Rogue Earth cover
Rogue Earth screenshot
Genre: Strategy, Indie

Rogue Earth

Playtest update version 0.2.7

It has been a while since last update, and bunch of things changed outside the game, hence the delay to original plans. There are good news and bad news.

Bad news is I got lot less time than I expected in last 3 months, and more importantly my motivation for completing Rogue Earth in original scope is pretty weak (and it has multiple causes).

Good news is that I continue working on the game, and delivered some minor additions (see changelog below), and I have found more motivating angle to this project: I will rework current game to become purely solarpunk themed city builder. I already had some of its ideas there (not knowing about the genres existence), so it will not be such a drastic change. And at some point, I could even reintroduce Rogue Earth scenario into some game scenario. It will come with its own challenges, and necessary changes, but it is something I am willing to put enough effort into.

Version 0.2.7

Feature additions and changes:

  • New tile info panel - now you can click on any tile to get more details about what is there. It is most useful for structures at the moment (shows basic info, statuses, allows demolition).
  • Improved UI panel controller and animation system for them + revision of existing UI setup.
  • Cleanup of terrain change and modification code, so it is more open to future terrain type additions and bit faster.


Bug fixes:

  • Frozen field production switch now works dependent on Frozen and Operational status, and not simple addition and subtraction.
  • Removed redundant Morale calculation and fixed load steps order to get proper effect on Global production factor.


Playtest update version 0.2.6

With the start of October, there is update 0.2.6 coming on Steam.
I have put over 12 hours into it last month, and I have to say, it is just about the right amount to deliver it on regular basis in parallel to fulltime job. It is enough to be pleasurable distraction, but not too much to become tiring.
So I believe I can continue with this pace, and you can expect next update in a month.

Feature additions and changes:

  • Solar plants can be now placed next to each other, without need to be connected by road
  • New Concrete plant building design (finally!) + production decrease to align with other buildings
  • Production and Money related effects from policies are now functional (not balanced though)
  • Reworked morale calculations related to global production bonus


Bug fixes:

  • Fixed morale and global production factor save/load functions
  • Goal failed penalty not giving policy points anymore, but removes them (max to 0)
  • Capped disease spread effect to 100 % and Population now cannot go to negative values (thanks to Deep_Fry_Ducky)


I cannot guarantee it will be save file compatible, as there were changes to save/load functions.

Thank you all for keeping an eye on the project, and for the discussions we had and reports you made.
Be well.

Playtest update version 0.2.5

Hello everyone,
I have been working on reported bugs, and also some feature and change requests in past weeks. Have to admit I have not spent as much time as I planned or wanted, but still done a couple things.

Feature additions and changes:

  • Endless mode - you can play as long as you want - temperatures changes regularly each year switching summer to winter and back, and all the visuals with it
  • Guide/Tutorial is available next to resource panel under question mark button - it explains most of game mechanics and concepts
  • Resource overview panel now fits higher values and visually connects resource stockpile and balance
  • Game pace has been doubled, so it will feel faster than before (this is temporary change before I introduce game speed option)
  • Slight changes in buildings costs and production for more smooth experience
  • Space key now switches pause/unpause game and Esc opens game menu
  • Added cross X marks for closing some panels as alternative to right click
  • Added placement fail sound
  • Changed some notifications descriptions for clarity


Bug fixes:

  • Added and improved checks for "electrified" and "hub connected" warn markers, so they no longer show when that status is not true
  • Road demolish highlight no longer stays on roads after deselect
  • Central hub entrance road is no longer placeable next to mountain or map edge
  • Concrete plant can be built on snowy rocky terrain again
  • Empty goal prefab no longer shows in optional goal selection choices
  • Fixed few old or missing images


There are still some known bugs left (for example electricity values, or more random types), and maybe I have introduced new ones. Either way, I will be glad if you take a look and let me know whether everything works alright or not.
And also I still have some suggestions to implement into game, which I will in following weeks.

Many thanks to all of you who reported bugs, written suggestions, and discussed it with me. You helped to make this game better.

Enjoy updated Rogue Earth.

Rogue Earth Playtest

MAJOR UPDATE for ROGUE EARTH Playtest
Builds 0.2.2 - 0.2.4 containing:

1. VISUAL ASSETS OVERHAUL - I have made new designs or reused my older versions to assure there will only visuals assets which I made myself, and also to distance from Kurzgesagt's style (funny story).
These visual assets changes include:

  • 8 redesigned or new buildings
  • 10 redesigned nature and terrain objects
  • 5 UI and other redesigns and several minor changes
  • new temporary logo


2. BUG FIXES and MINOR CHANGES - There have been couple of minor bugs and bigger annoyances I have found since last testing, some of them coming or been uncovered by visual changes. And also I have added or changed few things in game:

  • Adjusted building costs, resource production and build times to make the game more challenging and each building construction more important
  • Adjusted some of the UI text and image panels to fit better
  • Fixed roads placement replacing terrain even if loaded
  • Fixed trees prefab changes to proper types
  • Disabled animation rotation transfer between prefab switching before I fix it
  • Disabled huge mountain generation since there is no image for it anymore
  • Added gradual temperature changes based on days of game passed matching seasons
  • Added timed event after 365 days to end playtest
  • Added social media links to main menu, if you wanted to give feedback on game
  • Added credits on main menu, mostly to due to legal need to credit music tracks


3. MUSIC REPLACEMENT - I have replaced three original music tracks made for the game with selected 7 music tracks from several authors (under commercial use copyright).
It is hard to replace something custom made, but I have searched through many tracks to find some good fitting one, and I am content with how it turned out.

FUTURE
Rogue Earth is in strange living dead state, where I will make polished as possible for the playtest during August, but at the same time I do not plan to continue its development in serious manner. Or unless it reaches some good traction and lot of wishlist on Steam (10k at least). And surely it can happen as it is almost at third of that number. Not sure when though.
Thank you for reading this update, hope you will enjoy playtest when it arrives to you.

Additional Playtest content 0.2.1

Main changes in Rogue Earth playtest v0.2


  • Additional goal types
  • Optimized nature models to reduce GPU load
  • New Mine building prototype model
  • Additional UI sounds
  • Civics renamed to Policies + localization changes

Additional Playtest content 0.2

Main changes in Rogue Earth playtest v0.2


  • Basic sounds
  • New 2 music tracks
  • Adjusted structure prices
  • New intro info events
  • Structure placement UI panel moved