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!
[ 2019-07-26 15:02:16 CET ] [ Original post ]
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
[ 2017-01-11 10:23:12 CET ] [ Original post ]
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
- Reduced Destructobot's base shields from 300 points to 100 points
- Increased Destructobot's base move speed while shooting by 50%
- Increased Destructobot's twin laser base damage from 140 to 150
- Reworked Destructobot's twin lasers so they don't pass through enemies (they will now only shoot the first enemy they come in contact with). The "piercing ammo" powerup still works with this weapon.
- Reduced Destructobot's “Buccaneer Cannon” weapon bullet range by 40%
- Reduced Destructobot's “Buccaneer Cannon” weapon damage from 125 to 90.
- Changed "The Big One" (Destructobot's final special attack) Nuke site targeting. The target area is now set much closer to Destructobot (right next to Destructobot).
- Reduced "The Big One" (Destructobot's final special attack) Nuke's setup delay time from 3 seconds to 1 second (it now drops down much sooner than before)
- Reduced Destructobot's spreadshot special ability base duration from 10 seconds to 7 second
- Fixed bug where opening cutscene did not play music or sound.
- Fixed bug where Mac OS/X users using keyboard/mouse were not able to select the hero they wanted at the hangar hero select screen.
[ 2016-11-28 07:52:30 CET ] [ Original post ]
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
[ 2016-11-24 11:20:28 CET ] [ Original post ]
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
[ 2016-10-17 22:29:12 CET ] [ Original post ]
Good morning everybody,
We've updated Rogue Continuum to version 4.95.18. Here are the changes in this build:
Gameplay/Features
- Added support for XBox360 controller on Mac OS/X. It'll still need an external driver just like for other games.
- The game now reports the effect of collecting/buying powerups on-screen, when powerup is obtained
- Audio settings are now saved and will be retained after restarting the game
- Eliminated chance of obtaining SpreadShot for free from powerup crates (so the only way to obtain spreadshot is to buy it from the merchant).
- Reduced chance of obtaining Fire Aura and Ice Aura for free from powerup crates
- Destructobot minigun: reduced range by 10%.
- Destructobot missile pods: decreased base damage from 145 to 135
- Destructobot laser weapon: decreased base damage from 150 to 140
- Increased detection radius for some enemies (that were not modified in the previous patch)
- Online multiplayer: Fixed confirmation message for host player when exiting back to menu or retrying run from the Game Over screen (previously was showing a blank or incorrect confirmation message).
- Fixed spelling error in Smackdown Sam's skill description.
[ 2016-10-11 14:27:27 CET ] [ Original post ]
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:
- Mac OSX: Xbox 360 controller support
- Audio settings saved so when you quit and restart they will stay the same
- Other tweaks, balances and minor fixes.
[ 2016-10-10 16:22:15 CET ] [ Original post ]
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:
- Fixed bug where science lab enemy boss may get "stuck" if player moves too far from it at certain times.
- Fixed audio issues with dropship and shootable cars in the first planet.
- Increased spawn and detection range for most enemies
- Increased Smackdown Sam's shotgun damage by about 15%.
[ 2016-10-06 00:20:01 CET ] [ Original post ]
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
[ 2016-10-04 15:59:38 CET ] [ Original post ]
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:
- Increased camera zoom-out level for single player. After play-testing a lot in multiplayer, we felt that the single-player camera was zoomed-in too much and did not show enough of the gameplay area. So, now the camera in single player is zoomed out to the same level as multiplayer, which allows for a wider viewing area.
- Increased Destructobot's missile pod weapon damage from 125 to 145 per misisle.
- Increased Destructobot's minigun range by 10%.
- Fixed bug where full minimap would not show up sometimes. Remember, you can always invoke the full minimap by pressing tab on the keyboard, or d-pad up on the gamepad.
[ 2016-10-03 07:44:09 CET ] [ Original post ]
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
[ 2016-09-27 21:01:48 CET ] [ Original post ]
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
[ 2016-09-26 21:48:50 CET ] [ Original post ]
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:
Balancing Changes
Smackdown Sam: His shotgun was doing too much damage compared to his other weapons, so we had to tone it down a bit. It still does decent damage, and more burst than other weapons, but it just can't one-shot most enemies like before.
- Reduced shotgun maximum number of pellets per shot from 16 to 12. (The minimum number of pellet per shot stays the same at 8).
- Decreased shotgun per-pellet damage from 90 to 45.
- Increased chainsaw temperature rise rate by 20%.
