Hello everyone! It is with great joy that I can announce that:
Rogue: Genesia early access is now released!
I would live to express my thanks to all the closed beta tester and all player overall which helped me to fix bugs and improve the game with their suggestions and feedbacks!
This is just the beginning of the journey, the game is still pretty rough as of now, there is so much improvement and content I want to add into the game (and would like to add before the release that I couldn't). However, I think the game is now ready to be played by everyone.
So, what is coming next?
This game is still in his early days, Early Access just started, and there is a ton of stuff, content and mechanics I want to add into the game
The first week following releasing
I want to focus on fixing bugs people will encounter, and making small improvements and fine-tuning to improve the experience as best as possible.
Following month
I'll start working on the D-rank worlds, adding a third zone, adding some enemies mechanics (elite having passives) and adding more weapons/artifacts and soulscard that couldn't fit into the release time-frame. The open beta (which will be accessible to anyone using Steam branches) will have very often update (likely one minor update every day/2day) until the content/version of the game is stable enough for a Proper update to everyone.
And the rest?
I would like afterward to add 2 new mechanics into the game :
Meta-Talent system: Each weapon will have a talents linked to them, using said weapon will improve the talent, which will grant the weapon some bonus. You can only equip one talent per run, this allows you to choose which weapon you start your run with. Each talent also unlocks an "ultimate" ability linked to the weapon that Rogs can use that will charge over-time. (This may change a bit, like equipping multiple talents at once, but only the first one set your weapon/ultimate ability)
Avatar system: Each run, players can choose different avatars for rug to incarnate into, each avatar will have different skin, bonus and penalty. They will shape even more you build in the way you want!
Of course, working on others worlds ranks, additional weapons and passives!
2 Days left before the Early Access release of Rogue: Genesia!
Only 2 days left before the release of the Early Access!
Game is coming out the 19 September!
I want to thank everyone of you for your interest in the game and for the multiple feedback you all shared that helped Rogue: Genesia to reach Early Access!
Main changes from the demo
E-Rank world
A new difficulty available to you, this one containing 2 zone, the forest you know pretty well now, and the desert biome, where you'll find cactus you better not touch!
F-Rank Survivors mode
Survivors mode is a mode lot of players asked for, where you have to survive as long a possible, a special elite spawns every 5 minutes, and 2 bosses will spawn at the 15 and 30 minute mark each of them dropping powerful artifacts! If you reach the 30 minutes, then it's the beginning of the end, as you'll face as an ever lasting army of growing monster, up to your demise!
Unlocks and Achievements
You won't start with every weapons, and artifacts unlocked from the start, you'll have to accomplish achievements, most are pretty easy, some other are actually hard to obtain.
2 new Soul-shop tier available !
E-tier and D-tier soul-shop are now open, unlocking some new very powerful upgrade! D-tier is mainly there for the people who like to farm the game out as it's a bit too expensive since there is no D-rank world yet.
Ton of new contents
Limit break Services, 2 new weapons, 3 weapons evolutions, 20 additional passives, new boss and few new enemies, a few more artifacts,
More details about the future of the game will be shared with you on the release day!
Update 0.5.1.0
Game's Early Access is launching on September 19!
This is a big update to the demo, adding a few feature from the closed beta into the game, but mainly most of the improvement.
Meta-Progression
While very limited compared to the full game, this should give you a small taste of the meta-progression system You earn soul-coin while playing the game, coin count depend on your Soul-Level, gold, stage completed, killed monster and if you finished the game.
New Soul-Cards
there is about 10 new soul card available in the demo Experience, Projectiles, Attack speed, Critical builds.
New weapon : The Shuriken
A quick and low dealing damage weapon that target the lowest health enemies.
Map Pin
you are now able to place pin Anywhere on the map to help in your path decision making
Huge balancing
Most weapon got balanced to make them a bit more fair compared to each other, boss's health also got nerfed
Over-kill
This update also bring an Over-kill mechanic into the game, Ennemy killed with damage greater than 150% of their health and 3 drop double their experience!
