Based on the early reviews and user feedback, we have revised the game to be a bit more forgiving, without taking away the overall challenge that is inherent to the Rogue-Like genre.
In the early parts of the game, we have reduced enemy count, and increased the chances of health drops.
With that said, this game is intentionally challenging. The game is designed to provide the skilled gamer a challenge, while including all of the features needed to be successful.
Pro Tips:
* Use your defensive abilities (block / dodge).
* Stay alert! Every enemy telegraphs their attacks. Every one.
* Break Everything! There are lots of valuable items hidden in the world.
* Learn your Hero's strengths and weakness and buy items in the shop that shape them more to you're liking.
* Each Hero has a different progression path. Adapt!
Thank you to all that have taken interest in our game and took the time to give us feedback on making it more enjoyable!
Hotfix 09/22/2017
We made a quick hotfix to address some common bugs, and potential crash issues:
General
Ms. Underhood's charged arrows will now hit jungle lizards
Skeleton Minions are now immune to Confuse
The cloaked enemies in the cave area now play a death animation
Pocket Sand's cooldown has been fixed
Fixed the unlock condition for the Assassin character not completing as intended
Fixed a number of bugs that could result in a crash or unintended program behavior
Jungle Boss
Fixed a bug which caused swarm creatures to spawn after the Jungle Boss was dead
Fixed a bug which caused the Jungle Boss to continue rotating while doing his Bite attack
Fixed a bug which caused the Jungle Boss to play his beam attack animation without actually using the Beam ability
Fixed a bug which caused damage colliders to remain active after Tentacles were killed
Desert Boss
Fixed a bug which caused the Breathe Fire beam to not render some times
Made the Bite snap sound match the animation more closely
Breakables in the approach to the fight now spawn a fixed amount of hearts and scrolls
Final Boss
Breakables in the boss arena now spawn a fixed amount of hearts and scrolls
So this is it! Here it is! Day of launch!
It’s been a tiring, but very productive couple of months since our last update. We’ve been working around the clock, evenings and weekends, with late nights that often turned into early mornings, doing all we can to make Pylon: Rogue a game we would want to play. We can proudly say that it is.
We’ve gone over every possible detail that contributes to the look, feel and fun of the game and even we can’t believe how far the game has come.
In the past three months, we have:
Made significant improvements to the world design, character designs and special effects
Improved world navigation, play control and feel
Added a layered, yet simple combo system and/or new special abilities for all characters
Added a host of new enemies to provide more intense and strategic combat
Completely reworked Boss Battles (we went back to the whiteboard on all of them)
Balanced the experience from run to run (not an easy task on a Roguelike)
Carefully shaped each character and weapon set to have distinctive play styles
Additional Content coming soon:
Rokk - Ice Form
Ms. Underhood - 2 Weapon Sets
Killyana - 2 Weapon Sets
In the end, we believe Pylon: Rogue is a Roguelike that most action gamers will easily pick-up and play, but to make it to the end, you will have to learn the nuances of combat and make wise decisions in the gear you chose though your runs. Even better, the choices you make and the gameplay skills required are different for each of the heroes and each of their weapon sets. Everyone is sure to find a favorite, but they are all equally fun in their own right.
May you have as an intense and satisfying experience playing Pylon: Rogue, as we did making it!
Tim Walker
Studio Director
Gearing Up for PAX West and 9/21/17 Release
We have FINALLY set a firm release date of 9/21/2017 and have increased the dev staff to ensure that we give you the most polished game we can by that date. In the meantime, we would like to show our thanks for Early Access supporters with an update.
This update includes:
New overworld map system, providing better sense of progression
Three weapon sets to choose from for each Hero
New “Ultimate” ability for Moneydin “Dual Shield” config
New cave levels
New enemies
Final Boss
Early story scenes
Rebalanced Health and Scroll drops
To be expected, adding all of this new stuff did introduce some new bugs, and we have had to temporarily disable the Champion Enemy encounters to prevent stalls to progression.
We are currently in the process of experimenting with more open level-layouts, for a more exploratory feel, and focusing on game feel and play balance.
Have fun with this work-in-progress build, and if you are going to PAX West 2017, swing by Booth #6816 to check out an even closer to complete game!
Patch #4 Out In inprogress Branch!
Hey everyone! It's been a while since our last game update, but hopefully this will be worth the wait!
We've added an entirely new desert environment to the game, with new enemies and maps to explore. In addition, several new systems have been added including weapons and armor, a sprint mechanic, and a reworked stat system to inject a little bit more of that ARPG feel. On top of that we are using a new version of the engine, which provides significant improvements to performance and rendering.
Currently the desert environment is not completely finished, but it is fully playable and pretty stable. The current build has been uploaded to the beta branch for anyone that wants to jump in and try out the new content a little early. Of course you can always wait until the content is finished and bugs have been squashed before jumping in, but we do appreciate any feedback on the build you may have!
