Void primordial will slowly decay it's max health over time (only outside of challenges run) to avoid softlock situation for player that lack damage but have enough survivability
QoL
Console key is now rebindable
Reduced Quickgame, Equipment and Talent tutorial text appearing time in game to 3sec, added a smaller tutorial text to tell that you can check tutorial text in the encyclopaedia
Fixes
Protective Field giving bonus area size
Event that give artifact as a fight reward giving "Item Name" insteaad of nothing
Unstable Core Dash cooldown debuff not being properly removed
Primordial Shard card requiring B-rank instead of A-rank final boss for unlock
Rogue: Genesia 1.0 - Patchnote
Major Changes
A-rank World
Added A-rank world, requiring you to complete 20 challenges before accessing it Added Void Dimension zone Introduced Corrupted enemies, a rare and powerful variant of non-elite monsters. Swarm stage can now appear anywhere in A-rank
B-rank and A-rank Survivors mode
Reactive Card Weight based on player picks
Cards that are not picked multiple times in a row will see their drop weight reduced the more they get ignored by the players. This should lead to the game more properly giving out cards the player is looking for. The reduced weight starts after not picking a card more than 4 times. Picking a card resets its counter.
Run loops
After completing certain events in the manor, you'll unlock run looping. Event: Get more than 500 corruption in the Mirror event in the manor, and you'll have the possibility to break the mirror, which unlocks the loop. After finishing a run, you'll then have the possibility to loop. You start back at the first zone with much stronger enemies and higher XP rewards. Each loop increases equipment quality dropped by 4. You cannot loop again if an enemy has reached infinity health during a loop.
New Challenge
A-rank challenge "Rooted"
Final damage applied to enemies' exponent is rooted (scales with challenge level)
A-rank challenge "Vanilla"
Disable Equipment Disable Talents
A-rank challenge "Blood-Handed"
Each enemy killed increases base corruption by 1 Each elite killed increases corruption multiplier by 10% Each boss killed increases final corruption power by ^1.1 Corruption reduces your damage (Applied after Purification effect) Game over if the corruption exceeds 10^38
A-rank challenge "Soulless Champion"
Disable Soul-Shop
A-rank challenge "Pacifist"
You no longer have a weapon All stages are survival stages Bosses slowly take damage over time You gain experience over time based on the stage you are in.
A-rank Hardmode challenge "Rooted Cubed"
Final damage applied to enemies' exponent is rooted (scales with challenge level) Final damage applied to player exponent is cubed (scales with challenge level)
A-rank Hardmode challenge "Purist"
Disable Equipment Disable Talents No Shop No Card pick-up at the end of stage No Artifact No Events No Chest
New Soul-shop upgrade
F-rank, final damage based on enemy knowledge in bestiary
Each skull on a monster will also increase the damage it takes by 1/2/3/4/5% Unlocked by completing 1% of the bestiary
E-rank, reduced damage based on enemy knowledge in bestiary
Each skull on a monster will reduce the damage from them by 1/2/3/4/5% Unlocked by completing 10% of the bestiary
D-rank, exp drop on enemy knowledge in bestiary
Each skull on a monster will further increase experience dropped by them by 5/10/15/20/25% Unlocked by completing 20% of the bestiary
C-rank, Equipment quality per Bestiary completion
Increase Equipment quality by 0.001/0.002/0.003 per bestiary completion Unlocked by completing 30% of the bestiary
B-rank, power damage scaling based on bestiary completion
Increase Power damage scaling by 0.25%/0.5%/0.75%/1% per bestiary completion Unlocked by completing 50% of the bestiary
A-rank, Equipment quality per Bestiary completion
Increase Equipment quality by 0.0025/0.0050/0.0075/0.0100 per bestiary completion Unlocked by completing 75% of the bestiary
A-rank, Stat boost per challenge completed
Increase Max health, Power, and XP Gain by 1% per challenge completed per level Unlocked by Blood-Handed challenge
A-rank, Soul shop upgrade - Enemy health exponent
Reduce enemy health exponent Unlocked by completing "Rooted" challenge
A-rank, Rarity Reroll Count
Unlocked by completing Vanilla Challenge
A-rank, Soul Coin Multiplier
Unlocked by completing Soulless Champion Challenge
A-rank, Elite Artifact drop chance
S-rank, Area Size
S-rank, Power
S-rank, Defense
S-rank, Max Health
S-rank, Soul-coin Gain
S-rank, Projectile Count
S-rank, XP Gain
S-Rank Enemy count increase
S-rank final damage based on enemy knowledge in bestiary
Each skull on a monster will also increase the damage it takes by 4/8/12/16/20% Unlocked by completing 90% of the bestiary