- increased minigun weapon range from 7 to 10
- increased missile pod weapon damage from 115 to 125 per missile
- increased laser weapon damage from 135 to 150 per laser
Bug Fixes
- Fixed bug that prevented online players from being able to retry games
- Fixed bug where the full map (accessed by pressing up on the d-pad) button wasn't working properly for online players using gamepads.
- Fixed bug where the gamepad wasn't able to access the "credits" button in the opening screen options menu.
[ 2016-09-24 00:10:45 CET ] [ Original post ]
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.
[ 2016-09-22 14:42:44 CET ] [ Original post ]
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
[ 2016-09-15 13:24:07 CET ] [ Original post ]
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
[ 2016-08-25 16:32:44 CET ] [ Original post ]
Hi folks, The new patch is live! Here are the changes (sorry, it's mostly copied from the last post :)
- Sound and music volume sliders are implemented.
- New Philadelphia's level backdrop brightness has been increased a bit, so that it's easier to see where you're going now.
- Gamepad users can now press the B button to resume the game from the pause menu. Most other menus can be canceled in this way too.
- Minor balancing updates, but notably Rufus' Combustion skill will have 15 points of damage per skill upgrade point, instead of the pitiful 1 point damage per skill upgrade it currently has (this was actually a bug).
- Minor bug fix on Mac and Linux platforms. Previously the scene where the "Hammer" was travelling through hyperspace showed the ship upside down. It's fixed now.
[ 2016-08-19 04:48:22 CET ] [ Original post ]
Hello everybody, We'll have a minor build update coming up tomorrow. Here are the changes implemented for tomorrow's build:
- We've seen quite a few requests for volume sliders, so we've implemented both sound and music volume sliders for tomorrow's update.
- New Philadelphia's level backdrop brightness has been increased a bit, so that it's easier to see where you're going now.
- Also added are back buttons shortcuts for gamepad. Notably in the pause/options menu, you can now press the B button on the gamepad to resume the game.
- Minor balancing updates, but notably Rufus' Combustion skill will have 15 points of damage per skill upgrade point, instead of the pitiful 1 point damage per skill upgrade it currently has (this was actually a bug).
[ 2016-08-18 13:50:02 CET ] [ Original post ]
Hi everyone! We’ve just updated the build to include two new abilities for each hero. They are:
Smackdown Sam
- Freedom Strike: A group of 5 bombers flies across the screen and bombs everything in their path
- T-Raptor: Part T-Rex, part velociraptor, part robot, all-round killing machine. Smackdown Sam’s pet T-Raptor warps in to provide support firepower for a limited time.
- All Critical: All of Olga’s shots become critical shots (dealing double the normal damage) for a limited amount of time.
- Surgical Strike: Olga sets her target sights on a maximum of 8 enemies at one time, then lines up a heat-seeking sniper bullet that shoots those enemies in succession.
- Slice ‘n Dice: Two rotating swords spin around Rufus, cutting through any enemy that is unfortunate enough to be in Rufus’ path of rampage.
- Unbreakable: Rufus become indestructible for a limited amount of time.
- Triple Threat: All of Destructobot’s shots become tripe-aim spreadshots for a limited time.
- The Big One: Yes, it’s the one. The big nuke. Destructobot “paints” an area for a few seconds, then a huge nuke descends and obliterates enemies in the area.
[ 2016-08-10 06:41:27 CET ] [ Original post ]
New hero abilities
Hello again everyone! Tomorrow we'll be releasing another build update containing the remaining abilities for our four time-travelling galactic enforcers.
Right now we're doing some final testing. So far, we think the new abilities a blast to use. The first two abilities for each hero were unlocked at hero levels 1 and 6; these two new ones will be unlocked at levels 12 and 18 respectively. Some of the new abilities involve: a precision bullet that hits multiple enemies rapidly,a cyborg T-Rex/Velociraptor hybrid that shoots missiles, as well as the option of going full nuclear against the enemies. Full details tomorrow! -William
[ 2016-08-09 08:02:45 CET ] [ Original post ]
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:
- Fixed: Enemy hitpoints (especially bosses) were not updating properly when being hit by more than one player simultaneously.
- Fixed: If a game host left the hangar, the game would still be visible in the games list for about 30 more seconds.
- Fixed: Cancel button not working correctly on some menus, when using a gamepad.
- Fixed: Minimap would occasionally center on the incorrect other player when the player’s own hero has died.
- Fixed: If the player’s own hero died, the player would be unable to switch the spectator-cam to other heroes (in a 3-player or 4-player game)
[ 2016-07-27 23:38:21 CET ] [ Original post ]
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
[ 2016-07-20 06:14:19 CET ] [ Original post ]
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:
- Steam trading cards (we hear ya, and we’re gonna make it happen)
- Two additional special abilities for each hero
- Final boss world (sorry, no spoilers!)
