Rogue: Genesia cover
Rogue: Genesia screenshot
Genre: Role-playing (RPG), Indie, Arcade

Rogue: Genesia

Rogue: Genesia Bundles

Hello,
It is a new to announce a new bundle with SoulStone survivors, with an extra 10% discount.

https://store.steampowered.com/bundle/51711

In addition, Rogue: Genesia was also recently in bundles with a bunch of other Bullet Heaven game that I haven't made news post about since I was focused on updating R:G.

Brotato


https://store.steampowered.com/bundle/50844

Nimrods


https://store.steampowered.com/bundle/52173

Asgard's Fall — Viking Survivors


https://store.steampowered.com/bundle/52364



Finally, I'll soon write a new dev blog talking about Post-1.0 release, some post-mortem about various feedback and future of Rogue: Genesia, Stay tuned!

Hotfix 1.0.4c

Fixes



  • Semi-auto leveling working

Hotfix 1.0.4b

QoL



  • "Final damage on Weapon" equipment modifier can now be recrafted in a similar way to knight's amulet, allowing the player to choose which variant to use
    This only work when recrafting the modifier, not on first craft



Changes



  • Bonus Equipment quality from slider now scale with log400 of Challenge SoulCoin multiplier, only start scaling after it reach more than x400 soulcoin multiplier
  • Enemy Count Multiplier no longer affect boss's summon count when above 100%
  • Increased Metal transmutation power gain multiplier
  • Blunt Edge
    Defense +1.5 > 3
    Power -0.5 > -2
  • Spiked Shield
    Defense: +0.25 > +0.5.
    Power: +0.15 > +0.2.
  • Steel Skin
    Increased defense by 1.5 > 2.
    Now increases defense by 20% (non-recursive).
  • Stalwart Shield
    Defense multiplier: 10% > 15%.
  • Scented Jar:
    Defense: +1 > +3
  • Yeti's Heart
    Defense: +0.5 > +6.
  • Fold
    Defense: +1 > +3 defense
  • Moon Shield
    Defense Multiplier: 25% > 20% (now recursive).
  • Turtle
    Defense: 2 > 4 defense.
    Defense multiplier 100% > 75%, (now recursive).
  • Flesh Armor
    Defense Multiplier: 10% > 15%.
  • Castle
    Defense 1 > 10
  • Fortress
    Defense: 3 > 5.
    Defense Multiplier 50% > 30%, (now recursive).


Fixes



  • Auto-level up not working if you already had multiple level to use
  • Blood Syphoon FX opacity not being right
  • Blood-handed nerf to corruption gain only being applied when loading the run
  • Blood Bath giving less corruption that it should
  • Health being set to lower value (notably at the end of stage after picking a card)
  • Planar reflection in B-rank survivors mode not being disabled on lower video setting
  • Anti tier item not dropping anymore

Hotfix 1.0.4a

Fixes



  • Auto-Level up not working when having more than 100 level up.
  • Not being able to scroll in console (and other console related navigation)

Update 1.0.4

QoL



  • You can now rename your loadout
  • In game console, pressing tab to validate a suggestion now properly refocus the prompt field
  • In Game console, you can no longer interact with the game with your mouse
  • In Game Console, disabled all keybinds


Changes



  • Another Mythical XP gain modifier nerf
    Helmet base from 1.5% per level to 0.55% per level
    Secondary modifier base from 0.8% to 0.275%
  • Increased Death Scythe damage scaling on weapon level-up
  • Death scythe now increase damage dealt to boss by all Physical tagged weapon
    Damage increase by 10% per level of death scythe
  • New stats Value: "Equipment Efficiency" which affect how much of the equipment effect are applied
  • Snuffhead's bane soulcoin gain scale MUCH better with challenge level
  • Rooted Cubbed soulcoin gain scale better with challenge level
  • Rooted Cubbed no longer disabled equipment
  • Rooted Cubbed now reduce Equipment Effciency by 90%
  • Challenge maximum step level increase by 1 every 20 max level completed
  • Soul expansion at high level
    Starting at level 100, %xp gain is reduced by level/100
    The xp scaling from XPGain also get reduced after level 100
  • "Final Weapon Damage" modifier now increase see it's effect increase by 10% per player level (additive)
  • GREATLY increase enemies damage, defense piercing and defense scaling on loop
  • Protective Field active now scale based on player level, not on card level
  • Protective field passive cannot reduce damage by more than 99% of the attack value
  • Blood Handed nerfed:
    Increased max corruption for lose from e38 to e308
    Reduced corruption scaling from enemies, elite and boss
    Enemies spawned by boss that you HAVE to kill no longer increase corruption
  • New Hardmode Challenge - Blood Bath
    Basically hardmode version of Blood Handed
  • Blood handed can now be leveled
  • Blood handed and Blood Bath max corruption is reduced when the challenge is leveled up
  • Further increased Corrupted enemies xp drop
    Multiplied by 5^(2+0.5*Zone)
  • Added a new equipment main modifier for Accesories
    Mythical Enemy count modifier, x1.25
  • Added 3 new equipment secondary modifier for Accesories, Light armor and shield
    Legendary Stage Objective, x0.98
    Ascended Enemy count modifier, x1.1
    Ascended Stage Objective, x0.95


