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

Rogue: Genesia

Hotfix 0.10.0.0j

Fixes



  • Card Requirement not displaying required level when no card are required
  • Made with unity screen
  • Trial version text on linux

"Trial Version" Text fix

Sorry for the bug.
This was caused by my former publisher removed my unity license without warning.
There is still the made with unity screen that I'll remove next patch

Hotfix 0.10.0.0i

QoL



  • Grealy increased Adaptive Unique equipment drop-chance (x5)


Fixes



  • Rune of Necromancy important performance lag
  • Spectral dagger causing lag and gameplay freezing

Hotfix 0.10.0.0h

Fixes



  • fix that If you quit/lose when an altar was active (but no completed) it prevented future altar from being activated until you restart the game


Help required


I know some user have HUGE Performance and freezes issues.
However I need additional data/information.

if you encounter these, Could you please share you log and profile folder located in
%USERPROFILE%/AppData/LocalLow/HuardOuadi/Rogue Genesia
send them at roguegenesia@gmail.com

Thank you in advance for your help in fixing it!

Hotfix 0.10.0.0e

Fixes



  • Soul-shop navigation between tier
  • Being able to reach locked menu in pause menu suing left/right button on gamepad
  • Only a single altar can be activated at once now
  • Duplicate achievement (killing C-rank necromancer)

Hotfix 0.10.0.0c

FIxes



  • Challenges adding bonus artifact not having their description displayed (like Plexu's sadism)

Hotfix 0.10.0.0c

FIxes



  • Chicken statue, Sheep statue and Golden goblin hand artifact description
  • Item on shop not displaying tooltip when not using a mouse

Blood & Steel Update Date Announcement (Update 0.10)

Hello Everyone


The next major update, "Blood & Steel" is coming out on


August 7!



(I initially wanted to have a very different trailer, but sadly things didn't work as intended and I had to settle for an update of the previous trailer.)

This is the biggest update to the game yet, even bigger than 0.9 (which was already HUUUGE).
The changelog doesn't fit in a single Steam announcement, so it'll be broken down into two parts (similarly to 0.9).


What are the big changes of the update ?




  • Equipment System





  • Weapon Modifiers



  • B-rank world & Manor of everlasting memories





  • Behemoth Graveyard - Variant for the second zone




  • Weapon talent can be equiped as Passive talent




  • Locking item in Shop



  • Artifact Reroll in reward



  • New Avatar



  • Challenge stacking



  • Improved Grass rendering & Dynamic color variation for Dawn forest



  • Main menu variation based on the selected World-Rank




  • Main menu lighting variation based on previous run result





  • (Optional) Projectile cap


    option to cap the number of projectiles, this allow to greatly boost performance in late game when there is a lot of projectile.
  • Attacks telegraph



  • And so many more things


    Those were just the "Big Changes", there is so many other small change through all the game!




What didn't make it


Sadly, while I could undefinetly push back the update, I want to move forward, and some things would simply delay the update too much.

New enemies' sprite and animations


The biggest thing here is the sprite and animation for the new ennemies added in this udpate.
Most of them will either use placeholder, or will be missing animation.

I really wanted them to be done for the update, but that mean delaying the update by at least one additional month (with no guarantee it would still be finished), and while it's an important part of polish, they are ultimately not that important to the game, especially as the game is still in EA.

I've just recently found a very talented animator, so the animators issues I had for the last few months last year should greatly improve!

Twitch Integration


Another thing I originally wanted to implement for this update was a integration with twitch.
After having spent a few say on it, I simply couldn't make it work at all, I could never make the twitch client ID being validated, and the documentation of twitch is very outdated.
I don't know if this is something I'll find a way to implement later on, but I prefer to post-pone it rather than blocking the game developement for this.

Rogue: Genesia, July monthly Dev-Blog

Hello everyone, time for the monthly dev blog!

To start this month's dev blog, I have an important news to share:

Rogue: Genesia is no longer published by iolaCorp



After months of dedicated effort, I have successfully ended my partnership with iolaCorp.
This is effective as of 1st of July.

Isn't that a bad thing?


Sadly, iolaCorp failed me as a publisher.

