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Walk upon a new world and slay foes endangering it.

Fend against vast enemy forces, reaching hundreds of foes on screen at any given time

In this action rogue-lite, you play as Rog.
Master of all weapons, Rog can use anything to slay his numerous foes.
Kill, grow stronger, and kill some more!

Make your build from more than 60+ passive upgrades and 16 weapons.

You define Rog's adventure

You can choose which path Rog takes, feel brave enough to take on a powerful foe, or would you prefer to rest at the shop? The choice is yours!

30+ Powerful Items to discover

On this journey, you'll collect many unique and powerful artefacts that will greatly impact your game experience, harness their power to help you on your quest!
Rogue: Genesia
Huard OuadiDeveloper
iolaCorp StudioPublisher
2022-09-19Release
🎹🖱️ Keyboard + Mouse
🎮 Full Controller Support
Very Positive (7291 reviews)
Public Linux Depots:
  • [387.69 M]
Not Tagged as Available on Linux (Steam)
Rogue: Genesia, June monthly Dev-Blog

Hello everyone, time for the monthly dev blog!

First and foremost, I'm looking (again) for a pixel artist animator.

So far this is the main bottleneck to the development of the game, and I'm looking for an extra animator to speed up development.
If you are interested, send me a mail at roguegenesia@gmail.com
Thank you.

Equipment System

Since last month, the equipment system got totally implemented and could be tested.
There has been interesting feedback so far from players in the beta.

[olist]
  • Not impactful enough

    This is the main feedback that got back to me, is that item don't have enough impact and are too timid.

    There has been some interesting suggestion on how to improve that without making equipment too strong.
    I also think that for now, most equipment drawback are too strong, especially for a new player when they unlock their first item.

    This is being worked on, but I'm still listening to feedback about that.
  • Equipment Modifier Collection

    From feedback, the collection of equipment modifiers looks to be fun, this makes sure that even items that you don't like can still allow you to progress/unlock new modifiers by disassembling them (as well as giving crafting materials).

    I may also want to improve the drop chance of the rarer modifiers, some players that I expected to unlock almost all the modifiers are still lacking a good amount of them.
    [/olist]

    There have also been some good QoL improvements to the Equipment system, like the new equipment tooltipGame Description Image

    Finally, God stone talent no longer exists (fire stone/wind stone).
    I always had an issue with these talents simply being stat boosts, which to me is much more fitting as equipment.
    The god stones that you already own and their equivalent level are converted into equipment (accessory slot) with the same stats.
    In addition, there is finally the addition of Storm stone, an upgrade of both Fiery stone and Gale stone.
    (Icon is just a placeholder)
    https://i.imgur.com/TEeVzlN.png

    Main menu variety


    Another thing I spent a bit of the month working on is adding more variety to the main menu.
    There is now a version of the main menu for each world-tier.
    Game Description ImageGame Description ImageGame Description ImageGame Description Image

    The lighting also changes depending on the result of your last game (but it's been in the beta for a bit of time now).

    Improved visuals


    The first major change in visuals is improving how the grass blends with the ground, as well as reworking the ambient occlusion values to help with that.

    This is how the game looked:Game Description Image
    And this is how it looks now:Game Description Image

    Another thing that started as Fernanda's suggestion and where she did a bit of work on is a variety of color schemes for the forest.
    Grass, ground, and tree colors will now vary depending on your location, world rank as well as other difficulty settings in the game.
    Game Description ImageGame Description ImageGame Description ImageGame Description Image

    I've also worked on implementing "Screen Fog", which adds a bit of fog to the top of the screen that depends on the zone you are in (The intensity can be changed in the options menu).
    Game Description ImageGame Description Image

    Summoner's Talent


    Another big chunk of this month was spent working on adding talents for the summoner.
    Each summoner weapon has related talents, with their own passive and active effects.
    Passive effects mostly affect summons and allow for some interesting combo/builds, while active effects can often vary, from summoning the goblin shaman to emitting a fiery aura around you, and even one that greatly increases the defense of your golem summons.
    Game Description ImageGame Description ImageGame Description Image

    Other Stuff

    New Weapon

    Blood Syphoon (Temp sprite) is a new weapon added recently, that could be summarized as an aimed Death aura, that also heals the player.
    The healing is a percentage of the player's health per second, it starts at 2% and increases by 0.1% per enemy drained.Game Description Image

    Blood Syphoon talent passive talent also has a particular effect.
    I'm not yet sure how players will use this passive effect, but I'm sure it can find its place in some builds.Game Description Image

    New Cards

    Behemoth Graveyard and the Manor now both have their biome-only cards, here are some of them:Game Description Image

    Casual mode change

    Casual mode no longer makes the player unkillable.
    Instead, dying in casual mode simply brings you back to the level selection screen, giving you any tries you want to complete a stage.
    I think this is a good way to still make a run "challenging" without any frustration for players looking for a casual experience.
    Game Description Image

    I've also added a new game mode, "Ultra Casual" which is basically the old casual mode.
    There is a warning screen when you create a profile in casual mode to make sure you don't accidentally make a save where you are unkillable.
    (I've seen negative reviews because the player couldn't die and didn't understand why)Game Description Image

    Marker on health


    Small QoL I wanted to add for many months, the player health bar now has small markers that help to know how much max health the player had.
    There are 4 levels of markers, each corresponding to a bigger and bigger amount of health, but only 2 can be visible at once (lower tier markers slowly get small and then invisible when you have a lot of health to not clutter the health bar).
    Game Description ImageGame Description ImageGame Description ImageGame Description Image

    New explosion FX


    Nothing much, but I've also reworked the explosion visual as the existing one was pretty ugly (and always placeholder)
    https://twitter.com/RogueGenesia/status/1791644962636943599

    0.10 Release date

    I still cannot give a clear date for the 0.10 release, but I believe I should be done with everything on my side for a release in July.
    I just hope animations could be finished by this time, but this is also why I'm looking for an extra animator.

    If it's not ready by then, I'll make an open beta, and focus on the content for 1.0

    Updated roadmap

    Before ending this dev-blog, I've updated the roadmap (which is now quite short, but hey, better late than never)Game Description Image
  • [ 2024-06-12 13:21:10 CET ] [Original Post]
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