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Name

 Rogue Singularity 

 

Developer

 Considerable Content 

 

Publisher

 Considerable Content 

 

Tags

 Indie 

 

Singleplayer 

Release

 2019-08-15 

 

Steam

 14,99€ 13,49£ 14,99$ / 0 % 

 

News

 23 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 0 

 

Steam Rating

 Need more reviews to generate a review score 

Steam store

 https://store.steampowered.com/app/419710 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Rogue Singularity - Linux [830.92 M] 




LINUX STREAMERS (0)




Nintendo Switch version submitted! Lets celebrate with a Steam update!

Big news, Rogue Singularity fans!

The Nintendo Switch edition of Rogue Singularity has been submitted to Nintendo for certification.

Once its passed certification well put it up on the Nintendo eShop, and well be launching the official final version on Steam the same day. In other words, after a long time in early access, Rogue Singularity is very, very close to a full official release on Steam!



This is a huge milestone for us. Our Early Access players have been incredibly patient with us tweaking the gameplay, experimenting with new features, and just generally changing stuff around. Weve learned a lot from your feedback and all of you have helped us to make Rogue Singularity the best game it could possibly be. Were absolutely thrilled to be so close to delivering a complete game to you all.

To celebrate this milestone, we have uploaded a new Steam build for you all. This isnt the official final version quite yet, but it does have a pile of new content, bug fixes, and polish that were sure youll love.

Thanks as always for your support. It feels like were finally coming to the end of a very long journey (we started making Rogue Singularity almost 4 years ago!) and its been wonderful to have so many of you awesome people join us along the way.

To keep on top of the latest news, check out our Twitter account.

See you on the other side of the official release!

Much robotic love,
Scott and Ed of Considerable Content


[ 2018-05-27 14:32:04 CET ] [ Original post ]

New features coming as we close in on our official v1.0 release

Hello you awesome speed-runners!

Weve been a little quiet for the last couple of months because weve been hard at work on the PC and Nintendo Switch versions of the game with an expanded team. We dont have a concrete release date to announce quite yet, but we can tell you that Nintendo Switch and Steam versions will launch on the same day, and were really close to announcing the date.


Were SO CLOSE!

In the meantime, we have some cool stuff to announce. In addition to new PC features, while working on porting the game to Switch we designed a bunch of new features that we liked so much we decided backwards-port them into the PC as well. (Backwards-port is totally a real thing and definitely not a term we just made up.)

Some of the cool things that will be in the game when it launches include:


  • Major improvements to the user interface (seriously, its SO much better)
  • Gameplay video recording and one-touch screenshots to capture your finest moments
  • A full set of Steam achievements and trading cards for the completionists
  • A major overhaul of balancing and difficulty to make the whole experience flow better


Of course, we have to take some time off, and over the holiday period we got to play some games that other people have made (instead of just testing the Black Hole over and over). Scott got stuck into Uncharted: Lost Legacy, the re-released Deadpool game, Rise of the Tomb Raider, and Dream Daddy. Meanwhile, Ed got deeply into Secret World Legends, Overwatch, Luigi's Mansion 2, and Offworld Trading Company.

Thanks for being an early adopter. All of your feedback, suggestions, and bug reports have been vital for making Rogue Singularity the game it is, and were eternally grateful.

Thats all for now, but stay tuned! Well have more to announce



- Ed, Scott, and the Considerable Content crew


[ 2018-02-04 10:31:41 CET ] [ Original post ]

New features coming as we close in on our official v1.0 release

Hello you awesome speed-runners!

We’ve been a little quiet for the last couple of months because we’ve been hard at work on the PC and Nintendo Switch versions of the game with an expanded team. We don’t have a concrete release date to announce quite yet, but we can tell you that Nintendo Switch and Steam versions will launch on the same day, and we’re really close to announcing the date.


We’re SO CLOSE!

In the meantime, we have some cool stuff to announce. In addition to new PC features, while working on porting the game to Switch we designed a bunch of new features that we liked so much we decided backwards-port them into the PC as well. (“Backwards-port” is totally a real thing and definitely not a term we just made up.)