Fixes



  • Equipment soul-coin cost being infinite after e38 (instead of e308)
  • You cannot own infinite soulcoin (previous infinite value loaded from save will be set at e38, and if value reach infinity now, it'll be saved as e308)
  • Loop scaling being... way higher than it should
  • Minor display issues with some stats (especially Damage mitigation when very close to 1)
  • Death scythe instant kill effect working on boss
  • Blood Syphoon passive affecting bosses
  • Interdimensial Rose damage %hp affecting bosses
  • Loop button not being selectable with gamepad
  • Throwing knife not being disabled when disabled


Modding



  • New GameEvent - GetEquipmentLevel(Equipment,IntValue)
    Used to calculate the effect of an equipment
  • New GameEvent - GetEquipmentTier(Equipment,IntValue)
    Used to calculate the effect of an equipment
  • New GameEvent - GetPlayerLevelForEquipmentScaling(IntValue)
    Used to calculate Player level used by equipment

Update 1.0.3

This update likely broke many mod


Due to the nature of the update (basically changing half the codebase), it make many mod completely broken.
Make dure to disable them to avoid issues until they are properly updated.

Major Changes



  • Huge rewrite of the whole stats system to move onto double precision float instead of single precision float
    The reason behind it was to fix Blood Transmutation
    This mean 10^38 is no longer "infinity" (now it is 10^308), there is some place where 10^38 will still be infinity
    And no this wont change the requirement to reach infinity in survivors mode


QoL



  • Added a Max and Min button to challenges level
  • Added an "Optimise Weapon Modifier" button to weapon tab, that will realocate modifier in what the game think is an optimal way
  • In the stat menu, equipment name can be hover to see the equiped item
  • Improved gamepad navigation in challenge menu
  • Imporved Challenge menu visual to make selected rank and hardmode selection more obvious
  • Added Max and Min button in challenge menu
  • Added tutorial about challenge and corruption slider
  • Damage number now support MUCH higher numbers
  • Changed Equipment modifier with "Multiplier" effect display in forge to be the same as tooltip (and be more precise)
  • Atats over on a card selection now highlight which part are changed by the card
  • Auto-recycled equipment are now also recycled on the reward creation (so it no longer appear in the rewards list)
  • Modifier list on weapon and at the bottom of weapon tab are now scrollable
  • Increase Emissive of stage icon during stage selection


## Changes

  • Accelerator multiplier is now more important at lower speed, and less important at higher speed
    This is a nerf to accelerator allowing infinite damage with thermodynamic (and also causing a few other bugs)
    New formula also buff accelerator when speed is bellow 100
    new formule is `NewIncrease = BaseIncrease / Max(.1,sqrt(CurrentSpeed/100))`
  • Reduced Hive mind kill requirement in bestiary
  • Unstable Core now also slightly increase Delay between dash
    Increased by 5% multiplicative per stack
  • Bonus Equipment Quality from loop now scale with number of zone per loop
    F-rank loop only increase Item quality by 0.5
    E-rank loop by 1
    D-rank loop by 1.5
    C-rank loop by 2
    B-rank loop by 2.5
    A-rank loop by 3
    Additionally, the increase in quality per loop is multiplied by log16 of Challenge bonus SoulCoin (x1 if soulcoin mult is at 16 or less)
  • Reduced scaling of "Multiplier Per Level" equipment from equipment tier
    Formula changed:
    from BaseMultiplier^0.875 + (0.05\*(ItemLevel-1)) +0.125\*ItemTier
    to BaseMultiplier^0.9 + (0.05\*(ItemLevel-1)) +0.1\*ItemTier
  • Unlocking Equipment system will give one equipment from each completed challenge that have unique equipment.
    Tier is equal to world rank of the challenge, and level is random from 1 to 10
  • Reduction to Xp Gain per level secondary modifier
    From x1.01 base value to x1.008
  • Loop scaling become more aggressive the more loop your do
    Formula: scaling^(0.95 + 0.05 * loop Count )
    Max loop in each rank:
    44 loop in F-rank
    29 loops in E-rank
    22 loops in D-rank
    19 loops in C-rank
    16 loops in B-rank
    14 loops A-rank


