Rogue Continuum will be transitioning from Early Access to full release next week
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
Minor Patch update 4.92 is live
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
Patch update 4.90 is now live
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.
Rampage Rufus: Basically his chainsaw had quite a bit of burst damage, but currently the length of time he could use it in one shot was slightly too much. We increased the rate of which the temperature overheats by 20%, so essentially you'll have to let his chainsaw "rest" 20% earlier than before.
Increased chainsaw temperature rise rate by 20%.
Destructobot: Destructobot needed a slight buff to his attacking abilities. Although Destructobot is supposed to be a tank (lots of defense but slightly less attacking abilities), we felt that his current attack abilities were a bit lower than needed.
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.
Rogue Continuum is now complete with final chapter!
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.
Asteroid battles incoming!
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
Steam Trading Cards are now active
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
Minor patch update is live
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.
Trading cards, badges, Steam profile backgrounds etc. are being finalized and submitted, so we'll let you know once those are in the system.
Enjoy!
regards,
-William
Minor build update to be released tomorrow
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).
In addition, as mentioned last week, we're working our Steam Trading cards, badges and profile backgrounds, and are almost done with them :)
I hope you all have been enjoying the game so far, and we're looking forward to getting these updates out to you soon!
regards,
-William
Power Up build is now live
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.
Ownage Olga
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.
Rampage Rufus
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.
Destructobot
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.
These new abilities unlock at hero levels 12 and 18 respectively (you still have to put at least one skill point in them from the armory to start using them).
For the next couple of weeks, we’re going to focus on some of the additional items promised to the players, such as trading cards and other stuff like having volume control for sound and music, as well as some bug fixes.
Let us know what you think of these new abilities. Happy hunting!
Regards,
William
All heroes' new abilities will be available tomorrow
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!