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Nah I don't think ROGUE-FP will come to the Switch 2. But I guess you never know.
Another small update to get a crash fix out.
Just a small impromptu update to get a crash fix out.
Most of you probably know about the 7drl gamejam that takes place every year but you might not have knows that THIS year yours truly submitted a game! From the 1st of march to the 7th I slaved away and in 1 week made Bal@trogue! My semi-jokey/semi-cynical attempt at actually creating what Balatro claims it is: "the poker roguelike". So instead of drawing cards, you draw items, and if you have a good hand like two scrolls and three wands you get a bonus and can blast away enemies and get some neuron activation when they explode into damage numbers and little particles. There's a little more to it than that but it's a pretty simple little game, and some stuff had to be cut to make the 1 week deadline. Anyway, if you want to give it a try here's the link: https://juraxgames.itch.io/balatrogue And here's a link to the 7drl submissions page so you can check out some of the others if you want: https://itch.io/jam/7drl-challenge-2025/entries Ive only played a handful but Scope Creep is weird, Rogue Monster Theolodorus seems to achieve the vibe it was going for, and Archipelago of Monsters is just a good little game. Though remember that these games were all made in a week so expect a few bugs. As for ROGUE-FP I'll have a small update out in probably around a week or so. It will be small since the jam took a week of my time and then I had surgery on the inside of my nose on the 24th so I've been slowed down a bit from rough sleep. But anyway, things will pick up.
HO HO HO! It is I, Saint Jurax, Patron Saint of Rogues! I have come bearing updates for all the good dungeon delvers of the world!
Please let me know if you find any bugs or crashes so I can try to fix them. Thanks!
Version 3.0 is here! This one took a while but hope you enjoy it!
Summer may be coming to a close, but version 3.0 of ROGUE-FP is on the horizon.
Each time the game hits a new major version number it means I've done a lot of work under the hood to make more things possible in the game. But I'm feeling that this will be the last time we hit a new major version. I may keep updating ROGUE-FP for many years and hit version 3.9999.99 but I don't think the game will ever hit version 4.0 or even need to hit it. I'm pretty satisfied with the way I have it set up now considering the scope of the features I have planned. At this point there shouldn't need to be any more extended periods where I need to slow down development for 2+ months to overhaul the game's underlying code.
After this it should be all new features and mechanics!
The thing about developing a roguelike (at least in my experience) is that adding new mechanics is never as simple as just tossing them in. For example, I've wanted pits in the game for a while now but the process ended up like this.
Want pits -> need to change floorgen to deal with them-> need smarter ai to deal with that-> need more efficient ai-> need multithreading and A* pathfinding
And then you work your way back to front. Put in the multithreading and pathfinding, tighten up the ai, make it smarter, changing the floor generation, then finally adding pits.
So when you go to add a big feature you often find that you're under equipped to implement it fully and have to spend a lot of time upgrading your underlying systems to get it working.
But like I said. I'm pretty happy with what I have now. I will still no doubt have to work on things under the hood to put in new features but it shouldn't be anywhere near what I've had to do for this update or the 1.14 -> 2.0 update.
The 3.0 update should (hopefully) be out this month. I still have a lot of work to do but I think I can make it.
It will be releasing on Steam and GOG simultaneously so if you want a drm free version of the game then you know where to get it.
I don't have a store page up for it on GOG yet since I need to redo the trailer because the current trailer doesn't really look like how ROGUE-FP currently looks. A lot of shots in the trailer are from before the game released and we've come a decent way since then.
But when it's up I'll let you guys know.
In other news, I've redone the first music track I ever made for ROGUE-FP. It will replace the older version when the update is out but you can check it out now here:
[previewyoutube=X5TgvFosiH8;full][/previewyoutube]
I'll keep updating the other older tracks and putting them out for you guys. When I'd done, I'll release the whole soundtrack lossless for around a buck or two. So look forward to that!
I'll leave you with some screenshots and a gif from version 3.0 I took while working on it.
Alright! I'll see you guys later!
The 2.0 update has been a long time coming. A lot of work had to be done to lay the groundwork for future updates.
Hello everyone,
The dungeon rewrite is steadily ongoing.
Of course, I didn't plan for it to take this long but, as it often happens, one thing leads to another and the whole thing gets larger and larger. At first I just wanted to rewrite how the dungeon blocks/tiles and monster/item positions are stored; and that worked well. But since levels could now easily be larger a roadblock was hit with lower end hardware.
The old way of rendering the tiles was essentially bruteforced since when I was first making ROGUE-FP I had no plans of having levels any larger than they needed to be when the game was released.
So that meant the way the tiles were rendered needed to be rewritten, and because that was rewritten the way rooms handled tiles and lighting them needed to be rewritten. And then going back to what I said before, since monster positions were changed that meant that monster pathfinding had to be rewritten to work with the new dungeon code and so on and so on.
All that having been said, when this update is finished the game will finally enter version 2.0. I can't say there will be many new features at the start, since this whole rewrite is proving to be quite the task, but I have a good idea as to where to take things afterwards.
There will be new monsters and new items and magic effects of course. But I'd also like to start leveraging the first person perspective a bit more. Monsters like bats and kestrels and griffins should actually fly above the map and chasms and pitfalls and tunnels should form below. New terrain types will also be added, perhaps gasses and fumes and burnable objects as well but I'll have to see how feasible that is.
And of course the original gameplay of the game when it first came out will still be preserved in a classic mode which should also get performance benefits from the rewrite.
So in short, I'm sorry for taking so long and I hope to see you in the new year! Please have a very Merry Christmas and a happy New Year!
There appears to be a bug with loading your game. It seems to be related to having a wand in your inventory. The character is loaded first but when the wand is put back into your inventory its number of charges is re-rolled, thus throwing off the RNG used for generating the level the way it was when you saved. Expect this to be fixed and an update to be released either today or tomorrow. Until then either try to finish your run or if you must save then use up the charges in your wand and throw it and hit an enemy with it to delete it from the level. My sincere apologies - Jurax
ROGUE-FP will be out on the 30th. I didn't use github to back up the code so I can't be exactly sure of when I actually started work on this but it grew out a 7drl I made in 2020 so its around 3 years worth of work and I'm glad I did it. While I did put a lot of effort into ROGUE-FP and I hope you enjoy it, it is meant to be a trail run for later games I want to make. I figured if I was to make a real, proper, modern(in terms of feature set anyway) 3d first person roguelike I better go back to the basics and figure out what made the old ones work and also what wont work in first person. The dungeon generation is simple and to some of you folks the monsters and items will be very familiar, but I felt I needed to go over these seasoned roguelike elements and see exactly how they might translate into a 3d environment. At an earlier point in development I figured that the game should go all in on being first person and the player should never be able see the map at all except for when you find a scroll of mapping. But I found that you really can't separate the idea of a dungeon crawler from having some sort of map available. Even with a maximum number of 9 rooms per floor in ROGUE-FP it is still easy to find yourself running around in circles and losing your sense of direction. This is obviously in part due to the fact that all of the rooms have the same wall textures but I think the problem would still remain to some extent even if each room had different textures. Monsters and items being visible though walls when you find potions to detect them is a relic from that time of development.
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