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

Rogue: Genesia

Hotfix 1.0.0.e

Changes



  • Vampire Queen now lose 1%(multiplicative) of her healing power each second after the start of last phases
    Her healing ability is basically halfed every minutes


Localization



  • Updated localization for SEA, fixing a lot of missing translation in Korean, japanese and Chinese
    Know issue: Traditional chinese missing Card name localization
    Know issue: Newly added tainted card also missing name translation


Fixes



  • Stoned challenge not being levelable
  • Pausing after a stage selection freezing the game
  • Some text field not working properly
  • Losing gamepad selection event's reward screen
  • Profile no longer temporarly get unlocked thing from a previously loaded profiles
  • New Profile inheriting previous profile inventory

Hotfix 1.0.0d4 - Aka, I need to take a few day off

Fix all thing being unlocked by default.

I hope it's he last urgent fix I have to do today

Hotfix 1.0.0.d3

Basically Version 1.0.0.d2, without the skin issue.

Revert update 1.0.0.d2

Temporarly reverting last patch until a fixed version is compiled.

Hotfix 1.0.0.c

Gamepad UX improvement



  • Seed selection button no longer lock the selection.
  • In reward screen, opening game menu and closing it no longer lock the selection
  • Stage tooltip not updating when selecting in stage selection


Fixes



  • Tree disapearing in stage selection
  • Titan hand requiring one of the Pet dlc

Hotfix 1.0.0.b

Changes



  • Reduced healing rate of Vampire queen from crystal laser (From 5% to 2%).
  • Greatly reduced healing rate of Vampire queen from crystal laser in pacifist mode (from 5% to 0.5%).
  • Coward Sapphire reduce stage objective requirements by 50% (to avoid sluggish run)
  • Protective field no longer work in Arcade Challenge
  • Added a diminushing return to unstable core after 20 stack


Fixes



  • Fixed Crystal Sword and Sun Sword Critical chance being reduced when level above lvl 9
  • Fixed Sun Sword losing additional projectile above lvl 9
  • Crossbow losing projectile above lvl 9
  • Knight Amulet working in "no equipment" challenges
  • Weapon/modifier description overlapping over modifier list
    This is not a definitive fix to high modifier count being an issues, but it should mitigate the issues until I make a more definitive fix
  • Fix Blood syphoon and Vine Particle/FX position

Hotfix 1.0.0.a

Changes



  • 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.
  • Better Gamepad/Steam Deck menu navigation.
  • Bestiary-completion achievements (unlocking cards/artifacts).
  • 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