At first, I was fine with the publishing deal, especially as I owned a share of the company.
However, disagreements appeared over time, notably in the sharing of expenses.

I ended up doing most of the work that a publisher is supposed to fulfill:
marketing, finding workforce, translation, community management.
While continuing to share 50% of the revenue of the game.

Earlier this year, around March, I finally consulted with them to reach a friendly agreement with iolaCorp so I can retrieve the full rights of Rogue: Genesia.

I am no longer part of iolaCorp, and we'll be walking our own way.

What does it mean for the game?


Not that much, the plan I have for the game won't change.
The main change is that I'll be able to spend more of the revenue on the development of the game.

That also means that, if the 1.0 release of the game goes well enough, I will be able to hire someone to continue working on the game beyond that, but it's still too soon to make any concrete plans for that.

Finally, that also means I can properly invest money in marketing, reaching a bigger audience.


Now, let's get to the work done this month

Month progress



Contrary to previous dev-blogs, there is not that much flashy stuff to show. There are two reasons for that:
First, I was busy with the whole publisher stuff, and it took a bit of time off development.
Secondly, since we are getting closer to the release of the 0.10, I'm actually more focused on polishing, bug fixes, and finishing all the content I need for the release rather than doing big changes or improvements.
So it mostly consists of hundreds of small changes/improvements that don't really fit well in a dev-blog.

There is still a few cool stuff to show, but it won't be as big as usual or as new as usual.

Music


New music also got added in the game.
I've also started to take a look around to make and sell the OST on Steam. It'll likely come a few weeks after 0.10 releases.
This is the fight theme during the Manor stage:

And the elite theme inside the Crystal Depth:


Challenge


This month I've worked on adding new challenges. There are still a few challenges missing to feel complete. Here are a few:





Equipment loadout


A major QoL improvement done this month is the addition of equipment loadouts. You can at any moment either create a new loadout or copy an existing one.

When making it, I had the choice between two ways of doing loadouts. The first was to make a classic loadout system, where you put your equipment in your inventory and then save the loadout so you can load it at any time.

The second way, which is how it actually works:
Was to start the player with a default empty loadout, and that any equipped item is considered equipped in the loadout, so every time you swap an item, it is effective on this loadout. This is more of an automatic loadout, where the first version would require a bit more manual action from the player (saving/loading loadout).

Items can also be equipped in multiple loadouts.

There is no limit to the number of loadouts you can have, and you can name them however you want.





Unique Equipment


My current focus as of now is adding a variety of unique items that will complement the procedural ones.

Unique items can only be found when fulfilling certain conditions (for now, they only drop in certain challenges) and having Unique modifiers.

Here are a few of the already made unique equipment:









There is quite a lot left to make, and the icons take a huge amount of time, so expect a few placeholders for the 0.10 release.

Balance change



It's a minor change overall, but the base move-speed of many enemies got reduced a lot, especially for the faster ones at higher ranks.
Along with the reduction to the speed, I've changed how corruption increases the move-speed of enemies, now having a multiplicative scaling based on OoM instead of linear (so every X10 corruption, the enemies get x1.5 times faster, instead of gaining +50% move-speed).

Another change is that attack speed now belongs to the wind tag instead of the fire tag.
This also changes how the Fire stone (and upgrade) and wind stone (and upgrade) affect stats.
Moving the attack speed of Fire stone to the wind stone, and adding a piercing scaling to the Fire stone.

0.10 release date


I know that last month, I targeted July as the release date, but it's clear that the update won't be ready by then.
The new release target is August 7, but it'll still be hard to meet and may be pushed back by a few day.

I'm currently focused on finishing the update, doing the missing sprites, and those damn animations are still delaying the whole update (sorry).

There are also a few bugs I have difficulty fixing (very hard to reproduce). While they are not game-breaking, I would prefer to fix them before the release of the update.



Rogue: Genesia, June monthly Dev-Blog

Hello everyone, time for the monthly dev blog!

First and foremost, I'm looking (again) for a pixel artist animator.


So far this is the main bottleneck to the development of the game, and I'm looking for an extra animator to speed up development.
If you are interested, send me a mail at roguegenesia@gmail.com
Thank you.

Equipment System


Since last month, the equipment system got totally implemented and could be tested.
There has been interesting feedback so far from players in the beta.


