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[img src="https://clan.cloudflare.steamstatic.com/images/42646977/a7ea06fcc409149e47d4ebb811ea9946bdd68625.png"][/img]
Dear tinkerers,
thanks so much for playing Rogue Voltage in Early Access. You folks are the best.
This week we have a lot of gameplay and polish changes for you.
All super rare modules that previously only dropped from ?-Events are now marked as "legendary" and sit in a separate loot table.
Legendary modules are the ones that don't really fit in any other table, break the game, warp the meta or distort the pick rates ... but are just too much fun to simply remove!
Here's an overview of the legendary modules. You have probably seen all of them by now.
[img src="https://clan.cloudflare.steamstatic.com/images/42646977/0d0e8518bb6f8ec00ea39067a6200b84ae51f725.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/42646977/3ade4bad3b00bf92fb3b6afdba3f9da312b917f8.png"][/img]
[img src="https://clan.cloudflare.steamstatic.com/images/42646977/2564bce4ca6939f1a7fceba9eb24f273414fd963.png"][/img]
So how to get the legendary modules?
Once you have the new Laboratory structure unlocked in the camp, there is a 12% chance for a loot drop of the "Special" tier to feature a random unlocked legendary one instead of a rare one.
Gameplay-wise this means that with some luck you can assemble the weird and broken combos from when we just entered Early Access again. If you remember the "copy-of-a-copy" shenanigans back then, you know how silly it can get.
We thought the game became a bit too tame over the last year and we try to bring some of that craziness back in a more controlled fashion.
Induction Cell (replaces the older straightforward version of Induction Cell) [img src="https://clan.cloudflare.steamstatic.com/images/42646977/bdf088ebdf8da0879c5b74fa8f8a79c9767f866d.png"][/img]
Plasma Bank (replaces the older version of Plasma Induction Cell) [img src="https://clan.cloudflare.steamstatic.com/images/42646977/faa61cdbf4e09c56cd4e6a92b742be12a7be24d2.png"][/img]
Factory Factory (this is a new legendary and definitely a meme, but it's just too silly to not have in the game)[img src="https://clan.cloudflare.steamstatic.com/images/42646977/33764fb7c62b1cf6b4c7df76d4bc0f9ca0bd5481.png"][/img]
Baseline Amplifier [img src="https://clan.cloudflare.steamstatic.com/images/42646977/d11cfd15ac550d9632ad4af531bd9249e131bc7b.png"][/img]
Monster Sensor (We're testing this one. If it's too uninteresting, we get rid of it again) [img src="https://clan.cloudflare.steamstatic.com/images/42646977/0f9bf4a8e73537f835d91d9c93f3a8f3128a5961.png"][/img]
You thought the old Crystal Crab was boss-worthy? Check out this amazing new redesign + full animation set [img src="https://clan.cloudflare.steamstatic.com/images/42646977/9e58554cc3699457787bfdd752477073dc8083b3.gif"][/img]
New Phoenix animations [img src="https://clan.cloudflare.steamstatic.com/images/42646977/394b30712ecbee57c5afd7e8239c27bd0ef5feb9.gif"][/img]
New Death animations for the first 5 characters
New Reactor Socket animations
New Snail animations
Improved rack shakes when dragging modules
The new module encyclopedia is accessible from the main screen after the first chapter and shows all modules in the game as you unlock them.
The loading time is still a bit long, as the modules have to be fully spawned on sockets to be shown in the encyclopedia, but we're working on the performance and try to further improve loading time and encyclopedia functionality.
We're working on a system that shows you how much you've picked a module.
[img src="https://clan.cloudflare.steamstatic.com/images/42646977/28f4927edefe2621e98e191af1880ce718916e10.png"][/img]
More varied SFX when dragging modules
New Phoenix SFX
2 new soundtracks for Bogmarshes, new soundtrack for Reactor stage [img src="https://clan.cloudflare.steamstatic.com/images/42646977/7a69a2392290b6f8d4ad7df7dd5587d09f40999c.jpg"][/img](Gear showoff. See where the inspiration comes from?)