New Talent
New Passive talent - Soul Expansion
For the first 60 sec (+6 per level) of a stage, gain 1% (+0.1 per level) of your experience requirement per second At level 10, experience gain scales with the log10 of the experience multiplier Unlocked by completing Pacifist
New Active talent - Protective Field
Damage is absorbed by your talent charge before being applied to your character. (After Defense) Each Talent Charge point can block 0.5 Damage blocked is increased by 0.8% per Card-Level. When active; reduce Talent charge rate by 50% Unlocked by killing 100 Protective spirits
New Artifact
Unstable Core
On Dashing, Gain Unstable charge. Unstable charge increases your Damage by 50% but also increases Dash Cooldown by 50% per stack. Unstable charges get reset if no charge is gained within 5 seconds Unlocked by killing Void Primordial
New Soul-cards
Wormhole - Ascended
Upon taking fatal damage, heal you by 25% of your health, and kill the damaging monster if it is a normal monster Cooldown: 60 seconds Exclusive to Void Plane
Gravity Field - Ascended
Greatly slow down enemies and projectiles as they get closer to you Exclusive to Void Plane
Void energy - Heroic
Each missing Talent charge increases your Damage Multiplier by 0.002%. Exclusive to Void Plane
Nullifier - Heroic
Nullify one instance of damage Cooldown: 15 seconds Exclusive to Void Plane
Thermodynamic - Heroic
Increase damage of projectiles based on their speed
Accelerator - Ascended
Every time a projectile hits an enemy, increase its speed by 15% Initial projectile speed reduced by 30%
Energy Conversion - Heroic
When your remaining dash charges are lower than 3, use 750 Talent charge to generate a new dash charge
Energy Production - Epic
Upon taking damage, increase your current Talent charge by 10.
Soul Capacity - Epic
Upon killing a monster, increase your Maximum talent charge by 5% for 60 seconds
Friction - Epic
Moving increases your Talent charge rate by 50%
Energizer - Rare
Increase your Talent charge rate by 10%
Capacity - Uncommon
Increase your maximum Talent charge by 10%
Efficiency - Uncommon
Decrease your talent charge cost by 5%
Goblin's eye - Tainted
Increase Critical Damage Multiplier by 0.25% Unlocked by killing A-rank goblin shaman
Worm scale - Tainted
Increase Defense Multiplier by 0.25% Unlocked by killing A-rank Giant Worm
Bone dust - Tainted
Increase XP Gain Multiplier by 0.25% Unlocked by killing A-rank Necromancer
Magma Drop - Tainted
Increase Damage by 0.40% Unlocked by killing A-rank Lava Titan
Vampire's Blood Drop - Tainted
Increase Max Health and Health Regen Multiplier by 0.20% Unlocked by Killing A-rank Vampire Queen
Primordial's Shard - Tainted
Increase Defense Piercing Multiplier by 0.25% Increase Defense Shredding Multiplier by 0.05% Unlocked by Killing A-rank Void Primordial
QoL
Reworked the Modifier Encyclopedia
Display more modifiers at once, allow searching, and display a bit more information than before, also more inline with the rest of the game.
Reworked the forge menu on how equipment modifiers are crafted.
You can directly choose which modifier to change in the forge menu without going through a separate menu that just added extra menuing. Should also make things clearer to craft modifiers (some players simply didn't understand how to do it)
Added a Tutorial logs entry in the Encyclopedia
Improved modifiers name/category displaying.
Knight amulet allows players to craft any variant of it without any RNG.
Bestiary now displays its completion (in both milestone and percentage)
Vampire queen now has her own music track
Reworked Bestiary description
Added additional tutorial text about Talents, Quickgame, and Equipments
Added tooltip to bindings
Other Changes
After completing A-rank, you unlock the possibility to start seeded runs
Player will no longer collide with enemies and crates during dash
Gargoyle in Manor now has much lower health and damage, but MUCH MUCH higher defense, especially in A-rank
Soul-coin gain from gold is soft-capped after 9999 (about 81 million gold coins)
Soul-coin gain from gold is hard-capped at 99999 (about 10^14 gold coins)
Enemies' levels now properly scale within the stage in a zone in Quick Mode Before, at stage 7 in quick mode, enemies were level 7, now they are level 11, since this is equivalent to stage 11 in normal mode)
Modding
Stage rewards refactorization to be moddable like many other systems.
Enemies can now cast multiple abilities at once, you can use the `MultiCastAbility()` function to cast an additional ability without altering the enemy's behavior
New command "listEnemies" List all enemies alive and their ID New command "dumpEnemyInfo ID" Get info about an enemy with their ID.