Head on over to the discussion forum to check out the patch notes, as well as get instructions on how to opt in to the "inprogress" branch if you're not familiar with the process. The patch notes thread will be updated as we finish up the desert environment, and the build itself will of course be updated along with it as content is added.
Development Update - January 20
Hey everyone!
It's been a while since our last post, but we are hard at work on a rather large update we're looking to release in March. The update will add significant performance improvements, and an entirely new environment – the desert – and everything that goes along with it: new enemies, new bosses, and new items.
In addition to this, we are looking at some changes for character stats and item drops that can be made to improve the flow of the game. Most notably, we are planning to add some new equipment slots for weapons and armor that can change the playstyle of characters in unique ways.
Of course, these changes are still being evaluated and are subject to change, but we will have more information as we move forward with the update in the coming weeks. Stay tuned!
-QuantumSquid Interactive
From The Shadows: Update #3 Released!
Update #3 has officially launched on the main branch for Pylon! This update comes with a new character, 10 new items, and bug fixes.
New Character: Assassin
The assassin is a melee character focused on critical hits and high mobility. Her charged attacks cause targets to bleed, and she gains additional crit chance when attacking bleeding targets. Her Shadowstep ability lets her quickly dash away from danger, and even slows time for enemies while dashing. If that wasn't enough, her special ability, "Dark Bomb", slows all enemies in range, and causes them to bleed for critical damage!
Patch Notes:
New Character: Assassin
basic attack has additional crit chance on bleeding targets
charge attack deals crit damage as bleeding damage over time
defensive ability allows swift movement for a short duration, while slowing time for enemies
special ability causes all enemies in range to take critical damage as bleeding damage, and slows them significantly for a duration
10 New Items
8 trait items
2 equipment items
redesigned "Bags Of Empty Space": now called "Medicine Bag"
chance when hit to recover health over time
slightly adjusted stats of all characters
golem's Charge animation now scales with attack speed
added tooltips to some debuffs
all locked items now show their name, description, and unlock requirements
fixed a bug causing some items to not unlock despite meeting requirements
fixed a bug causing bleed debuffs to do significantly more damage than intended
fixed a bug causing character menu to sometimes not fade out properly
fixed a bug causing save games to not load properly if certain trait items were picked up
fixed Cat Tail Necklace unlock condition (before it did not reflect the tooltip)
fixed incorrect proc rate on Invisibility Cloak
misc tweaks and fixes
A Whole New World: Update #2 Released!
The second major update to Pylon: Rogue has been released! Dubbed "A Whole New World",
this update adds 10 new items and improvements to the world map, such as a dedicated shop button, streamlined paths, champion enemies, and more!
Patch Notes:
Added Champion Enemies
champions have a chance to appear on the world map after completing a level
if you and a champion occupy the same node on the map, you are teleported to an arena to fight
once the champion is defeated, you are rewarded with a chest containing better-than-average loot
Added 10 New Items
Added a button that can be used to travel to the shop while on the world map (the shop no longer spawns as a level on the map)
Added a widget to the world map HUD that indicates the number of rooms and locked chests in a level (must be standing on the level node)
Removed some redundant nodes from world map generation
The boomerang is now 300 gems at the shop (down from 400)
Fixed a bug causing some characters to inflict twice as much damage on a crit as intended
Fixed a bug causing some locked items to not track their progress toward unlocking
Frozen enemies no longer animate
Misc minor bug fixes
Fire and Ice: Update #1 Released!
The time has finally come and the first major update for Pylon: Rogue is now available: “Fire and Ice”! This update adds the Golem, rebindable keys, new items, and more!
The Golem is a new playable character that can shift between stone, fire, and ice forms at will. When in fire form, enemies have a chance to be ignited, and when in ice form, enemies have a chance to be frozen. The stone form has a chance to cause ignited enemies to explode, and frozen enemies to shatter, dealing extra damage!
Patch Notes:
Critical Hit Damage is now a separate stat that determines how much bonus damage is applied on a critical hit (previously, a critical hit was treated as double damage)
New character: The Golem
Switch between fire and ice forms at will.
Combo your attacks: Fire ignites enemies, stone makes ignited enemies explode. Ice freezes enemies, stone shatters frozen enemies.
4 New Items
2 items to increase the new crit damage stat
Frost Boots: Leave behind a trail of ice that slows down foes, and sometimes freezes them
Fire Boots: Leave behind a trail of fire that ignites enemies
Rebindable keys: Don't like the default control scheme? Change it!
Added “Ability Modifier” keys 1 and 2 to controls
used by the Golem for switching forms (default LT and RT on controllers, Shift and Control on keyboard)
Added options to change the input API (default, xinput, and/or native)
Added a toggle to general options to make interacting with objects instant
Added a toggle to enable or disable the character turning with the camera
Bug fixes
Steam Release!
Pylon: Rogue is available now on Steam! Get started in taking down waves of ferocious enemies, collecting loot, and unlocking cool items as we build more and more great features. In the coming weeks, we will have stability fixes, rebindable keys and even a new character. In the meantime, enjoy the challenging levels we have available.