Some of the cool things that will be in the game when it launches include:


  • Major improvements to the user interface (seriously, it’s SO much better)
  • Gameplay video recording and one-touch screenshots to capture your finest moments
  • A full set of Steam achievements and trading cards for the completionists
  • A major overhaul of balancing and difficulty to make the whole experience flow better


Of course, we have to take some time off, and over the holiday period we got to play some games that other people have made (instead of just testing the Black Hole over and over). Scott got stuck into Uncharted: Lost Legacy, the re-released Deadpool game, Rise of the Tomb Raider, and Dream Daddy. Meanwhile, Ed got deeply into Secret World Legends, Overwatch, Luigi's Mansion 2, and Offworld Trading Company.

Thanks for being an early adopter. All of your feedback, suggestions, and bug reports have been vital for making Rogue Singularity the game it is, and we’re eternally grateful.

That’s all for now, but stay tuned! We’ll have more to announce…



- Ed, Scott, and the Considerable Content crew


[ 2018-02-04 10:31:41 CET ] [ Original post ]

Halloween Brawl Update - v0.67.2066

Our eighth Brawl is now live on Steam. Are you ready to add a bit of extra spooky to your life?


[ 2017-10-26 10:21:33 CET ] [ Original post ]

Halloween Brawl Update - v0.67.2066

Our eighth Brawl is now live on Steam. Are you ready to add a bit of extra spooky to your life?


[ 2017-10-26 10:21:33 CET ] [ Original post ]

Development update! Phew, we’ve been doing a lot of stuff...

Hello everybody!

We’ve been working our shiny robot butts off getting Rogue Singularity finished, which is really exciting. We started compiling a list so we could write this update and we were a little shocked about just how much we’ve been getting done! Here’s a quick summary...

Building better boss battles! We only have two boss battles so we want to make them perfect. We’ve put heaps of work into balancing fun and challenge, making them just the right level of difficulty.



Delivering closure! We’ve been putting together a really enjoyable “grand finale” that should be a satisfying payoff for players who manage to get all the way to the end.

Tightening up the talk! The story of the little robot and the galactic warlord has grown in the telling, so we’ve done a lot of rewriting on the dialogue and doing fresh recordings with our awesome voice talent.

Shhh! Secret stuff! Did you know that Rogue Singularity has secret levels? No? Well, that’s because they’re secret! We’ve spent a lot of time recently on making these hidden levels as cool as possible.



Prettying the place up! Graphical upgrades have been coming along for lots of different elements of the game, especially robot special abilities and the black hole mode.

Boring behind the scenes stuff! A lot of our recent work has been super-important but not all that glamorous: fixing bugs, improving load times, tweaking the procedural generation systems, improving controller support, adding Steam achievements, and so much more.

Thanks so much for your support as we finish this final sprint toward the full release. We couldn’t have achieved this without our wonderful Early Access players. You rock!

- Ed and Scott


[ 2017-08-03 13:24:36 CET ] [ Original post ]

Development update! Phew, weve been doing a lot of stuff...

Hello everybody!

Weve been working our shiny robot butts off getting Rogue Singularity finished, which is really exciting. We started compiling a list so we could write this update and we were a little shocked about just how much weve been getting done! Heres a quick summary...

Building better boss battles! We only have two boss battles so we want to make them perfect. Weve put heaps of work into balancing fun and challenge, making them just the right level of difficulty.



Delivering closure! Weve been putting together a really enjoyable grand finale that should be a satisfying payoff for players who manage to get all the way to the end.

Tightening up the talk! The story of the little robot and the galactic warlord has grown in the telling, so weve done a lot of rewriting on the dialogue and doing fresh recordings with our awesome voice talent.

Shhh! Secret stuff! Did you know that Rogue Singularity has secret levels? No? Well, thats because theyre secret! Weve spent a lot of time recently on making these hidden levels as cool as possible.



Prettying the place up! Graphical upgrades have been coming along for lots of different elements of the game, especially robot special abilities and the black hole mode.

Boring behind the scenes stuff! A lot of our recent work has been super-important but not all that glamorous: fixing bugs, improving load times, tweaking the procedural generation systems, improving controller support, adding Steam achievements, and so much more.