Optimization
Improved performance for Infinity end screen
Fixes
Some elites being marked as normal enemies, causing some stages to softlock
Bear Fang & Monster Hunter talent not properly applying their effect on stage start after a game load
Knight amulet displaying the wrong weapon in the modifier crafting menu
Challenge tracker having some challenges being displayed as completed (full bar) when it wasn't the case
Band of Valiance not properly checking if a monster was an elite and never giving bonus XP
Dynamic Difficulty not properly tagging elite enemies
Bear Fang not properly giving the bonus from boss killed
Singularity gland not properly applying its gravity on Elite monsters
Pharaoh fang passive not working on Elite Monsters
Challenge not being displayed in game history
Challenge leveling not displaying the right rank
Necromancer splitting projectiles becoming allied with players after splitting
Procedurally planned objects having double collisions (especially crates since you would get sort of ghost collision until it was destroyed)
Sage leaf cooldown buff duration being off due to corruption
Pause/game menu not opening in Zone Selection
Some enemies not appearing or appearing later than they should in a zone in quick mode
Salamander hide damage being counted as Fiery Dash
Creating new profile not properly resetting bestiary completion
Enemies' defense calculation being done twice for part of damages (that also meant double defense shredding application)
Sloth not working
Vine of Time sometimes stopping working in Rog's mode.
Rogue: Genesia 1.0 release date
Another year, another monthly Dev-Blog!
First off, Happy New Year to everyone!
What’s to Come?
Let’s start with the 2 big announcement:
Rogue: Genesia 1.0 will be released on March 7, 2025, with a 33% discount
Price increase on February 3, 2025, to the game’s final price
The reason the price increase happens one month earlier is due to Steam’s 30-day cooldown period before applying discounts after a price hike.
Additionally, there will be one final Early Access 25% discount from January 27 to February 3 your last chance to get the game at its Early Access price.
Finally, the first beta for 1.0 will launch early of February. As usual, it’ll include placeholder bosses and unfinished graphics, along with the A-rank world.
A-Rank World
The biggest addition in 1.0 is the A-rank world, completing the game’s core content.
A-rank marks a significant step up in difficulty compared to B-rank, serving as the ultimate challenge. I want players to *feel* this escalation. I’m debating whether A-rank should require reaching Infinity in Survivors Mode to ensure mastery, but worry it might exclude too many players. Feedback is welcome!
A-rank introduces a new enemy variant: Corrupted Enemies. rare and powerful variants of non-elites enemies, being a great source of danger, but also of reward.
It also unlocks the final zone:
The Void Dimension
Reactive Card Weight
Cards repeatedly ignored in selections will have their drop rates reduced. For example, skipping a card three times lowers its spawn chance, making desired cards more likely to appear.
Planned Changes
The above changes will debut in the next beta. Other 1.0 goals include:
Improved Equipment Crafting UX/UI
Overhauling the confusing modifier system (especially Knight Pendant crafting) based on player feedback.
Run Looping
Post-B-rank, players can loop completed runs. Mechanics TBD.
Custom Runs
A post-launch possibility: runs with player-defined settings/parameters.
Add a Tutorial menu in the Encyclopedia for revisiting guides in-game.
The usual new cards, equipment, challenges, and soul-shop upgrades.
What’s Missing?
With March 7 approaching, some features may be postponed.
Why releasing on March 7 if the game is not ready?
After the 0.10 update boosted sales, Steam offered a Daily Deal front-page promotion too valuable to pass up.
Daily Deals offer massive exposure for any game, especially critical for a solo developer like me. Passing up this promotional opportunity alongside the 1.0 release simply wasn’t an option.
Steam lets developers schedule Daily Deals up to 6 months after approval. I chose the farthest date (early March) assuming the 6-month window would give me enough time to complete and polish everything for 1.0.
Unfortunately, the second half of 2024 hit hard. Shortly after the 0.10 update, personal matters left me sidelined for months (though it did push me toward a healthier lifestyle, which I’m grateful for).
By October, I was back on track… only to face four back-to-back illnesses and a week-long CPU issue during my only healthy stretch in November/December. Being bedridden piled delays atop delays.
This means February will be a crunch month, with some features delayed to post-launch.
However, I'm still very glad to the state of the game at the moment, and I also know that a perfect game is one that is never released, I initially never hoped for the game to reach this state when I initially started to work on it 3 years ago.
Post-1.0 Plans
I’ll continue updating Rogue: Genesia post-launch, albeit at a slower pace. Ideas include:
Weekly Challenges Procedurally generated challenges that refresh every **Monday**, tied to the date, with leaderboard support. Designed to boost the game’s **long-term longevity**.
Talent Loadouts Save and swap talent configurations—similar to Equipment Loadouts.
Card Pinning (QoL Pin cards in the Encyclopedia to highlight them during selection.
Boss-Specific Equipment Unique gear tied to defeating bosses.
Cursor Menu Rework Revamp one of the game’s oldest menus for better customization and in-game visual previews.