  1. Not impactful enough


    This is the main feedback that got back to me, is that item don't have enough impact and are too timid.

    There has been some interesting suggestion on how to improve that without making equipment too strong.
    I also think that for now, most equipment drawback are too strong, especially for a new player when they unlock their first item.

    This is being worked on, but I'm still listening to feedback about that.

  2. Equipment Modifier Collection


    From feedback, the collection of equipment modifiers looks to be fun, this makes sure that even items that you don't like can still allow you to progress/unlock new modifiers by disassembling them (as well as giving crafting materials).

    I may also want to improve the drop chance of the rarer modifiers, some players that I expected to unlock almost all the modifiers are still lacking a good amount of them.


There have also been some good QoL improvements to the Equipment system, like the new equipment tooltip


Finally, God stone talent no longer exists (fire stone/wind stone).
I always had an issue with these talents simply being stat boosts, which to me is much more fitting as equipment.
The god stones that you already own and their equivalent level are converted into equipment (accessory slot) with the same stats.
In addition, there is finally the addition of Storm stone, an upgrade of both Fiery stone and Gale stone.
(Icon is just a placeholder)
https://i.imgur.com/TEeVzlN.png


Main menu variety



Another thing I spent a bit of the month working on is adding more variety to the main menu.
There is now a version of the main menu for each world-tier.






The lighting also changes depending on the result of your last game (but it's been in the beta for a bit of time now).

Improved visuals



The first major change in visuals is improving how the grass blends with the ground, as well as reworking the ambient occlusion values to help with that.

This is how the game looked:

And this is how it looks now:


Another thing that started as Fernanda's suggestion and where she did a bit of work on is a variety of color schemes for the forest.
Grass, ground, and tree colors will now vary depending on your location, world rank as well as other difficulty settings in the game.






I've also worked on implementing "Screen Fog", which adds a bit of fog to the top of the screen that depends on the zone you are in (The intensity can be changed in the options menu).



Summoner's Talent



Another big chunk of this month was spent working on adding talents for the summoner.
Each summoner weapon has related talents, with their own passive and active effects.
Passive effects mostly affect summons and allow for some interesting combo/builds, while active effects can often vary, from summoning the goblin shaman to emitting a fiery aura around you, and even one that greatly increases the defense of your golem summons.






Other Stuff


New Weapon


Blood Syphoon (Temp sprite) is a new weapon added recently, that could be summarized as an aimed Death aura, that also heals the player.
The healing is a percentage of the player's health per second, it starts at 2% and increases by 0.1% per enemy drained.


Blood Syphoon talent passive talent also has a particular effect.
I'm not yet sure how players will use this passive effect, but I'm sure it can find its place in some builds.


New Cards


Behemoth Graveyard and the Manor now both have their biome-only cards, here are some of them:



Casual mode change


Casual mode no longer makes the player unkillable.
Instead, dying in casual mode simply brings you back to the level selection screen, giving you any tries you want to complete a stage.
I think this is a good way to still make a run "challenging" without any frustration for players looking for a casual experience.



I've also added a new game mode, "Ultra Casual" which is basically the old casual mode.
There is a warning screen when you create a profile in casual mode to make sure you don't accidentally make a save where you are unkillable.
(I've seen negative reviews because the player couldn't die and didn't understand why)



Marker on health



Small QoL I wanted to add for many months, the player health bar now has small markers that help to know how much max health the player had.
There are 4 levels of markers, each corresponding to a bigger and bigger amount of health, but only 2 can be visible at once (lower tier markers slowly get small and then invisible when you have a lot of health to not clutter the health bar).






New explosion FX



Nothing much, but I've also reworked the explosion visual as the existing one was pretty ugly (and always placeholder)
https://twitter.com/RogueGenesia/status/1791644962636943599


0.10 Release date


I still cannot give a clear date for the 0.10 release, but I believe I should be done with everything on my side for a release in July.
I just hope animations could be finished by this time, but this is also why I'm looking for an extra animator.

If it's not ready by then, I'll make an open beta, and focus on the content for 1.0

Updated roadmap


Before ending this dev-blog, I've updated the roadmap (which is now quite short, but hey, better late than never)