Rogues Like Us cover
Rogues Like Us screenshot
PC Mac Steam
Genre: Hack and slash/Beat 'em up, Indie

Rogues Like Us

Rogues Like Us 1.02

Hey Everybody!

It's been quite a while since Rogue's last update and this one is long overdue. This update includes the implementation of the Kickstarter rewards for backers, a (VERY DIFFICULT) way for non-backer players to obtain them and a myriad of bug fixes.

Kickstarter Items


Codes to unlock access to the Kickstarter items have been distributed to backer's.
These items include:

  • Two Capes
  • A unique helmet
  • A unique starting sword
  • A new dash trail effect that the player can toggle on and off


While these items are easy to access for the backers I wanted to make them obtainable for non-backers as well, but if you want 'em, you'll have to earn 'em!

After completing the game, search through town for a green book, it will provide you with more information on the challenge you'll need to complete to earn these goodies for yourself!


Bug Fixes



  • Fixed a bug with Garrel's dialogue, instead of saying “MISSING” he will say what was originally intended
  • Co-op inputs can no longer cause the opposite player to enter into a portal
  • The map will now follow player 2's icon properly if player 1 dies
  • If an Infected enemy is killed during a run, its remains piece will no longer drop first in the Victory/Defeat screen
  • It is no longer possible to gain health from the Ruby Amulet while dead
  • It is no longer possible to pause the game when loading after hitting Return to Town while in a run
  • Player's can no longer move around the environment when their co-op partner is interacting with the Weapon Viewer or the Beastiary
  • Fixed a bug causing the UI in the end screen that changed the “Bouncers” text to “Floaters” after one of their remains dropped
  • Zand's initial dialogue no longer skips to the end and instead parses through it's text like other NPC's
  • Mashing the interact button when starting the game for the first time no longer causes the player to repeat the spawn effect for each input


Quality of Life Change:



It is now possible to skip past the oddByte logo at the start of the game.

As always you can contact us on the forums if you would to get in touch and thank you for your support!

New Article About the Development of Rogue Like Us!

Hey Everybody,

An article about the development of Rogues Like Us by the Lansing City Pulse just went live. It's a good summary of the events that lead us here. You can read it HERE

Meet Up and Giveways on Saturday the 28th at Replay Lansing

Hey everybody this Saturday the 28th will be teaming up with Replay Lansing! We'll be there from 4-8 PM demoing Rogues and giving away some free shirts, tote bags, and running giveaways for the game! If you're in the Lansing area stop by and chat with us a bit or check us out on the live stream we'll be running during the event! See you there!

Facebook Event Page

Rogues Like Us 1.01 Hot Fixes

Hey Everybody!

We hope you've all been enjoying adventuring in Arventous so far! You may have noticed earlier today we pushed a small update. This update fixes bugs that we're discovered by the community.

Bug fixes include:



  • Personal Totem functions properly
  • Collider tweaks to make a mechanic in the final boss more clear
  • Fix for mashing recall and having coop player walk into room locking the players out of a room
  • Fixed a bug where player who sacrificed health would be invincible in certain situations
  • Fixed a bug where respawning player did not have iFrames and could be killed instantly
  • Fixed a bug where if P2 broke a breakable, it would turn into a puddle if P1 was far away (it would lack explosion force)


As always you can get in touch with us on our Discord server
HERE
or on the Steam forums.

Thanks for playing and if you've been enjoying the game so far please consider writing a positive review for Rogues here on Steam, they really help us out!

Rogues Like Us has Released!

The 1.0 version of Rogues Like Us has just launched!



With it comes local co-op, the final boss, and numerous other enhancements.

If you want to get in touch with us stop by the steam forums or check out our new Discord server!

Thank you all for joining us on this journy, we're so excited to see what you think of the game and we wish you luck on your adventure to save Recluse!

Rogues Like Us is Launching at 3:00 PM EST Tomorrow! Trading Cards too!

Hey everybody,

I wanted to give a small update on how things are going before we launch tomorrow. Currently we are hard at work fixing bugs and polishing the game as much as we can. The current plan is to release Rogues around 3:00 PM EST tomorrow.

We'll be monitoring how things go (personally I'll be checking out some Twitch streams) and making notes on any bugs or quirks that may have snuck through that we can fix or provide additional polish for in a post release patch.

You can get in touch with us over in the Steam forums, our Facebook, Twitter, and most recently our Discord.