Exploiting Turbocharger moved from uncommon to rare
Accumulator has a universal input jack in common
Condensator has a universal input jack in uncommon
Soul Sensor has a universal output jack in common
Merger Factory finally comes with a universal jack (wasn'tworking in the last update)
Fixed a bug with racks sinking lower and lower on the screen
Snail's "Shlorp" attack doesnt remove charge from a 1 Energy cracked cell
Crust Sensor now waits for crusting and decrusting a module with the Crust Generator
Fixed a bug with Kitchen Sink not removing Pollution
Ice biome (Prototype coming soon) [img src="https://clan.cloudflare.steamstatic.com/images/42646977/1515150263e3fc501f5f6ebdda8de14f04a2cf44.gif"][/img]
If you're having fun with Rogue Voltage, please consider leaving a Steam review. Only 130 reviews left until we cross the important threshold of 500. You can just write a couple of words or a little meme why you think the game is fun - this helps a lot!
As usual, huge thanks to the lovely Discord-Community, who is extremely helpful and creative to give feedback, post ideas, help brainstorming for new content and report bugs. Come nerd out with us!
Enjoy wiring up the new version, let me know what you think in the comments or on the Discord.
Have a great summer!
All the best from Berlin,
Luca
Some players reached out that their game progression got corrupted. One line of code in the wrong spot scrambled the save files for everybody who played the last update which was live for 24 hours. I'm extremely sorry about that. Here's two ways to get back on track:
- Tried to fix (fixed?) Softlock when ending the run with Time Travel Mech Let me know in Steam Community Forums or the Discord if it worked - Replicating Storage cells now have a max charge of 1/2/3 (sorry folks) - Sol's Turret Factory starts with overload - Removed exploit where modules could by taken out of mech hangar by swapping - Fixed missing SFX on Storage cells - Fixed faulty loot settings for cracked Storage Charger - Removed faulty error message when clicking on Campfire - Removed faulty sound from precision effector and gatling modules
- Restored broken camp shops - Fixed histograms - Disabled cheat mode in daily runs when playing on beta branch
- Fixed bug with Generator Upgraders not working - Fixed faulty behavior when playing with gamepad - Fixed several bugs with the tutorial
Fixed a critical bug in which the timeline did not advance if a combatant has too much negative Grav. Charge
Fixed a critical bug in which a faulty loot drop caused a soft lock
After I pushed the update this morning, there was a new bug which caused the game to break when a new character got unlocked. Thank you to everybody who used the ingame-bug reporting tool to point me to it. Very helpful! I fixed it! Your module unlock progression was saved, char progression was not. Very sorry about that -- first week of EA, still learning things. Thank you for your patience, Luca
Rogue Voltage has just launched into Steam Early Access Dear modular heads, Rogue Voltage has finally launched into Early Access. Get it during the 7-day long -10% discount! It's been around 4 years of development and it wouldn't have been possible without your creative ideas, balancing suggestions, playtesting and feedback. Rogue Voltage will stay in Early Access for around 12 months while we continually add new content in regular updates and patches in close development with the community. The Early Access version contains around 90 unique modules and 9 characters with a very different playstyle, already allowing a lot of replayability and modular tinkering. We want to thank our publisher IndieArk for being a huge support to make the game known in Asia!
Hows it going?
We are thrilled to announce that Rogue Voltage is going to attend the video game fest called G-Fusion 2024 in Guangzhou, China! G-Fusion is a video game fest hosted by GCORES.
IndieArk will be representing us on-site and showcasing at Booth 61 from May 18th to 19th.
G-Fusion 2024 Website: https://site.gcores.com/fusion2024/
Ticket Purchase: https://show.bilibili.com/platform/detail.html?id=84177
Rogue Voltage is launching into Early Access on May 10th!
Dear modular heads,
we are very excited to finally bring Rogue Voltage Early Access to you in exactly two weeks, on May 10th 2024 at 11:00 (CEST, Berlin) / 17:00 (CST, Shanghai).
Rogue Voltage will be available for 15,99 EUR/USD featuring a 7-day long -10% discount and it will be available in English, German, Simplified and Traditional Chinese, Russian, Japanese, French, Spanish, Portuguese and Korean.
Rogue Voltage will stay in Early Access for around 12 months while we continually add new content in regular updates and patches in close development with the community. The Early Access version will contain over 90 unique modules and 9 characters with a very different playstyle, already allowing a lot of replayability and modular tinkering.
We want to thank our publisher IndieArk for working with us in bringing new players from the Asian region. IndieArk is the publisher of some of our favorite games Backpack Battles, Backpack Hero and Peglin, its been a pleasure working together. We cant wait to show everyone the latest state of the game very very soon!
