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

Rogue: Genesia

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

Hotfix 0.10.0.1e

Changes



  • Modifier that are not yet known are much more likely to appear depending on how many modifier you already know
    The more modifier you know, the more likely unknow modifier are to appear)


Fixes



  • Learnable modifier count in encyclopedia modifier tab using all modifier (even non learnable one) instead of only learnable one
  • Pause menu & Game menu opening/closing hiding the gameplay UI


Performance



  • Reduced particle count for main menu intro animation

Hotfix 0.10.0.1d

QoL



  • Added a smart aiming option in Game options > Gameplay
    When enabled, the character will auto-aim when no aiming direction in inputted instead of aiming in the movement direction (gamepad only)
  • Steam Deck will now use the non-pixelated font by default to improve lisibility
    This only affect new players
  • Corruption slider now display the gain of quality it provide


Changes



  • Cooled steel experience loss no longer scale with the challenge level
  • Left impairment challenge will now remove Behemoth Graveyard in the zone selection when active


Fixes



  • East button on gamepad not working in Pause & Game menu to close them
  • East button on gamepad not closing achievement in pause menu
  • Leaving Encyclopedia on gamepad not selecting any button
  • Opening the pause while inside the encyclopedia actually keeping it open
  • Pressing pause when a card/artifact is hovered will now properly hide it
  • Fullscreen toggle resetting to On when changing scene
  • Card filtering now use the displayed name for zone limited card (instead of internal name)
  • Hero-mode record value not displaying the old record
  • Survivors mode displayed rank multiplier being x5 per rank instead of x3
  • Selecting an artifact and leveling-up at the same time kept the game slown down
  • Adaptive equipment description
  • Cooled steel challenge disabling active talent when it shouldn't

Hotfix 0.10.0.1c

Optimisation



  • Improved Main Menu loading (especially after leaving the soul-shop) (TO TEST)
  • Reduced Video memory usage by 3Gb in stages
    This bug is likely present in the game since update 0.8.1
  • Reduced Video memory usage by 800mb in Dream forest stage selection
  • Passive Pike talent causing memory leak


Fix



  • Martyr cloak description (definetly this time)

Hotfix 0.10.0.1b

Changes



  • Blacksmith now sell both weapon and weapon modifiers
  • Increased Cooled Steel soul-coin reward from x15 to x30
  • Red skull, weightless crystal and Goblin's hand now has the projectile size tag
  • Shaman's Attack now has a projectile spawn cap to avoid lag
    Projectiles spawned above the cap are counted to increase it's damage)
  • Slight reduction to explosion FX
  • Explosion FX become less performant heavy if projectile visibility is set to 5% or less
  • All component of explosion FX are properly affected by projectile visibility



Fixes



  • Brawl Damage description
  • Goblin's Hand active talent causing summon's projectile to multiply to super high value and causing both lag and possibly crashes
  • Ref Bear Fang actually reducing piercing multiplier by 100%
  • Martyr's cloak using Town Hall registry description

Hotfix 0.10.0.1a

Changes



  • Gambling event can be repeated up to 4 time during the same event
  • Reduced Golden Altar Event chance to appear early in the run
  • Golden Altar Event given gold is now added to the money that can be stole


Fixes



  • Knight Pendant giving evolved weapon (sorry for those that exploited it)
  • Artifact rerolling in reward screen will no longer unselect and force the gamepad player to use mouse
  • Red Bear Fang's affecting base exp gain instead of Defense piercing multiplier
  • Pausing at the start of a card selection and then unpausing not correctly slowing down time and causing the game to continue playing during card selection
  • Concentration range reduction description being inverted
  • Arcane beam talent description

Patch 0.10.0.1

QoL



  • Added Card numbering
  • Improved Foliage spawning position to avoid "diagonal" pattern


Fixes



  • Procedural object placement ignoring world-rank limitation (Like shrine of Nera spawning at F-rank for example)
  • Rune of Heaviness description mentioning -50% attack speed instead of the actual -33% attack speed applied
  • Trade-off using Fire tag instead of Wind tag
  • Thunder Vial not affected by project visibility
  • Having a reward screen on the last boss even when equipment wasn't unlocked
  • Talent notification when Talents wasn't unlocked yet


Command



  • New command "loadSteamAchievement"
    Load Achievements from Steam to overwrite your profile achievements
    Require to have "dangerousMode" enabled before activating it