And if you haven't seen it already, we released our launch trailer yesterday! You can check that out HERE

In addition to all of that, we've just been approved to add Steam Trading Cards to Rogues Like Us! Along with the cards Rogues will be recieving it's own set of Badges, Profile Backgrounds, and Emoticons!

We're very excited to see what you all think of the release version! It's been a wild few years bringing Rogues to life and we want to thank you all for sticking with us!

Releasing May 11th, Local Co-op, and more

The Release Date



Hello everybody,

All of us at oddByte are excited to announce that Rogues Like Us will be launching on May 11th, 2018. That’s right Rogues Like Us will have its 1.0 release next month! So get hyped and grab a friend because….

Local Co-op



By far the most requested feature we’ve had during the development of Rogues Like Us has been co-op. So today we’re happy to announce that you will be able to adventure with one other friend in couch co-op madness! Player 2 will have all of the abilities that Player 1 has, including being able to equip armor and customize it with dyes.


Patch Preview



In addition to those announcements we’d like to give you all a preview of some of the things you can expect in our 1.0 patch.


  • The final boss
  • 3 new enemies, 1 unique to each path
  • An intro cinematic
  • Discover how the Arventian Crisis began by collecting pages from a long lost journal
  • New music for the mountain path
  • Additional balance tweaks
  • The ability to purchase specific loot chests in Recluse with a new in-game currency
  • Updates to the southern part of Recluse to include the new loot chest salesman and to make it easier to navigate
  • The Weapon Wednesday lore being viewable in game at the weapon storeroom
  • Various typo corrections and bug fixes


I also need to mention that we must wipe everyone’s data on launch day. This has to be done to include co-op, rebalance aspects of the game, prevent bugs, preserve the game’s intended progression, and fix some other small issues.

As always, thank you for all of your support! We’re in the final stretch now and we can’t wait to see what you think of the final game!

Join the Rogues Like Us Discord!

We now have a discord channel for Rogues Like Us! We have channels for feedback, speedrunning, screenshots and more. Stop by if you ever want to chat with other players or the devs! https://discord.gg/zS6dVG6

Patch Notes: Control Remapping!

Hey Everybody,

Today we dropped a patch adding in the long requested feature to remap your controls!

You can find the remapper under Controls in the Settings menu.



Balance, Bug Fixes, Art, and Audio

Balance updates



Construct Distribution

  • When starting the game you will now initially only encounter Normal (green) Constructs until you clear the forest zones. When the coastal portal has opened, Enhanced (blue) Constructs will begin to appear in the forest zones and beyond, the same will happen with Elite (red) Constructs when you clear the coastal zones. We think this will provide a better difficulty curve as well as keep the game fresh and more interesting the more new players progress. For players that have already unlocked both tracks you will notice a more varied mix of enemies earlier on in each run. You will also encounter more (quantity) Enhanced Constructs in the coastal zones and Elite Constructs in the mountain zones.


Enemy Changes



  • Rebalanced enemy health
  • Enhanced Slimes now fling their spike balls toward the player
  • Enhanced Chargers spawn less spike balls in their trail
  • Changed spike ball spread for Enhanced Automatons
  • Elite Slimes fire their bullets toward the player
  • Elite Slimes are now the same size as other slimes
  • Elite Chargers now fire their bullets before charging
  • Elite Floaters now fire 4 shots instead of 8, their shot angle changes each shot




Bug Fixes



  • Fixed a bug preventing doors from opening after dying to “The Challenger” shrine
  • Fixed a bug that could cause a soft lock when speaking to Guardsman Ned
  • Fixed a bug preventing dungeon wanderer npc buffs from carrying over to the next zone.
  • Fixed a bug with the Colossal Deathbloom and Ghastly Lurker where they would become unkillable.


Treasure



  • Lootboxes now take the number of items available into account when rolling for lootbox type when dropped.


Art



  • The artwork for Recluse has been updated.
  • New attack animations for Normal and Enhanced Automatons
  • New art for Normal Automatons
  • New art for the loot station
  • Coastal and mountain plants appear around the starting portal when their respective areas have been unlocked


Audio



  • New temporary audio for the “Decrepit Foundry” Boss
  • Menu sound effects reimplemented


UI



  • When defeating a boss or Challenger shrine without getting hit, you will receive a “Perfect!” notification in the top right of the screen.
  • Updated armor select tutorial to properly represent its new functionality
  • Updated art for burning effects
  • Various dialogue tweaks
  • Edited armor buff tooltips for cohesiveness