[ 2016-07-13 04:20:50 CET ] [ Original post ]
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!
GAMES ON SALE
- Hacknet - 50%
- Fort Meow - 40%
- Dungeon League - 15%
- SMAA - 15%
- Rogue Continuum - 15%
- OTTTD - 50%
- Vertiginous Golf - 40%
[ 2016-06-08 03:12:03 CET ] [ Original post ]
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
[ 2016-01-28 19:55:17 CET ] [ Original post ]
Conquer the Galaxy Update
Hey alien exterminators! We’re really excited to announce the next update for Rogue Continuum. This is a pretty big update that has taken a little longer than expected, but we’ve been hard at work adding a lot to the game, and feel the extra time taken was well worth it (we hope you agree too!) In this Conquer the Galaxy update, we have a new Conquest Mode that goes alongside the original Rogue Mode. We’ve also added new weapons for all characters as well as continual bug fixes and balancing tweaks. CONQUEST MODE Conquest Mode came out of player requests to have an arena-like level where hero upgrades happen more frequently, with more enemies on the battlefield too. Well, we’ve taken that concept and added quite a bit more to it. Conquest Mode puts your heroes in a battlefield where you get the activate turrets and barracks, call down dropships of reinforcements, and upgrade base defenses, all while pushing out to destroy the enemies’ encampments. As the name suggests, we hope that Conquest Mode gives players the feeling of being part of a battlefield, fighting alongside your fellow soldiers and taking on scores of enemies. So, while Rogue Mode feels like you’re part of a surgical strike team, Conquest Mode feels like you’re fighting big battles with heavy artillery and reinforcements. It’s still at a relatively early stage so we’d love to hear your feedback on this new gameplay style. We’ll be adding more conquest mode levels for launch and making changes to the existing levels throughout early access. NEW WEAPONS In addition to conquest mode, we’ve promised players new weapons (hence the many weapon crates that have been lying around the map, if you all are wondering). So, in this build we have 2 additional weapons for each hero. Each weapon still has to be unlocked by finding its blueprint, but we’ve set it up such that you should be able to find a new blueprint with each 1-2 runs or so. Smackdown Sam
- The Freedom-X Grenadier has a slow rate of fire but spits out a powerful grenade that splinters into multiple shots on impact, making it ideal for taking down groups of aliens who get in Sam’s way.
- The IronMaiden Rapidstrike has reduced firepower but a more rapid fire rate and greater range and accuracy than Sam’s standard issue Assault Rifle.
- Olga’s EAFL Particle Accelerator emits a powerful laser beam that focus fires on enemies whilst cooking them from the inside out. Its only limitation is the rapid drain of its batteries, with the risk of leaving Olga vulnerable whilst it recharges.
- The Freedom-X 360 No-Scope was created to showcase Olga’s awesome shooting skills. No sniper scope/laser sight on this rifle, but it makes up for that with more damage and range.
- The Smithton FT-02 Napalm Cannon and the Freedom-B Fire Spitter are two different flamethrowers, giving Rufus a semi-ranged option and have the benefit of setting targeted enemies on fire, dealing continuous damage. They lack the bullet-stopping power of Rufus’ melee weapons and suffer from the same over-heating issues as the chainsaw, though.
- Ironmaiden Twinlasers trade reduced damage for the ability to shoot right through the alien scum.
- The Armes S20 Buccaneer shoots out explosive cannonballs that have limited range but do tons of damage to aliens (and miraculously, like all other weapons, leave humans unscathed)
- Introduced new “Conquest Mode” (details in main update post above)
- There are 4 kinds of intergalactic merchants in Conquest Mode: (1) The General merchant sells all items randomly. (2) The Basic Hero Upgrades merchant sells upgrades such as damage+, defense+, speed+ etc. (3) The Drones and Healthkits merchant sells the Laser Drone, Attack Orb and healthkits. (4) The Base Upgrades merchant sells upgrades for turrets and infantry.
- The player can now choose the order of planets to run through, in Rogue Mode
- 2 new weapons for each Hero (details in main update post above) Hero Balancing
- Increased Rampage Rufus’ “Combust” special ability’s AOE radius by about 200%. Also included an indicator to show what the AOE radius will be
- Increased Smackdown Sam’s machine gun and shotgun base damage by about 20%
- Reduced Rampage Rufus’s Chainsaw damage by about 10% (from 50 to 45)
- Reduced Rampage Rufus’ Brosword damage by about 35% (from 350 to 228)
- Reduced Rufus' chance for auto-block from 20% to 5%
- Intergalactic Merchants in Rogue Mode will now replenish their inventory as the player buys items.