New Stage : The Swarm
You may notice a new stage type appeared in the game, the Swarm, and dangerous and unique stage that only appear near the end of the run. It get increasingly difficult fighting a swarm of thousand of enemies.
New Shop Mechanics
Reroll your shop ! You can now spend your money to reroll the shop and get a chance to better Card or artifacts
Stats Menu
You can now check your stats over all your runs, accumulated damage from your weapons, Enemies killed ect... Achievement are disabled on the demo.
Lot of bug fixed
Early-Access Content and Features
Content planned for the Early-Access release for early September
Meta-Progression
This is the most important feature to come. Each run will bank a certain amount of Soul-Coin based on how many enemies killed, gold collected, and how far you went, extra can be gained from the boss and having a multiplier based on the World Difficulty. The upgrade will be very diverse, going from simple stat upgrades to some more exotic one like removing Question mark over those elite fights, or making elite fight drop artifact.
World Difficulty
Meta progression, adding a lot of power to the player, it is important to find a way to keep the challenge up (without just making the early game ultra-boring). For the early access, there will only be 2 difficulty available, Class F and Class E
Class F will be about the same as the demo in term of difficulty and length. Class E will introduce a whole new zone, new enemy type, and over-all more dangerous. Every time you beat a new difficulty for the first time, you'll unlock the new upgrade in the soul shop!
Achievements and Unlocks
The Early Access bringing a lot of new content: Weapons, Soulcards and artifacts, many of them will be locked and won't drop in the game, you'll need to achieve some task to unlock them, they will be linked to Steam achievement.
After That?
I have a lot of new content and entire feature to add to the game after the Early-Access release. More detail about this and a roadmap will be delivered after the Early-Access launch!
Hotfix 0.5.0.5
Hotfix0.5.0.5
Change
Increase the Elite Exp drop
Increase to the magic wand damage scale : 0.5 > 0.6
Increase Kunai damage scale : 0.5 > 0.6
Increase Kunai Attack speed
Hidden Achievement is a bit simpler to obtain (90 > 120)
Fixes
Elite dropping more and more exp as you kill them without restarting the game
Slay the elite with Survival time having an ever increasing enemy count after the time been reached
CrossHair color Blue and Green being inverted
Optimisation
low Quality user should notice significant performance improve in main menu, stage selection and a lot of other non-combat moments
Hotfix 0.5.0.4
Hotfix0.5.0.4
Change
After popular request, I'm reducing elite monster health by 25%
Once you complete the secondary objective of an "Slay the Elite" fight, the elite will take triple damage from all your attack, to avoid fight lingering for a looonnng time
Sligthy nerf boss move-speed
increase to Fractal drop-rate
Fixes
Thunder staff doing 25% of normal damage
Update 0.5.0.3
Update 0.5.0.3 Key Binding and Balancing
QoL
Added Key rebind
Slighty changed Penetration description so people don't confuse it with armor penetration
Slighty changed AreaSize description to make it a bit more clear
Added 2 Steam Achievements
Change
Thunder Staff projectile now spawn on character and get in orbit instead of directly spawning in orbit, they deal 25% damage when they are not in orbit
Increased Swordrang Damage : 0.5 > 1.0
Decrease Swordrang Damage scale per level : 0.25 > 0.2
Increased Swordrang base Piercing : 2 > 4
Increaser Swordrang Piercing scale : 1 > 2 per level
Boss now take 1 damage per attack when burried underground instead of no damage
Reduced Monster count on the boss stage
Reduced Boss phase 3 buff duration to give a little bit of breathing space
Performance
Improved GPU performance in the level selection on Lowest quality
Fixes
Thunder Staff description.
Pressing escape/pause when in the confirmation screen not closing it.
Know Issues
Not Being able to change resolution with the gamepad
STEAM DEMO RELEASE !
You can now play the demo of rogue:genesia on steam for free
simply go to the steam page and click "download demo"