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

Rogue: Genesia

Hotfix 0.9.0.1d

Fixes



  • Save issues for save coming from 0.8 version

Hotfix 0.9.0.1c



Optimisation



  • Greatly Improved Start-up time
    from 7-12 sec to a 2-4 sec in vanilla
    from 15-18 sec to 3-5 sec in modded
  • Greatly reduce lag when switching page in Soul-card List
  • Minor reduction to lag in many menu in the encyclopedia
  • Removed regular lag spike caused by game saving
    This is a long running issues, no one until today reported this issue correctly so I couldn't properly investigate and fix it until today.


Fixes



  • Death aura talent minor description issue

Hotfix 0.9.0.1b

QoL



  • Card Rarity drop chances now display the actual chance to drop a card of set rarity


Fixes



  • Avatar skin not displaying the right name
  • Snow biome tree being in all biome by accident (why no one reported it and I noticed it in a video?)
  • Average not banishing Persistence
  • Crit Chance and def shredding missing their percentage


Optimisation



  • Improved Stats menu performance when quickly hovering multiple stats


Modding



  • Modded Avatar skin will now display correct name

Update 0.9.0.1

QoL



  • Synergies and Evolution now has the requirement in the description automatically generated for the actual requirement
    They won't be outdated anymore
    They handle keyword and allow to easily check the requirement without having to check the detail of the cards)
  • Death Scythe now tell you it double it's effect chance when you deal critical damage


Changes



  • Summons now inherit Critical stats from the player
  • Summons now inherit Defense Shredding from the player
  • Summons no longer collide with each other
  • Summons now apply Fire spirit and Thunder spirit effects
  • Flying Golem now benefit from additional projectiles
  • Reduced the maximum speed of knockback from 4 time the monster speed to 3 time the monster speed
  • Reduced knockback decaying time from 0.5sec to 0.33sec
  • Increased Gunslinger monster multiplier from 0.25% to 0.35%
  • Increased Gunslinger Experience Multiplier from 100% to 120%
  • Reduced projectiles speed of Shaman's Projectile barrage ability.
  • Greatly reduced optional objective "kill elite" requirements
  • Changed "True Snuffhead's favourite" challenge name to "Snuffhead's Bane" so players don't get confused between the two
  • Vine no longer apply to Bosses
  • Increased Vine range (from 5m to 8m base range, with a maximum increasing from 15 to 16)


Fixes



  • Collection book description not updated to 1%
  • Vild's Curse Unlock being in B-rank shop instead of C-rank shop
  • Card selection in Event having a bugged UI
  • Thunder spirit on projectiles always dealing 100% projectile damages instead of the displayed value

Hotfix 0.9.0.0d

Fixes



  • Rerolling on a limit break service bugging out card selection
  • Banishing the last card will now reroll the card selection to prevent softlock

Hotfix 0.9.0.0c

Fixes



  • Card tag requirement not working even when validated
  • Checking Icicle, Vine, Ankh or Volcanic fury Card Detail crashing the game during the run
  • Sand Armor having more tag than it should
  • Snuff Head favourite displaying the wrong unlock
  • Clover card missing crit tag requirement

Hotfix 0.9.0.0b


Fixes



  • Removed Debug-rank Survivors mode
  • Controller issues in soul-shop when buying/selling an upgrade
  • Bow talent lvl 0 description

Hotfix 0.9.0.0a



Fixes



  • Level 6 Throwing knife not doing anything

Update 0.9 Release Date

Hello Everyone



I am here to announce that the 0.9 update will be released on August 29th



This also means the price increase will happen on August 29th,
as well as the cat DLC release (which has been ready for more than a month but had to wait for the 0.9 Update).
0.9 is by far the biggest update to date.

What is missing right now?


Content-wise, the update should be ready by tomorrow.

Animation for one of the avatars,
45 sprites for Soul-Cards and artifacts are missings,
Sprite for the 4th zone boss.

Once the content is done,
I'll make some final adjustments to the balancing of a few things,
Then I'll focus on helping the artists I hired to finish the assets in time.

As I don't want to delay the update any more than that:
Animations for the 4th boss won't be ready for the 0.9 update but will come in the following week. (they are not important to fight the boss)
Enemies for the snow forest are pushed for Update 0.9.1.

If the assets are not finished by the due date?


I'll release the update anyway; they shouldn't have much impact on the experience overall and will quickly be patched in during the following days.
I believe the improvements added by this update far outweigh the minor inconvenience due to the missing icons.

And then?


Once that is done, I'll focus my attention on updating the Demo while the Snow forest biome enemies are worked on.
The demo is now very outdated in comparison to the main game, and I feel like it's a bit of a bad showcase of the new state of the game, especially concerning QoL improvements.

Rogue: Genesia, August monthly Dev-Blog

Hello everyone, it's time for the monthly Dev-Blog!



Hiring Pixel-Artist


Looking at the amount of workload left on the artside, I'm looking for yet another pixel-art.
There is no need to have animation skill, I'm only looking for icon and environement props

If you are interested and think you can fit the game art-style, please send an email to roguegenesia@gmail.com.




Progress of Update 0.9


As already announced, Update 0.9 is delayed by a few weeks than I originally wanted.
This set the Update to arround 15 to 22 August.
Update may be pushed again if I see there is a need to, but an announcement will be made for that.

Let's see what been changed since last devlog!

Tooltips & Keywords


This may be the biggest QoL improvement on this update.
Many keyword are now underlined, and by hovering the mouse over, you'll have a short tooltip.


This also work for card and artifact name so you can directly preview them.


You can also directly hover stats in card's description to know you current value, what they do, and what will be the future value.



Stats menu


Stats also got a lot of improvement since last dev-log,
It had an improvement to lissibility over,
It also now display bonus from soul-shop as well as the avatar innate stats

Did I mention you can also hover the card name to directly check the card?


New card design


As some may have noticed in the previous screens, Card got an update to their design.
It get improved visual that should feel a bit more polished that the old flat design.

The new design also leave more space for description and allow the addition of tags list at the bottom of the card.
This also come with a screen selection redesign

While also minor, Weapon card description got a small refactoring that allow for weapon to display any stats they want without having to hardcode them

New endscreen


End screen also got a major improvement.
The new endscreen has a small animation, but more importantly it display a breakdown of your Soulcoin and Talent mastery gain!