Dont forget to wishlist and follow Rogue Voltage if you havent done so yet! Join our Discord/QQ to be part of the community and help shaping the game, coming up with new ideas for new modules or characters, show off your craziest racks and nerd out about game mechanics with us!
Thank you for your support.
Much love from springtime Berlin,
Luca
Developer of Rogue Voltage
Dear modular heads,
we are delighted to announce a collaboration with IndieArk, an indie game publisher from China!
IndieArk publishes a number of successful roguelikes, that served as inspiration for Rogue Voltage, such as Peglin, Backpack Hero and recently Backpack Battles. We are excited to be another title in this amazing portfolio!
IndieArk will strive to bring Rogue Voltage to players in the Asian region. They will work on localization, marketing, community management, and help the game attract a wider audience in a better state.
Please stay tuned for more updates on Rogue Voltage or join the Discord to follow development more closely.
Much love from springtime Berlin,
Luca
Developer of Rogue Voltage
Dear modular heads, Rogue Voltage is part of Steam Deckbuilders Fest with an updated demo. If you're curious about the game, there's never been a better moment to try it. If you're a veteran and haven't played it in half a year, go check it out for the new content and aesthetics. There has been a huge graphical revamp of the modular rack, changing the module sprites and making everything juicy and noisy and rattly, and then there's been a major change in the game design: Our hero Slopper Johnson (best name ever) now also has a rack of healing modules, making powerful synergies between the two starting characters more streamlined. The development is well underway and I am confident to put "Q2 2024" as the time frame in which Rogue Voltage will go into Early Access. Jump in the Discord if you're not there already, where we nerd out about the game's design. Thank you for your ongoing support. Much love from rainy Berlin Luca Developer of Rogue Voltage
Watch beloved Indie Youtube Creators Retromation and Olexa wire and zap through the Rogue Voltage Steam Next Fest Demo. Rogue Voltage: Roguelike Deckbuilder meets Automation game. Construct your combat actions by wiring up modules. Generate and manage energy, manipulate the timeline, beat procedural threats and try to get the power back on in a world where time is out of joint.
Rogue Voltage is participating with its demo in Steam Next Fest June '23. Roguelike Deckbuilder meets Automation game. Construct your combat actions by wiring up modules. Generate and manage energy, manipulate the timeline, beat procedural threats and try to get the power back on in a world where time is out of joint.
Watch beloved Indie Youtube Creators Retromation and Olexa wire and zap through the Rogue Voltage Steam Next Fest Demo. Rogue Voltage: Roguelike Deckbuilder meets Automation game. Construct your combat actions by wiring up modules. Generate and manage energy, manipulate the timeline, beat procedural threats and try to get the power back on in a world where time is out of joint.
Hi everybody, Indie Content Creator Olexa has played through the Rogue Voltage demo on Youtube, and it's a lot of fun. Must resist the urge to rename our beloved title character to Hobo Johnson. Check out the video here. [previewyoutube=MHLc_vCqe78;full][/previewyoutube] OlexaYT's channel on Youtube Try the Rogue Voltage demo yourself, it's free to play on Steam. Best wishes from Berlin and enjoy your summer, Luca
Hi everybody, the demo launch has been a blast! Heartfelt thanks to everybody who tried the demo during Tacticon and in the weeks that followed. The game received a lot of feedback and support, and there are many new eyes on the projects, but there has been also some frustration towards the rather high difficulty and unforgiving gameplay of this unsual game. I heard your feedback: I introduced three difficulty settings.
The wait is over! The public demo of Rogue Voltage is finally LIVE to play on Steam. Press the big green button on the store page and enjoy the wiring and firing. Join our growing Discord community and let me know what you think of it. Thanks for your patience and your support of Rogue Voltage! All the best from Berlin, Luca
Hey everybody, thanks for supporting the development of Rogue Voltage! I am full-throttle underway to bring the public demo to you. Just a couple of weeks longer, as I am trying to line it up with a Steam festival to really make a mark and give you the best experience of wiring and rattling and zapping there can be! In the meantime you should
Hello everybody, my name is Luca and I'm the designer and developer of this game. In July 2019 I created a folder called "rpg" on my computer, which to this day is the internal name of the project. This means that I've been working on the game for 3,5 years at this point. While a release date is not in sight yet, I've made a lot of progress this year, of which I am very proud, but at the same time it's been also a very straining year. What started as a hobby side-project has become a full-time effort, but I am dedicated as ever to follow through with development in order to share this weird and unique game concept with you.
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