Thanks so much for your support as we finish this final sprint toward the full release. We couldnt have achieved this without our wonderful Early Access players. You rock!

- Ed and Scott


[ 2017-08-03 13:24:36 CET ] [ Original post ]

Gravity Brawl Update - v0.66.1934

Our seventh Brawl is now live on Steam. With this brawl we're playing with gravity in exciting ways! Negative gravity and extra strong gravity await you, are you up to the challenge?




[ 2017-06-17 10:21:03 CET ] [ Original post ]

Gravity Brawl Update - v0.66.1934

Our seventh Brawl is now live on Steam. With this brawl we're playing with gravity in exciting ways! Negative gravity and extra strong gravity await you, are you up to the challenge?




[ 2017-06-17 10:21:03 CET ] [ Original post ]

Bee Brawl Update - v0.65.1795

Our sixth Brawl is now live on Steam. This Brawl is allowing us to test a whole new bee-based zone theme which might be converted from a Brawl test into a complete level in the final campaign. Give it a try and let us know what you think!


[ 2017-03-13 07:17:14 CET ] [ Original post ]

Bee Brawl Update - v0.65.1795

Our sixth Brawl is now live on Steam. This Brawl is allowing us to test a whole new bee-based zone theme which might be converted from a Brawl test into a complete level in the final campaign. Give it a try and let us know what you think!


[ 2017-03-13 07:17:14 CET ] [ Original post ]

Jungle Brawl Update - v0.64.1763

After a slight delay caused by updating and improving our game engine, our fifth Brawl is now live on Steam. In this brawl we're testing a whole new jungle-based zone theme which may or may not graduate from a Brawl test to the final campaign. Give it a play and let us know if you would like a more polished version in the final game!


[ 2017-02-13 12:45:13 CET ] [ Original post ]

Jungle Brawl Update - v0.64.1763

After a slight delay caused by updating and improving our game engine, our fifth Brawl is now live on Steam. In this brawl we're testing a whole new jungle-based zone theme which may or may not graduate from a Brawl test to the final campaign. Give it a play and let us know if you would like a more polished version in the final game!


[ 2017-02-13 12:45:13 CET ] [ Original post ]

Jumping Brawl Update - v0.63.1725

Our fourth Brawl is now live on Steam. This brawl has an abundance of obstacles but they only move/change when you jump. This brings a bit more strategy to your movement through the levels and changes the feel of Rogue Singularity quite a bit. You're going to love this experiment!




[ 2017-01-23 12:21:04 CET ] [ Original post ]

Jumping Brawl Update - v0.63.1725

Our fourth Brawl is now live on Steam. This brawl has an abundance of obstacles but they only move/change when you jump. This brings a bit more strategy to your movement through the levels and changes the feel of Rogue Singularity quite a bit. You're going to love this experiment!




[ 2017-01-23 12:21:04 CET ] [ Original post ]

Moving Platforms Brawl Update - v0.62.1722

Our third Brawl is now live on Steam. It's all moving platforms, all the time! This Brawl will really test your platforming skills.


[ 2017-01-15 22:13:14 CET ] [ Original post ]

Moving Platforms Brawl Update - v0.62.1722

Our third Brawl is now live on Steam. It's all moving platforms, all the time! This Brawl will really test your platforming skills.


[ 2017-01-15 22:13:14 CET ] [ Original post ]

Christmas Brawl Update - v0.61.1717

We've just pushed our second Brawl live to Steam. Jump into Rogue Singularity and experience some Christmas cheer!


[ 2016-12-21 01:36:03 CET ] [ Original post ]

Christmas Brawl Update - v0.61.1717

We've just pushed our second Brawl live to Steam. Jump into Rogue Singularity and experience some Christmas cheer!


[ 2016-12-21 01:36:03 CET ] [ Original post ]

Content Update 1 - v0.60.1706

We've been hard at work on Rogue Singularity and we've just pushed our first Early Access content update live to Steam. Please check out the notes below for what’s in this update.

Major Additions


  • New Daily Challenge mode



    Once per day you'll be able to attempt to pass a shared global set of levels. Everyone playing the daily challenge that day will play the same levels and compete on a new daily leaderboard. Only one chance a day to be the best in the world, can you do it?

