocked by default. I hope it's he last urgent fix I have to do today
Temporarly reverting last patch until a fixed version is compiled.
Another year, another [strike]monthly[/strike] Dev-Blog! First off, Happy New Year to everyone!
Fixed localization bug Fixed Traditional chinese not launching correctly
Hello everyone, time for the monthly dev blog!
Hello. I want to officially start the first modding contest of Rogue: Genesia.
Reverted the game version to 0.10.0.3a until it can be properly fixed. The game engine seam to causing a ton of issue out of nowhere, It is better to revert the public game version until I can properly fix all the issues
Sorry for the bug. This was caused by my former publisher removed my unity license without warning. There is still the made with unity screen that I'll remove next patch
Hello everyone, time for the monthly dev blog! To start this month's dev blog, I have an important news to share:
Hello everyone, time for the monthly dev blog!
Hello everyone, time for the monthly dev blog!
Hello everyone, time for the monthly dev blog! This blog post will be focused on the advancements made in the last month toward update 0.10.
Hello everyone, time for the monthly dev blog! This blog post will be focused on the advancements made in the last few weeks toward update 0.10. As some may know, the beta for update 0.10 started about 2 weeks ago, so let's see what's already done:
Hello everyone, time for the monthly dev blog! This dev blog won't focus on new development since everything made is in the stable version. In the first part, I'll talk about balancing and difficulty in Rogue: Genesia. Then I'll discuss the future months of development and what is planned!
And here we are, Update 0.9.1 is finally out
but that not all, the game now officialy have a proper trailer !
[previewyoutube=cwCRjrJ4tX4;full][/previewyoutube]
If Steam don't give you the option to update the game, you can restart steam and it'll automatically download the update.
You can check the patchnote here:
https://store.steampowered.com/news/app/2067920/view/3953664641950728703
Another year, another [strike]monthly[/strike] Dev-Blog! First off, happy new year to everyone!
Another month, another monthly Dev-Blog!
This is a hot take, and the announcement is recent, so I really hope things will change in the near future.
Hello,
I believe this is an important post as it may greatly affect the future of Rogue: Genesia.
So, what's the deal with Unity's new pricing plan?
Earlier today, Unity made this announcement:
https://blog.unity.com/news/plan-pricing-and-packaging-updates
This blog post announces Unity's new pricing model, set to take effect next year.
The new pricing model of Unity, in addition to maintaining the subscription, will now include a fee per installation of the game on the user's device.
At first, I thought it was simply a $0.20 fee per sale of the game, which, while a bit annoying, I could easily understand the pricing and I'm fine with it.
However, after some research, I found that this $0.20 fee is per installation of the game.
YES, PER INSTALLATION.
This means that anytime you uninstall the game and then reinstall it, that's a $0.20 fee sent to the developer. As you can imagine, this can lead to dangerous situations for many game developers using Unity.
First off, installation counts for demos also add to the game installation count. So, any player installing the demo is basically costing the developer $0.20.
Pirated versions of the game would be "prevented by their fraud detection practices," which, to be honest, is basically "trust me, bro," or spending a ton of time trying to recoup fees from pirated versions of the game. I would be very surprised if they suddenly resolved the issues of piracy when so much effort has already been made by multiple other big companies.
Similarly, they replied that benevolent copies of the game (Humble Bundles, etc.) wouldn't be counted, but I don't see how they can ensure this without invasive data collection. Of course, what is considered an install is entirely up to Unity's decision and they could make up the numbers themselves if they wanted.
There is also concern about Unity collecting data that I wasn't aware of from my players.
This change applies to every Unity game, even those already released. Installation fees only apply to new installations starting on January 1, 2024.
This also means they could change the fee charged out of nowhere. What's preventing them from increasing it to $150 per installation out of nowhere?
This could also lead to a lot of abuse from the players as a way to harass developers. Nothing prevents a player from buying a game, installing and uninstalling it as much as possible, and then asking for a refund.
And that's without going further with installations of the game in Virtual Machines or directly grabbing the packets sent to Unity and replicating them.
I sincerely hope this change will be reverted. There is a possibility this could be dangerous for the development of Rogue: Genesia.
I could even end up having to remove the game from Steam if it ends up costing more money than it can earn.
I'll continue to work on Rogue: Genesia in the meantime, waiting for changes on Unity's behalf, and exploring possible legal action along with other developers if nothing changes.
