Version 1.0 is live with some major changes under the hood!
Firstly, you will all notice a splash screen has been added to the game.
A huge new feature has been included where the game tracks your playing ability and adjusts difficulty accordingly in real time. If you start to struggle with the game, it gives you a little help, if things get too easy, the game ramps up the difficulty level. This happens constantly in the background and will always try and balance to the best gameplay experience for you personally. Think of it like levelling up in an RPG. This feature works by balancing the difficulty of all in game monsters, their intelligence and fire rate and accuracy. Not only that, the island generation takes in to account this system too and helps a little with the topography of generated islands should you need it. The idea is that there is always a challenge around the corner and the game will grow with your experience, so you are always stretched but never frustrated by the game experience! Let us know what you think. Over 70 elements in game where tweaked to support this feature.
There have been tweaks to the animation of all the characters in terms of performance with various code enhancements to speed up both fluidity and frame rate performance.
There are now in excess of over 120 million physical permutations of islands that you can encounter. Please email us in 50 years to let us know when you have conquered them all ;)
There has been frame rate increase in the core rendering engine, to continue to offer smooth performance even on quite low spec machines. We want everyone to enjoy Rogue Islands.
Thanks as always for your support guys!
Jane - Keystone Games
Final Release Pricing - Feature Complete
Guys,
As you will have noticed we have transitioned to final release pricing. Let me explain that in full.
I want to reassure you that those of you who were with us in early access that you will continue to have full updates, patches etc that we create for you guys. So yes, you got the full game at a reduced price and we will not penalise you for that going forward. We are grateful for all your help, support and encouragement. You will receive the full game and all future updates on us.
Those of you purchasing now are essentially buying the feature complete build - with a ton of updates etc. You too will continue to get all updates, the full game and fixes going forward.
We are still in early access as we want to make sure that the game is absolutely perfect before we hit the button on official full release. So whilst we are feature complete, there may yet be some fixes and tweaks based on the feedback from you guys.
So right now, you either own (or are about to buy the full game), with the possibility of hotfixes before full release.
We WILL be dropping a ton of additional content in to the game after official release with very regular content for you guys. The game will continue to evolve and grow for many years yet and we are going to be really prolific in our future releases and content. I will be posting on the roadmap in a couple of days. You guys will love it!
So again to reassure, whether you buy now or bought in early access you are going to be receiving the full game and future updates and fixes from us. We have transitioned to final retail price as we are feature complete for the retail version. We are just ensuring the build is stable before we hit the magic button to end early access!
Thank you all so much for your support. It means a lot to Big Fat Alien and all the gang at Keystone.
We Are Transitioning To Full Release!
Guys,
It is with great pleasure that I can announce we are transitioning to a full release version of Rogue Islands.
An update is being posted today for those of you who are on early access with us. There are over 70 tweaks and enhancements to the game since last update. These tweaks include player difficulty settings, AI, landscape generation and a whole host of optimisations.
Full release is not the end of the story. We are excited to announce a road map of continual updates, DLC and expansion packs for Rogue Islands. There is a ton of content fully in development as we strive to ensure that the game becomes a massive franchise that you will all love! More info will be coming to you shortly on our plans and current work. I think you will be as excited as we are with the plans. As always, we appreciate your input.
The team at Big Fat Alien, Keystone and myself would like to thank those of you who have joined us in early access and helped make this game what it is today. Your feedback, support and encouragement has meant such a lot to everyone involved.
We will be removing the game from early access shortly, but don't worry, full release is just days away!
thank you
Jane - Keystone Games
v.93 Critical Fixes
Guys,
We are pushing out a major update to Rogue Islands based on your feedback.
A reported bug where food was not always generated has been fixed - guys please let us know if you are happy with the new balance. This stops the critical health issues occurring in game when food cannot be found. Every island now has a minimum level of food generation.
We have fixed a difficulty issue where the bad guys had unlimited line of sight - they are now fixed and will no longer kill you from the other side of your island!
We have rebalanced bad guys speed and accuracy - they are no longer always a crack shot!
various rendering optimisations to improve performance
Please keep contacting us with your suggestions and reports. The whole dev team would like to thank you so much for enjoying this amazing game and being part of the future of Rogue Islands! We very much appreciate you being on this journey with us!
Jane - Keystone dev team
Keystone Games
We are delighted to announce that we have entered in to a long term partnership with publisher and developer Keystone Games.
What does this mean for you? more content! more game! more Rogue Islands!
The internal Keystone development team will be working with us to add much more content and updates to the game, with their team of award winning AAA developers.
It is an exciting time so join with us on the trip of a lifetime to Rogue Islands!
v.92 Late Game Balancing
We're headed off for a much needed summer vacation. But we thought we'd slip in one more little update.
In this update, we boosted the difficulty in the late-game bosses a bit to match the new Spell abilities, and tuned a few other things up.
When development resumes in July, the first thing we'll be adding is a lot more variety in terms of castles, Spirit Trees and temples!
Change: Vile Shaman HP increased 30%
Change: Removed ability to craft mana charge, adamant and flamestone
Change: Added ability to craft spirit dust from Imbued Gems
Change: Destroyed terrain darker by default
Change: Prime Torment hit points increased 2.5x
Fixed bug: Save game deleted after beating Prime Torment
Fixed bug: End-game stats were not accurate
Change: End credits modified
v.91 More Turning and Late Game Balancing
We're finishing up our tuning of the late game. And also doing some optimizations. The game generally has a high framerate at this point. At least on mid-range PCs. But there are still a few cases where things start to slow down a bit. We're identifying the causes and knocking them out. The goal being of course to have rock-steady high framerates at all times, regardless of how much action is on the screen.