  • New Brawl mode



    Every week we'll release a new Brawl, which is a placeholder name for a mode where we get a bit experimental and sometimes a bit silly. We'll create a number of levels, usually less than the other modes, that have some aspects of the normal game mixed up and experimented with. Things like level shape, level contents, or character abilities are up for grabs. For example, our first Brawl is all about the robotic enemies. We've absolutely filled the levels with them. Can you make it past them all?

Other Improvements/Fixes

  • Updated engine version. This update brings many bug fixes and better performance for certain PC spec configurations
  • Improve controller hardware support by adding support for the new PS4 controller and fixing minor issues with other controllers
  • Pressing the Esc key or the B button on Xbox controllers (or the equivalent on other controllers) while in a menu will now close the menu
  • Enemies that throw projectiles at the player are now less likely to do so when you can’t see them
  • Fix missing colliders on some props in Zone 5
  • Fix some ambient sounds not looping correctly
  • Improve music looping and crossfading


Please give us your feedback, especially in regards to the two new game modes. We hope to make them major parts of the game and need your help to refine them.


[ 2016-12-14 22:05:17 CET ] [ Original post ]

Content Update 1 - v0.60.1706

We've been hard at work on Rogue Singularity and we've just pushed our first Early Access content update live to Steam. Please check out the notes below for whats in this update.

Major Additions


  • New Daily Challenge mode



    Once per day you'll be able to attempt to pass a shared global set of levels. Everyone playing the daily challenge that day will play the same levels and compete on a new daily leaderboard. Only one chance a day to be the best in the world, can you do it?

  • New Brawl mode



    Every week we'll release a new Brawl, which is a placeholder name for a mode where we get a bit experimental and sometimes a bit silly. We'll create a number of levels, usually less than the other modes, that have some aspects of the normal game mixed up and experimented with. Things like level shape, level contents, or character abilities are up for grabs. For example, our first Brawl is all about the robotic enemies. We've absolutely filled the levels with them. Can you make it past them all?

Other Improvements/Fixes

  • Updated engine version. This update brings many bug fixes and better performance for certain PC spec configurations
  • Improve controller hardware support by adding support for the new PS4 controller and fixing minor issues with other controllers
  • Pressing the Esc key or the B button on Xbox controllers (or the equivalent on other controllers) while in a menu will now close the menu
  • Enemies that throw projectiles at the player are now less likely to do so when you cant see them
  • Fix missing colliders on some props in Zone 5
  • Fix some ambient sounds not looping correctly
  • Improve music looping and crossfading


Please give us your feedback, especially in regards to the two new game modes. We hope to make them major parts of the game and need your help to refine them.


[ 2016-12-14 22:05:17 CET ] [ Original post ]

Change Log - Oct 30th 2016 - v0.50.1670

We have another small patch for you today, addressing some bugs/feature requests that you have reached out to us to let us know about:
- Fix character shadow disappearing and never returning
- Fix sound turning off and not returning when it should
- Add VSync option to the options
- Add master volume control to the options

We have some big features coming soon that aren't quite ready to show off. We can't wait to release them to everyone!

As always, please reach out to us via the Steam Community Hub if you encounter a bug or have any suggestions for the game. We love hearing from you!


[ 2016-10-30 10:57:49 CET ] [ Original post ]

Change Log - Oct 22th 2016 - v0.50.1662

We have a small patch for you today, including some bug fixes for some bugs that you have reached out to us to let us know about:


  • Fixed a bug that was stopping some people from being able to download the leaderboards
  • Locked the cursor to the game window while not in a UI screen
  • The Jump Pad and Respawn Point abilities no longer stick around between levels
  • The Jump Pad and Respawn Point abilities no longer stick around after switching abilities
  • The Jump Pad, Respawn Point, and Fireworks abilities can now be used once per level instead of the previous setting of once per run

As always, please reach out to us via the Steam Community Hub if you encounter a bug or have any suggestions for the game. We love hearing from you!


[ 2016-10-22 09:19:15 CET ] [ Original post ]