I just wanted players to know, what are at stake, and I wouldn't be surprised if other developer of Unity game to act similarly.
As I expect this question:
No, porting Rogue: Genesia to another engine is not a realistic approach due to the amount of work required,
especially at the moment, as there are a lot of uncertainties.
(source of official unity replies can be found here: https://forum.unity.com/threads/unity-plan-pricing-and-packaging-updates.1482750/
The previous update was planned to be the last for 0.8, but some unexpected bug got reported, so here it is
Hello.
0.8.3.0
(made a lot of ground work for the upcoming Pet dlc, I'm just waiting for the animations to be ready)
Hello, I'm glad to tell everyone that the Steam Workshop update is ready! In my previous post I planned for 0.8.1.0 to not have Steam Workshop and push it to 0.8.2.0, but in the end I preferred to spend a few more day to include it in 0.8.1.0! The 0.8.1.0 Update also come with a few additions
Hello! After 3 intensive months of work, I am happy to share with you version 0.8 of Rogue:Genesia. Version 0.8 Is very different from other major updates, as the main focus was the addition on major features and an important rework of the internal workings of the game instead of purely adding new content/world-ranks.
Hello, It's just a simple announcement that the next update release date which is
Hello! I recently got a proposition to make a bundle with 4 games, all in the Horde Survival / Bullet Heaven genre. here is the list of game:
Hello Everyone! I hope 2023 is going well so far for you. As you may have noticed, I recently update the game's store graphics I always felt like a more proffesional artwork would be better, This one ended up taking me more time than I expected, but I'm quite happy with the result.
ModGenesia.ChallengeAPI.BuildCustomChallengeDescription(string Key, List localisedText, CustomChallengeDescription.EDescriptionType descriptionType)
ModGenesia.ModGenesia.AddCustomChallenge(string name, EDifficulty worldRank,float soulCoinMultiplier ,ChallengeModifier challengeModifier, bool isHardMode, List localisedName, int oder = 9)
marked as obselete, Use
ModGenesia.ChallengeAPI.AddCustomChallenge(string name, EDifficulty worldRank,float soulCoinMultiplier ,ChallengeModifier challengeModifier, bool isHardMode, List localisedName, int oder = 9, List CustomDescription = null)
Instead
Hello ! Update 0.7 dropped about one month ago and many hotfix and minor update were pushed to add some requested additions to the game and QoL stuff. I'll continue to look for some leftover issues and some minor balance change, but I felt like the 0.7 version is very close to be in a stable state. That mean time will soon come for me to start working on bigger stuffs! I have 4 big features I want to work on for the 0.8 Update:
ModGenesia.ModGenesia.SetCurrentRunValue(string key, float value)
ModGenesia.ModGenesia.GetCurrentRunValue(string key)
ModGenesia.ModGenesia.SetPersistantDataValue(string key, double value)
ModGenesia.ModGenesia.GetPersistantDataValue(string key)
Fix a bug that allowed to launch challenges in survivors mode, leading to serious bugs
ModGenesia.ModGenesia.AddCustomChallenge(string name, EDifficulty worldRank,float soulCoinMultiplier ,ChallengeModifier challengeModifier, bool isHardMode, List localisedName, int oder = 9)
ModGenesia.ModGenesia.AddCustomDamageSource(string key, List localisedName, Sprite texture)
ModGenesia.ModGenesia.AddCustomEliteAbility(string internalName,System.Reflection.ConstructorInfo Constructor)
Sorry for the complete game breaking bug for the past 2-3 hours. Seeing how much bug I'm introducing lately, that mean I need to take a few day break, I'll take a few days off.
Fixes New weapon evolution bugging out Game version not being updated (a patch with Swordrang fix will come in a few minutes)
It is still an experimental version of the game, but I am happy to share with you that the Linux version of the game is available to be played for every Linux user.
You may need to transfer your save from your proton compatibility folder to this location:
~/.config/unity3d/HuardOuadi/Rogue Genesia/
If you encounter any issues, please report the issues in the game's discord: https://discord.gg/WbrgtCaP4T
Replaced zone 2 "red goblin" sprite by a proper sprite as it was just a placeholder
Fix missings translation for achievements description in japanese Fix Brazilian translation being almost completely broken
Simplified Chinese updated, thanks to SunflowerBASARA from Bilibili
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