Manual Melee Avatar A dynamic, high-skill avatar focused on melee combat—similar to Gunslinger but using default weapons. A rough prototype of the avatar can be download from this mod I've made
Hotfix 0.10.2.2.a
Fixes
Ending game in survivors in pause menu not dropping equipments
Changes
Stoned challenge starting level is lower for Shop-keeper, equivalent in sum experience to the level 95 on default character
Stone challenge not properly dropping god stone
Update 0.10.2.2
QoL
Challenge now display the unique equipment it'll drop
Changes
New D-rank Hardmode challenge "Stoned" Skip the first 2 zone Start at level 95 without any card Equipment level requirement reduced by 95 Guarantee drop for any of the Basic God Stone
Fixes
Shop keeper level counter always displaying 0
Update 0.10.2.1
Changes
Survivors mode now drop equipment and crafting materials similarly to rogs mode at the end of the run
Fixes
Fixes Necromancer's Staff not having it own damage in damage summary
Fixes many smaller bug related to multiple item selection in equipment tab
Hotfix 0.10.2.0a
Fixes
Fix Champion and Bosses not dropping artifact in Survivors mode
Fix Necromancer staff preventing Red skull active talent from working
Update 0.10.2
Major Change
Twitch Integration
Support viewer choosing your soulcard on level-up. Also support occasional event that can be voted by viewer. You may want to check in the game option menu as there are a few additional settings.
Performance
Greatly improved performance in Manor background in main menu (should also improve performance overall in manor biome)
QoL
Weapons can be disabled in the game menu by clicking the weapon icon
Updated the Artifact selection screen in Survivors mode to avoid text overlap (and to look nicer)
Added a new option to automatically level up to enable auto card selection to automatically pick the highest rarity card
Added the possibility to rename equipment
Added the possibility to search options in game options
Added the possibility to search bindings in control
Moved Gamepad vibration from controls to Game Options
Soulcard encyclopedia and artifact encyclopedia having the back button and previous page button position swapped
Translation
Updated Japanese and Korean translations
Changes
Reduced Dynamic difficulty scaling speed (again)
Dynamic difficulty no longer affects Overkill threshold
Dynamic difficulty also inversely affects an enemy's damage
Basically, the greater the dynamic difficulty multiplier is, the lower the monster damage will be. Inversely, the lower the value is below 1, the higher the monster damage will be. The damage multiplier formula is : (1/HealthMultiplier) ^ 0.2 This means that a health multiplier of 0.01 (1/100 of normal health) will multiply a monster's damage by 2.5 While a health multiplier of 100, will multiply a monster's damage by 0.4 The goal of this change is to prevent monsters from becoming a real danger in case of super high Dynamic difficulty value, but also to prevent the dynamic difficulty from being gamed so monster health only gets reduced.
Dynamic Difficulty will very, very slightly affect mastery gain of talents Formula is (HealthMultiplier ^ 0.015)
Reduced Equipment's Uncommon Modifier defense multiplier from 15% to 10%
Increased Shield Rare Modifier defense gain per level from +0.05 per level to +0.125
Increased Glove Uncommon Modifier defense gain per level from +0.0125 per level to +0.04
Increased Chest Uncommon Modifier defense gain per level from +0.05 per level to +0.1
Increased Secondary Uncommon Modifier defense gain per level from +0.01 per level to +0.025
Added a new Secret achievement
Option
Added new Option "Twitch Event Poll"
Added new Option "Negative Twitch Event"
Added new Option "Positive Twitch Event"
Added new Option "Level-up Poll"
Fixes
Area Pick up rare and legendary modifiers missing for accessories
Concentration weapon modifier description not fitting its real effect
Pick-up list in encyclopedia not handling multiple pages
Explosive bow having Melee and physical tag
Stage tooltip displaying some enemies that cannot spawn in stage
Midboss stage in Cave Zone being skipped in Quick-Mode
Command
Added "TwitchConnect" and "TwitchDisconnect" commands to connect to/disconnect from the Twitch integration
Modding
New GameEvent "OnCardSelectionValidation". Used to validate if a card selection can happen or not.
It has the following parameters: "BoolValue Cancel, CardType[], bool"
New Event - OnPlayerStartHeal
New Event - OnPlayerHeal
Fixed some missing variable initialization for Custom SoulShopUpgrades
Fixed modded collectible ignoring if custom name or description has been set
Added basic API support for equipment
Added an "Additional Text" string to rewards to add custom text after the reward text
Hotfix 0.10.1.0.c
Fixed localization bug Fixed Traditional chinese not launching correctly
Hotfix 0.10.1.0.b
Changes
Slightly Reduced how hard dynamic scaling is working
Dynamic scaling no longer apply during challenges
Added Traditional Chinese (Some minor issues may still happen)
Fixes
Some missing translation in Simplified Chinese (some artifact, Achievement description and monster names)