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Well, its been a fun ride, but weve decided to discontinue Rogue Continuum. Were disbanding Rocktastic Games soon, so Rogue Continuum will be taken off the Steam store by August 15, 2019. Players who have purchased Rogue Continuum will still be able to play solo and couch (offline) co-op modes of course. However, the online multiplayer mode will be inaccessible starting November this year. We hope Rogue Continuum was fun to play! We learned a lot making this game, and are forever grateful to everyone whos played and given us feedback. To sign off, we'd like to give a big THANK YOU to everyone who had supported us throughout the development and release of the game. 'Til next time!
Hey everyone, Happy 2017! We've released a small bug fix patch for Rogue Continuum, fixing the bug where you couldn't level up your hero past Level 15 (somehow in a previous patch we had messed that part up). Anyway, everything is fixed now and ready to go. Thanks to everyone that pointed that out to us. Now, we should all be able to hit level 18, which is when the ultimate abilities for the heroes unlock. Fyi, after level 18, there are no new abilities to unlock - from there on it's just stats and skill upgrades, until you hit the final max level of level 25. Cheers, and we hope everyone is having fun saving earth again! -Will
Hey everyone!
After a lot of tweaking and testing, we’ve rolled out Patch 5.01. In this patch, we’ve made some moderate changes to how Destructobot plays. All this while, we’ve felt that Destructobot has been a bit out of place among the 4 heroes, namely because it’s a lot slower especially when shooting (to which some people have complained that it makes Destructobot less fun to play) and has a rechargeable shield that potentially makes it overpowered in some situations.
With this patch, we’ve made Destructobot noticeably more lightfooted, by increasing its base move speed and reducing the speed penalty while shooting. We’ve also reduced its damage output reworked how some of its weapons work. Now its lasers don’t slice through all unlimited enemies anymore, and its Buccaneer Cannon’s range has been reduced significantly. We’ve also significantly reduced the amount of setup time on Destructobot’s final special attack, “The Big One”. The aiming has been improved too, so that the Nuke now actually lands where you want it to.
Over the next few patches you might see some further tweaks, but as of now we feel that Destructobot has been made more fun to play, and we like where it is right now overall. We understand this is quite a big change to Destructobot, so if we missed a couple of things here and there, we apologize in advance!
As for the Science Lab level in New Philly (the second level you encounter), we’ve put in an additional boss that shows up on occasion in place of the giant red (pink?) brute. I’ll do an entire post dedicated to it later this week. But, just to give you a brief introduction: Subject-223 was an experiment to splice the Spartilian (those bug aliens) genome with Arcturan genome, and the experiment has gone very, very wrong. Subject-223 will now sometimes appear at the end of the Science Lab level, in place of the giant brute.
Full changelog:
Destructobot
Happy Thanksgiving! We're in the final testing phases of our latest build, version 5.00. This build will include a moderate re-work on Destructobot, making him (it?) a bit more agile, while toning down some of its overpowered weapons that we've been receiving complaints about. We've also made his final special ability, the Big Nuke, more usable. We'll post more details in the actual patch notes coming soon. Another addition to this upcoming build will be "Subject 223", shown in the screenshot above. This boss will be added to the Science Lab level and will appear randomly in place of the giant brute that's currently there. Again, more details on what Subject 223 is, will be posted along with the patch notes. We're taking a short break to do Thanksgiving things, but will be back during the weekend to finalize and upload the new patch. cheers -William from Rocktastic Games
Hi everyone, We've uploaded a small fix for the Mac OS/X version of the game, which was previously crashing when players tried to change the input settings. That has been fixed, so Mac OS/X players can now change the input settings for the game. This issue and the fix only affects the Mac version, so no change for the PC and Linux versions. I understand this issue had been lingering for a while, so thanks for your patience, Mac users! regards, William
Good morning everybody,
We've updated Rogue Continuum to version 4.95.18. Here are the changes in this build:
Gameplay/Features
Hi everyone! We're doing some final testing on update patch 4.95, and should be able to release it within the next 24 hours. One of the main things we realized was the effects of powerups were not explained well enough. A lot of players would accumulate powerups, then were left wondering "what does this icon do, anyway?". So, in this patch, whenever you pick up a powerup, there will be a short message that tells you what the effect is. Fyi you can always view the powerup's effect in the armory, under the item log. When originally designing the game, we thought there would be some fun in discovering what the powerups do, but we've now realized that not telling players right away causes more confusion than fun. We're going consider that one of our "game design lessons learned". Here are the other things you should be able to look for in this patch:
Greetings everyone, We've updated the PC build of Rogue Continuum to version 4.94, with some minor bug fixes and balancing updates. Mac and Linux builds will be uploaded shortly, tonight. Fixes:
We've released Rogue Continuum! The game has officially ended Early Access and is now released as a completed game.