Fixes



  • Precision issues causing Blood transmutation to set health to 1 (or other incorrect value) when max health was getting greater than a few Trillions
  • Blood transmutation bonus damage not properly scaling off the health loss
  • Accelerator causing lag on Thunderstaff and evolution when speed reached infinite values
  • Low hp effect being sometime displayed for a single frame with certain combination of effect being applied to max health
  • Obtaining a card capping current health to max health without final bonus to max health
  • Pressing card information in shop not working
  • Having to hover equiped item twice for the tooltip to properly being displayed
  • Give card to villager causing stutter on card hover (also added hovering on card name to see actual card)
  • Altar Tutorial not triggering
  • Tutorial text sometime overflowing from windows
  • Blood Syphoon not being affected by projectile opacity
  • Reactive trigger not triggering Throwing Knife
  • In Hero mode, equipment staying locked after starting a run
  • Player no longer update during a boss cutscene (like talent consuming charge)
  • Automatic level-up causing Boss health bar to sometime appear
  • Corruption can no longer become negative
  • Purification can no longer become 0 or negative


Modding



  • Added an API to help on addition of custom keybind


ModOption.MakeKeyBindFromModdedBindingData(string displayName, string actionName, List moddedBindingInfo, string category)

ModOption.MakeKeyBindFromPath(string displayName, string actionName, string InputPath, string category, bool gamepad)

ModOption.MakeKeyBindFromKeyAndGamePad(string displayName, string actionName, string Key, string PadButton, string category)

ModOption.MakeKeyBindFromKey(string displayName, string actionName, string Key, string category)

ModOption.MakeArrayBindingInfo(List moddedBindingData)

ModOption.MakeBindingInfo(string InputPath, bool gamepad,int bindingIndex)

ModOption.MakeBindingInfo(string InputPath,bool gamepad , string modifier1, string modifier2, bool isComposite, Vector2Composite.Mode mode, List compositeSubBindig,int bindingIndex, string processors)

ModOption.MakeKeyBindComplete(string displayName, string actionName, InputActionType actionType, CompositeBindingType controleType, BindingInfo[] inputBinds, string category, bool rebindable, bool rebindableOnlyForGamePad, bool disableDuringPause)

Hotfix 1.0.2c4

Fixes



  • Fixed half of the Visual Effect being bugged and causing lag due to error spam in logs

Reverted back to 1.0.2b

Reverted back to 1.0.2b

Hotfix 1.0.2c2

Fixes



  • Cursor being stuck at the center of screen (and causing issues) on gamepad
  • Game not starting when playing in french
  • Some weapon modifier having Brazilian localization for their name

Update 1.0.2

QoL



  • Added Ordering by Level requriement in inventory
  • Reselecting the same ordering mod inverse it.
  • Added a tracker to plushies pledge
  • Added In game patchnote, those can be accessed in the top right
  • Modified how filtering is applied in inventory to make it much easier to use
  • Added different type of ordering to the Inventory
  • Added an option to ignore Unique item from Auto-recycling
  • Added the possibility to directly recycle an item in the reward screen
  • Equipment are now the first in the reward screen list
  • Added a new option that contain the cursor inside the game windows
  • Improved Fuuma shuriken visual


Balance changes



  • Reduced Void elemental damage scaling (from +75K per stage to +35K)
  • Slightly increase A-rank, B-rank and C-rank difficulty
    There has been a major feedback about mid/late run difficulty being too simple, especially starting on C-rank, this aim to make the game slighly more challenging
    Overall slightly increase most enemies health, especially in later zone
    Vampire Queen and Void Primordial are unchanged In A rank (as I believe they are already difficulty enough)


Changes



  • You Cannot swap equipment during a run in Hero mode
  • Increased Fuuma shuriken size
  • Unstable core no longer apply charge on anachronistic Dash Charge consumed
  • The equipment are saved in the save file.
    This change only affect profile in Hero mode, Normal/casual mode are unaffected by it.


Fixes



  • Antique Moon causing error in French localization
  • Bonus drop-chance to modifier you haven't learned, wasn't applied
  • Knight pendant not properly removing it affect between games
  • Rooted and Rooted cubed not being properly applied (still used the previous formula)
  • Thunderstaff not properly applying crit nor having the crit tag
  • Jaald Amulet not dealing crit damages
  • Brawl dealing damage during anachronistic even without Synchronous Brawl