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

Rogue: Genesia

Hotfix 0.10.0.3.b

Fixes



  • Launching the game after removing mod that add challenge would lock the game during loading.
  • Fixed modded card from json not having StatsModifier causing initialization error.


Modding



  • Mod source creation now reference Unity.Localization from the game install.

Hotfix 0.10.0.3.a

Fix



  • Clicking rewards not properly working

Update 0.10.0.3


Changes



  • Added Projectile tab on Sun sword
  • LagRog reduce stage requirement by 35%
  • Changed scaling on Dwindling fire after level 90 to no longer become negative
  • Arcade now banish Blood Spirit
  • Reduced Flying candle experience gain
  • Greatly Increased Health from monster inside the manor
  • Pressing shift while clicking challenge level change button increment/decrement it by 10
    Pressing shift and control increment/decrement it by 50
    (Yes this is a placeholder so doesn't work on gamepad), I'll work on a better solution for next bigger patch
  • Once modifier crafting unlocked, boss will drop their respective equipment material.
    Goblin shaman will drop Goblin Alloy
    This should greatly help late game player have a steady source of early materials that can easily come to miss after a bit of time


Fixes



  • Challenge stacking navigation issues with gamepad
  • Multiple challenge confirm button not being accessible with gamepad
  • Removed % under enemies name in stage selection
  • Blood transmutation effect wrongly used capped health instead of uncapped health.

Hotfix 0.10.0.2f

Fixes



  • Bosses soft locking the game
  • Missing translation for explosion opacity

Hotfix 0.10.0.2e

QoL



  • Equipment can be set as "favorite" in the forge, preventing them form being recycled
  • Added an option to reduce Explosion's opacity
    This is multiplicative with projectiles opacity
    Know issue: Missing translation
  • Ouroboros's Necklace and Phoenix totem now display a buff icon when active


Changes



  • Added a "light armor" variant to adaptive plate
    Appear in the same way as adaptive plate
  • Made phase skipper achievement much easier to obtain


Fixes



  • Challenge level above level 5 not properly allowing to select challenge at much higher level

Hotfix 0.10.0.2d

QoL



  • Material in crafting menu can be hovered to display a bit of information (like how to obtain them)
  • Added confirmation in soul-shop in case of a save is already active, warning the player of the lost of the run progress
    This can be disabled in Game options
  • In challenge that don't increase ranks when leveled-up and above level 5, you can increase the challenge level to max completion level + 5, to reduce grinding


Changes



  • Equipment sometime no longer generate negative modifier (10% chance)
    this is increase to 75% until you have unlocked modifier crafting
  • Reduced option kill count requirement scaling
  • Knight's pendant can be recrafted to change the weapon
    Cost 1 Goddess tear as well as 5 Empty souls
  • Shop keeper health in Defend shop-keeper objective now scale with player's health


Fixes



  • Player's collision detection from discrete to continuous
    Should prevent Out of Bound Bugs
  • FPS dropdown not allowing to be scrolled correctly
  • Loadout dropdown not allowing to be scrolled correctly
  • Fractal modifier being equipable on katana when it does nothing
  • Holy Conversion description stating it remove corruption (when it actually increase it)
  • Sage leaf's FX should now properly fit the duration of the artifact
  • Monster hunter & Red Bear Fang not updating their value on game loaded until something increase it's value
  • Minimum dash capped at 0
  • Talent charge cost being marked as negative modifier
  • Wind and Gale stone inverting Dash cooldown and attack speed value inside forge
  • Restarting some challenge would stack some effects multiple time (mainly corruptions related ones)

Hotfix 0.10.0.2c

Changes



  • Crystal sword consecutive attack now increase with projectile count
  • Having 100 level or more at once, should no longer automatically display the level-up screen
  • reduced Flying Scout kill's requirement for summoner's weapon unlock from 8k to 3k
  • Overgeared no longer prevent end of stage card selection


Fixes



  • Summon having issues attacking elite/boss
  • Lunar inferno description not display the right value
  • Being able to pause during death
  • Health regenerating after death

Whats the plan?

Hello everyone!



This news will replace the usual dev-blog for this month (since there is not much to talk about for a dev-blog).