Again, thank you for supporting us throughout the Early Access period. We're all super excited to be releasing the game, and do hope you all have tons of fun playing the game, online or offline!
regards,
William
Hello everyone,
We've released Patch 4.93, which will likely be the build we use for the full release of the game. In this build we've done a few changes:
We're happy to announce that Rogue Continuum will be ending Early Access and launching as a completed game next Tuesday, October 4th.
It's been a long journey to get here, and along the way we learned a great deal. As always, I'm thankful to everyone on here who has played the game, or followed the progress of the game, giving us feedback along the way. You rock!
Please stay tuned for more announcements.
Cheers
-William
Hi everyone, We've made another minor patch update to the game, to fix a bug that caused issues sometimes if more than one player chose the same hero at the same time. That issue is now resolved. regards, -William
Good day everyone, We've patched Rogue Continuum to version 4.90. This is mainly a balancing and bug-fix patch. Here are the changes:
We’re really happy to announce that all the launch content in Rogue Continuum is now complete!
With this build, Rogue Continuum now has its fifth and final chapter, which also contains the final boss of the game. Unlike the other worlds in the game which can be chosen in any order once you unlock them, this level can only be chosen as the final world for your run (since it contains the final boss of the game). We’ve also added in the ending and credits for the game.
As always, we’re extremely grateful for the support you all have shown us. This will be the final early access build, as we will be taking Rogue Continuum out of Early Access next week to launch it as a full game.
Hey everyone,
We just finished up the final environment in Rogue Continuum. We're testing out and tweaking the build as we speak, and should be able to release this final content update in the next few days.
Since this is the final stage in the game, we wanted to make this preview spoiler-free (spoilers in a twin-stick shooter? hurr-hurr). So all I can say for now is that our heroes will be on an asteroid, and the enemies will be tough :)
Anyway, please look out for this final content update coming soon. We're all really excited to be releasing this update out to you!
Cheers
-William
Just thought we'd post this update while we're finishing up the final boss level of the game :) Over the past months we've gotten requests for Steam trading cards for the game. Well, they're done and published now, so starting from now everyone will be able to accumulate Steam trading cards, badges, profile backdrops and emoticons for Rogue Continuum. I hope everyone is still enjoying the game, and please drop us a line to let us know what you think! regards, -William Tan
Hi folks, The new patch is live! Here are the changes (sorry, it's mostly copied from the last post :)
Hello everybody, We'll have a minor build update coming up tomorrow. Here are the changes implemented for tomorrow's build:
Hi everyone! We’ve just updated the build to include two new abilities for each hero. They are:
Smackdown Sam
Hey everyone! We’ve just uploaded the first bug fix patch for Rogue Continuum online multiplayer. This is just a bug fix patch, so it doesn’t have any new features, but it does fix some of the more annoying issues we found out after launch. The issues fixed are:
Online Multiplayer Update
Hey everyone! Rogue Continuum is now online. We had been doing a lot of final testing, bug fixing and balancing during the past couple of weeks, and are happy to say the game is ready to be played online on a broader scale now. Currently the multiplayer servers we’re using are in the U.S., but we plan to enable Asia and Europe servers later on.
Play-testing the online multiplayer mode has been quite fun, thanks to all the awesome people who’ve helped us playtest the game (there’ll be a credits section in the game shortly).
Again, we’re sorry this multiplayer update took so long to complete, and are really grateful to everyone waiting patiently for this update. Some of you had contacted us about Xbox One controllers not working on Windows 10 while playing the game. That has been fixed in this update too.
Along with further balancing/tweaking and fixes, we’re already working on implementing the next remaining feature right now, which is adding in the other two abilities for each hero.
So, head on over to the online multiplayer tab and we'll see you there!
Regards,
William Tan
Rocktastic Games
First off, we’re really sorry about how long you've had to wait for the online multiplayer. Making the game online-ready was definitely one of the most difficult tasks we undertook. If we could start-over, we'd definitely begin with coding the online modes. We underestimated the amount of time it takes to optimize a fast-paced twin-stick shooter, especially one with lots of enemies. Now, after more than 300 builds and enough coffee to 'buzz up' a small army, we can announce... it's finally coming! Yes, you heard right. We will be launching online multiplayer on July 19th U.S. PDT, so we can all be shooting green-blooded galactic scum together. We’ve extensively tested the game online and would love to hear your feedback. Let us know how it goes for you. Full disclosure: We made a few adjustments to the online mode. Having listened to feedback from the tests, we've cut down on some of the dialog. Also, enemy damage, HP and spawns have been balanced better for online play. We've also taken the decision to make Online mode available for Rogue mode but not for Conquest mode. It was really important to make Rogue Mode, which is the main gameplay mode, as good as it can be. The experience is now much better than if we'd split our efforts between both modes. We understand this might disappoint some of you, but hopefully you will still enjoy Conquest mode with friends in the offline multiplayer. Now that we're delivering the online Online, our next step is to continue improving and completing the game for all our fans ahead of the full launch. Here are next tasks we're working on:
Listen up soldiers! Just a quick update to let you know that Surprise Attack Games is having a sale to celebrate a brand new localisation update for their terminal-based hacking game, Hacknet. So tell all your friends, because there are some great deals, including 15% off Rogue Continuum!