- Thorium Mines of Varda Prime: The cave roof is now unstable and will drop pieces of rock from time to time. Well, *sometimes* it will drop pieces of rock from time to time (it’s a roguelike, after all). The pieces of rocks will hurt both heroes and enemies.
- Kepler-B Arcturan Training Jungle: Now has land mines on the map, which trigger when heroes get too close. When they detonate, they hurt heroes as well as enemies.
- New Philadelphia on Korus-III: The Arcturan Bomber’s bombs now hurt both enemies as well as heroes.
- All sound is now positional sound (so you’ll hear where the enemy shots and hits are coming from)
- Graphics upgrades for bullets, missiles textures
- Korus-III planet has new graphic.
- Smackdown Sam has a new voiceover.
- Health replenishment now comes in two flavors: The regular HealthKit (replenishes 40% of max HP) and the Health Patch (replenishes 25% of max HP)
[ 2015-12-02 00:56:52 CET ] [ Original post ]
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
[ 2015-11-23 21:28:56 CET ] [ Original post ]
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
[ 2015-10-01 02:39:20 CET ] [ Original post ]
Good morning everyone! We've added Linux to the list of supported platforms, and the Linux build is ready for download now.
[ 2015-09-22 17:16:38 CET ] [ Original post ]
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
[ 2015-09-19 20:02:32 CET ] [ Original post ]
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.
[ 2015-09-15 23:16:42 CET ] [ Original post ]
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.
[ 2015-09-15 23:16:42 CET ] [ Original post ]
🕹️ Partial Controller Support
- Rogue Continuum Linux Depot [3.07 G]
It’s the year 2890 AD and Earth just got blown into tiny pieces by an unknown alien force. Humanity’s only hope are an elite strike force of galactic super soldiers who fortuitously managed to escape on a prototype spaceship that can travel back in time by 28 days. Turning back the clock with no idea as to who the assailants were/are/will be, they do the sensible thing and decide to kill all hostile alien races to make sure.
Go solo or team up with up to three friends for intense roguelike planet-crawling action. Choose from four distinct characters each with their own play-style, weapons and abilities. Earn XP to upgrade each character’s stats and abilities between runs and find blueprints to unlock and upgrade weapons in the Armory.
Features
Save planet Earth from the certain doom that just happened: our best, and only, plan - travel back in time and obliterate all the hostile alien planets we know about before they have the chance to destroy Earth. That will totally work and absolutely makes us the heroes of this story.
Friendship is fragging other species into non-existence together: some people like to play with themselves and that’s totally fine but personally I always enjoy company when I’m shooting aliens in the face. With online and local co-op multiplayer for up to four friends or strangers, you too can experience the intensity of group slugging.
Die, Upgrade, Repeat: each time you die, the ship will jump back in time and you can start over. Only this time, you’re that little bit tougher, a little bit quicker. Maybe you learnt a new skill, maybe you found some blueprints to a new weapon. With an infinite amount of time at your disposal even a punk like you could become the ultimate soldier. Funny how each time you jump back things are a little bit different though. Probably shouldn’t have chosen butterflies as the ship pet.
Four flavours of fatality: Each character has a set of weapons that only they can use and abilities that only they are allowed to learn. The reasons for this are on a strictly need-to-know basis. Hey, this is a top secret military unit we’re talking about here, civilian; we told you about the time travel thing, what more do you want?
Mysterious item shop merchant of unknown motivation: all the best games have them and this is no exception. Loot credits from the corpses of the alien scum you’ve slaughtered and give them to a strange hooded man to get cool gear like bullets that freeze enemies or boots that make you walk super fast. Alternatively, forego immediate gratification and invest in the merchant to unlock even cooler stuff for your future past self to purchase.
Some of the best weapons we could think of: how does a dysfunctional crew of borderline psychopaths save the galaxy from a never-ending horde of bugged out aliens? Because someone gave them ridiculously overpowered weapons and abilities such as calling down an airstrike inside an underground cavern of course. Discover blueprints that have been carelessly left lying around the galaxy to discover even more awesome weaponry or upgrades.
- OS: Ubuntu Linux 10.10
- Processor: 2.0 GHzMemory: 3 GB RAM
- Memory: 3 GB RAM
- Graphics: GeForce 8800 or Radeon HD4800 series. 512 MB of memory
- Storage: 4 GB available space
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