The update was much more intensive than I expected, especially as some last-minute fixes introduced a few bugs, and some content wasn't properly play-tested in the last few days (damn you Rune of Necromancy and Spectral Dagger!).
Sorry for all these patches and the number of bumps on the ride.

What's the plan?



Now that most of the urgent matters have been taken care of, I would like to take a few days off and then return to do one or two last hotfixes to fix some of the last issues reported.



modding contest


After that, I would like to make a modding contest on the subject of modded challenges.
I'll talk in more detail about it, and I'll need to make a proper modding guide on challenge creation. You are more than welcome to ask all the questions/things that are not clear to you so I can properly respond to them in the modding guide.

I'm hesitating to add a small cash prize (about $100), but that would also mean having to make sure everything is fair and no one feels cheated, so having a proper marking scheme, which I absolutely don't know how to properly make for this sort of event.
There is also the idea of keeping modding "healthy/sane" and adding money into that could also lead to a bit of toxicity.

Game OST


At the same time, I want to focus on creating the Steam page for the game OST to finally start selling it, also adding a sort of "deluxe" edition of the game that would contain the game + OST + the two pet DLCs (that would be "free" in the bundle).

0.10.1


Once all that is done, I'll focus on a medium-sized patch (0.10.1). Here are the currently planned things for this patch, with a target release in September (so may move around).


  • Twitch integration (if it's not too long, otherwise, pushed to 1.0)
  • Missing sprite & animation for Manor's enemies (Hope to have them finished by then)
  • Add a menu where players can re-read tutorial text
  • Add tutorials for shrines, altars, buffs, Quickmode, and equipment
  • Search bar for equipment modifiers
  • Adding secret achievement hints when all other achievements are completed
  • Making super secret achievements visible with a hint when all secret achievements are completed
  • Listing the 3 achievements that are closest to completion in the main menu
  • Cursor option menu rework to properly display the size with a gameplay image as background
  • Searching for options in game options


In the following week, I'll start making a "Community Feedback" round on the Discord to discuss QoL suggestions, the possibility of adding a manual attack option (or a dedicated avatar), and some minor ideas I want to explore.

1.0


After that, the work for 1.0 will finally start. I expect 1.0 to be much smalled than 0.10, but that's also what I said for every previous patch...

So far, I'll need to properly test the idea of a talent skill tree to see if it's a good idea to implement, especially since the equipment system adds a lot of complexity to the game's meta-progression.
I don't know if adding even more on top of that is necessarily a good idea.

Otherwise, the plan for an alternative zone to the cave should be fulfilled, along with the addition of the final World-Tier, A-rank (Sorry, no S-tier planned), with the addition of the 6th and final biome.

There are a few surprises that I want to implement, but that will be discussed later.

Update 0.10.0.2b

Fixes



  • Soul-shop position reseting when upgrading/selling an upgrade.
  • Worm's gland causing freeze of gameplay

Update 0.10.0.2

QoL



  • Added 2 new framerate option (165 & 240)


Changes



  • Potion pick-up range now follow the player pick-up range
  • Summoner's flying summon now properly fly over cliff in Behemoth Graveyard
  • Optional objective Killcount, start at lower value early in a zone, but scale much more aggresively with stage count


Optimisations



  • Added FSR upscaling
  • Fix a major Fractal's memory leak
  • Contact shadows is now disabled on Medium quality
  • Reduced number of shadows cascade on Medium quality (from 4 to 2)
  • Depth of field being more expensive on medium than on ultra
  • Main menu no longer ignore Motion blur setting from options
    Those 4 last change should overall improve performance on medium quality without affecting visuals significantly


Fixes



  • Goblin's Ear providing it's passive effect when equiped as active
  • Fire stone, Fiery Stone, Moon Stone, Lunar Stone, Stelar Stone description error and inconsistency between tooltip and forge
  • Pause menu in Stage selection using right stick instead of left stick for navigation
  • Menu navigation work on rebinded controls
  • Challenge toggle not being selectable on gamepad
  • Boss Skipping work on rebinded controls
  • Ending a game at the start of a Time Paradox run no longer give soul-coin
  • Worm Boss' telegraph staying behind after it's death
  • When switching between soul-shop tier, the scroll bar wasn't reset to the top



Hotfix 0.10.0.2a



Fixes



  • Cooled steel's experience malus