Hey everyone, Some people have been asking us where the online multiplayer update for Rogue Continuum is. Well, we wanted to take the time to explain the delay. A few months ago, Unity (the game engine we're developing Rogue Continuum on) released a brand new multiplayer framework for developers. After doing some research and testing it out, we decided to switch our multiplayer engine from our current method (we were using an older multiplayer framework), to the new native Unity multiplayer implementation. As a result, we had to re-code all of our network code to make it work, but this would mean a smoother experience for everyone, as well as allow us to keep the netcode updated longer after release. The good news is that we have the basic online multiplayer functionality in our developer build, and we're making great progress towards the public release. Once we are confident that the netcode is stable, we'll launch the online multiplayer update on a new framework that offers more stability and support post launch. Thanks for your patience! We're look forward to getting the online multiplayer into your hands as soon as possible. In the meantime, please keep providing us feedback for the current build on the Steam forums :) regards, William Tan Rocktastic Games
Hello everyone,
Later this week, Rocktastic Games is dropping the biggest update yet for Rogue Continuum. Conquer The Galaxy will double the size of the game, adding in an entirely new game mode, and a bunch of other cool additions.
Conquest Mode adds multiple single-level challenges for each planet in the game. You will need to fortify you position, collect resources, upgrade your hero, and then take the fight to various alien bases to destroy them. It's fast, it's frantic, and it's going to test even the best Rogue Continuum players out there.
There's also going to be some new weapons for all four characters when the update drops, including a flamethrower for Rampage Rufus. Now you won't have to get so close and personal when playing this monocled maniac, and it makes for a completely new dynamic. There's a new weapon got each other character too, but we don't want to spoil all the fun before the update drops.
So stay tuned for the update later this week, with full patch notes as always. Keep the feedback coming guys, your support during Early Access has been amazing.
Steve - Community Manager
Hello everybody! Today we’re happy to announce a much-awaited update build E1.09 for Rogue Continuum.
First and foremost: Rampage Rufus. We’ve gotten a lot of feedback that he has a really tough time in the game because he’s melee, while his foes are ranged. Well, that’s all changed now: Rufus now has the ability to nullify enemy bullets with his sword or chainsaw. This really pumps up his survivability in the game, and we feel he’s now much better equipped to handle the many bullets thrown his way. Check out the screenshot GIF above, or better yet, give him a try!
Next up is Destructobot. We felt that not only did Destructobot’s shield make him a little overpowered compared to the other characters, but his slow-charging shield also made him a bit slower, because players had to wait for it to recharge. So, we modified how his shield works, by reducing his shield’s full capacity by half, but also increasing the recharge rate by 50%. We think this makes Destructobot a bit faster-paced than before. We also bumped his base (un-upgraded) starting HP down slightly, from 1100HP to 900HP. Overall he’s a bit more challenging to play now, but also moves through maps quicker than before due to faster shield recharging.
In addition, we noticed that the completely random chance of medkit spawns sometimes seemed a bit frustrating – players would occasionally get a couple of medkit drops even when they were at full health, and when health was low, medkits sometimes seemed to NEVER appear. That’s fixed too – now, the probability of getting a medkit increases with decreasing hero health. You’re pretty much guaranteed not to get a medkit while at full or near-full health (so you get to pick up a powerup instead *fist pump*), and when your health is low, you’ll have a significantly higher chance of getting a medkit.
The full changelog is below. It contains other balancing notes too and many much-requested changes (like better boss-kill drops, for example) so be sure to check it out :)
Hero changes: Rampage Rufus
- Rufus' chainsaw and sword can now nullify enemy bullets
- Rufus' chainsaw has a much faster temperature increase and decrease speed. Also displays "overheated" when the chainsaw is overheated.
- Overheating the chainsaw renders the chainsaw unusable for 1.5 seconds (reduced from previous duration of 3.0s). Note: no change in the sword - the sword is not prone to overheating.
- Rufus base HP reduced from 1000HP to 800HP since his survivability is significantly increased due to being able to nullify enemy bullets
- A speed-line image of a chainsaw now shows on top of Rufus' chainsaw when it's engaged.
Hero changes: Smackdown Sam
- Reduced base reload time for machine gun by 20%
Hero changes: Ownage Olga
- if Olga shoots a critical shot, indicator text will show up on top of Olga.
Hero changes: Destructobot
- Destructobot base HP reduced from 1100HP to 900HP.