<*>Change: Lowered Lucent Cherry amount 25%
<*>Change: Bolts hover to the right to not obscure player view
<*>Change: Spark Shot will seek enemies slightly
<*>Change: Zap requires 200 mana before charged, still uses all mana when fired
<*>Change: Normal food spawning reduced 25%, food never spawns in pairs anymore
<*>Change: Reduced chance of finding full gem in chests
<*>Change: Doubled chance of finding amulet in chests
<*>Change: Tripled hit points on Bloat
<*>Change: Reduced amount of Flamestone in Mottled levels
<*>Change: Reduced amount of Adamant in Mottled Levels
<*>Change: Halved number of huts in Mottled Levels
<*>Change: Voxel lighting not updated after destruction (optimization)
<*>Fixed Bug: Blocks underneath destroyed voxels look dark black
v.9 Lots More Tuning!
We are continuing to tune the amount of each food item separately. And sometimes adjusting the amounts per biome. This is necessary since each food item grows on different kinds of foliage and those foliage types may grow in different amounts on each biome.
We want each biome to play a bit differently, but sometimes we need to take over and manually tune it a bit.
We also optimized the fireball attacks. They no longer cast shadows, which was a cool effect, but contributed greatly to the loss of smooth framerates.
New: Negative Passive effect icons have wiggle animation
Change: Fireball loop and impact SFX volume increase
Change: Darkball attack range and damage increased
Change: Shadows removed from "heat" light (faster rendering)
Change: Shadows removed from fireballs (faster rendering)
Change: Peppy Acorns spawn on top of evergreens. Brighter color, more visible.
Fixed bug: Z-Fighting reduced when looking at ground from high-altitude
Change: Wild Skulls turning speed doubled
Change: Doubled Cherries in Golden levels (still very rare)
Change: Doubled number of Briny Moss
Change: Decreased "Normal" food items by 33%
Change: FPS on HUD disabled by default
Fixed bug: Wild Skull death rattle no longer cut off
v.87 TONS of Bug Fixes, Tuning and New Stuff!
Fair Difficulty
Many of the changes in this update make the game more difficult, but in a fair way.
For example, you regenerate health a little slower now, but we have lots of food that will give you instant healing if you need it.
And now you don't regenerate health AT ALL while poisoned. But we added lots of Gurgleweeds so if you do get poisoned, you can remove the effect without too much trouble. We also added a sound effect and text message to go with the icon so you KNOW when you've been poisoned.
And the Ghasts come out sooner now at night time. But there are now lots of Lucent Cherries and they are bigger and glow bright pink. So you should be able to find a few and stay out hunting and collecting all night. It really opens up the night time... just don't get caught without a Cherry in your stomach!
We also made it easier to get Traumatized. But there's enough Gurgleweeds that you should be ok if this happens to you.
Overall it's more difficult, but in a fair way.
Polishing
We're doing a lot of internal testing and bug fixing.
Our focus these past few days has been to make sure that all of the mechanics and gameplay that we already have is clearly communicated and well balanced.
We've got a new enemy type in the works as well... but he's not quite ready yet...
New! Sinking Cliff Terrain generation improved
New! Florid Vale terrain generation improved
Change: Player pushes ragdoll rigidbodies
New! Sound effect when player hungry
New! Sound effect when player poisoned
New! Sound effect when player traumatized
New! Heart icon appears broken when player has no nightmares left
Change: Raised "Traumatize" hit points from 10 to 20 (easier to get traumatized)
Change: Dark Roses poison player now
Change: Ghasts will now fly up over cliffs and mountains
Change: Regenerate 5 HP instead of 10 while digesting
Change: Increased attack range for Dark Spikes
Change: Removed all health regen while poisoned
Change: Total food amount lowered 30% in all modes
Change: Lucent Cherry larger and glows pink (differentiate from roses)
Change: Fire spreads more quickly (easier on framerate)
Change: Acid doesn't spread as far (easier on framerate)
Change: Wild Skulls aggro range increased
Change: Bone Knight aggro speed reduced
Change: Near clipping plane reduced so you can't see through blocks
Change: Ghasts come out sooner now (as soon as moon glows)
Change: Root Boil terrain blast radius smaller
Change: Adjusted spacing of inventory description
Fixed bug: Disabled entering inventory / pause while hiding
Fixed bug: Wild Skulls alerted when damaged
Fixed bug: "Quest Complete" message never triggered twice
Fixed bug: Very rarely, terraint loot will change type when terrain is destroyed
v.85 Wild Skulls Upgraded & Terrain Improvements
Quick update here to tune the Wild Skulls and fix the hit points on the noxious wisp.
We also added more caves to the Florid Vale levels. And now the terrain loot glows brighter at night time. So munch on a Lucent Cherry and do your digging at night time!
New! Wild Skulls shoot fireballs now
New! More caves in Florid levels
Change: Wild Skulls only enter "kamakazee" mode when damaged
Change: Wild Skulls have more hit points
Change: Noxious Wisp hit points reduced significantly
Change: Terrain loot glows brighter, but only at night time