- Reduced Destructobot full shield capacity by 50%.
- Increased Destructobot base shield recharge rate by 50%.
- Fixed shield behavior so that if damage taken by Destructobot is more than remaining shield points, damage will first be absorbed by remaining shield points before being deducted from hitpoints.
- Reduced Destructobot's "Missile Barrage" Special Attack's base number of missiles from 9 to 8.
- Increased Destructobot's Missile Pod weapon's base direct damage from 80 to 105; reduced the weapon's splash damage from 20% to 8% of direct damage.
Item balancing
- Chance of getting a medkit increases when heroes are low on health. At full health, no medkits will appear.
Enemy Balancing
- Enemy bosses now have an approximately 50% chance of dropping a powerup when killed (exact percentage depends on which enemy boss)
- Increased enemy boss kill reward money significantly. Now, if the enemy boss does not drop a powerup, it will drop between 18-25 credits when killed.
- Tweaked some boss behaviors (tweaks are not listed here in order to prevent spoilers)
- Reduced hitpoints of Spartilian Carrier Slugs by 40%
- Reduced damage of Arcturan Cloaking Sniper by 20%
Level length
- Reduced level sizes slightly. Map path length reduced by about 15% for most missions. Exact distance to level destination is still varied since maps are procedurally generated.
Bug fixes
- Fixed bug where game incorrectly calculates incremental hitpoints increase when player gets multiple HealthUp powerups
Other updates
- Updated burning visual effect for enemy corpses
-William, Rocktastic Games Dev Team
Good morning everyone! We've added Linux to the list of supported platforms, and the Linux build is ready for download now.
Hey everyone, I just wanted everyone to know how happy we are to see the Steam community playing the game. We’re really grateful for the support we’ve seen - we’re going through the feedback (and bug reports) that you have sent us, and are working hard to make this a great Early Access where we polish and improve the game, add content and all kinds of other crazy weapons, powerups and enemies! Platform update: We just released the Mac version of Rogue Continuum. Now Mac users too can lay waste to alien worlds in the name of humanity. We’re also working on finalizing the Linux port; we have a working version in-house, and are running some final tests on it. So it should be out very shortly. Along with the mac build, we’ve also fixed one issue that affected both PC and Mac versions, where gamepad controllers were sometimes not usable under specific situations; one being if PS3/PS4 and Xbox controllers were both plugged into the same machine. Well that issue is resolved now, so for those of you who couldn’t get your Xbox 360/Xbox One/PS3/PS4 controller to work earlier, it should work now. As to what we're working on right now, besides finalizing the Linux build. Some of you have reported bugs on the thread, which we're working to resolve as we speak. As always, we're doing some balancing on the heroes. We've gone through quite a few playthrough videos, as well as been playing the game a lot ourselves, and have some great ideas on how to improve the balance for single-player while keeping the balance for multiplayer. Speaking of multiplayer: yes, online multiplayer is one of our main focuses now - we're working hard to get that out as soon as we can. We'll have an announcement on that later, so please stay tuned for that! -William Tan Rocktastic Games
Hello soldiers! Welcome to the momentous launch day of Rogue Continuum on Steam Early Access! This is a huge day for us, and we're really excited to get the game into your hands! This first release of Rogue Continuum lays the foundation for our particular brand of planet crawling Roguelike shooting action. We have been working on the game for well over twelve months, and now with your feedback in terms of balancing and ideas for crazy new items, we hope to involve to community to create an insanity-filled Roguelike that will keep you on the edge of your seat for years to come. This first build does have some limitations: currently we only support four-player local co-op, however online multiplayer will be coming in a future update. We have also capped level progression - this is so when the next updates come out with the new character skills, you simply won't unlock them instantly without a bit of challenge! Thanks to each and every one of you for supporting Rogue Continuum. We hope you enjoy what we've released so far, and we can't wait to get the updates out into your hands after collecting your feedback! Steve - Community Manager.
Hello soldiers! Welcome to the momentous launch day of Rogue Continuum on Steam Early Access! This is a huge day for us, and we're really excited to get the game into your hands! This first release of Rogue Continuum lays the foundation for our particular brand of planet crawling Roguelike shooting action. We have been working on the game for well over twelve months, and now with your feedback in terms of balancing and ideas for crazy new items, we hope to involve to community to create an insanity-filled Roguelike that will keep you on the edge of your seat for years to come. This first build does have some limitations: currently we only support four-player local co-op, however online multiplayer will be coming in a future update. We have also capped level progression - this is so when the next updates come out with the new character skills, you simply won't unlock them instantly without a bit of challenge! Thanks to each and every one of you for supporting Rogue Continuum. We hope you enjoy what we've released so far, and we can't wait to get the updates out into your hands after collecting your feedback! Steve - Community Manager.
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