RogueStone cover
RogueStone screenshot
Genre: Role-playing (RPG)

RogueStone

Patch 1.1.0 Update

*When Updating to 1.1.0 the patch will only reflect changes in the Update to New Fresh Games, with Cloud Save using the Old Version of the Game. If you want to see Changes you will want to Start a New Game.

Battle Taunts have been added to the Whole Campaign. C, B, A, and S now have there own Battle Taunts to add flavor to the combat. This is a Combat Narrative in replacement to a Generic Story. I also adjusted stats on several late game monsters such as the Minotaur, B.Dragon, F.Elemental, and Sasquatch to enable a equal chance at winning the fight. It's still challenging but if you manage to boost your stats significantly then you can manage these challenges. I may need to make more adjustments at a later time.

1. I added a new Consumable item named, 'Teleport Stone.' These enable you to escape from battle, increasing your survivability. The Portal Keeper now carries, 'Teleport Stone's' in stock in his Shop.

2. Lowered the cost of Health, Mana, and Quest Source from the Town Vendor, to be more managable on resources. Health grants Life Leech. Mana grants Mana Leech. And Quest grants +1% XP Rate/Rank.

3. Replaced, 'Town Portal,' one of the starting Items you get from a New Game, with 1 Teleport Stone. More can be purchased from the Portal Keeper's shop for 100 GP.

4. Adjusted Late Game Monsters that deal Area-of-Effect damage to enable equal chance at winning the fight.

I also added a tip Guide after the first battle, to give the game more direction.

Thank you and hope you enjoy the update.

Patch 1.0.2 Update

*When Updating to 1.0.2 the patch will only reflect changes in the Update to New Fresh Games, with Cloud Save using the Old Version of the Game. If you want to see Changes you will want to Start a New Game.

Battle Taunts have been added to C-branch of the Campaign. This will be an ongoing addition with each branch B, A, and S having there own Battle Taunts to add flavor to the combat. I'm working towards a Combat Narrative to give the Turn-based Battles a more action like story element. I don't think I will add a plot or characters though, that wasn't my intent on the game.

I also added a tip Guide after the first battle, to give the game more direction.

1.1 will bring with it the complete Battle Taunts addition to the game for all branches of the campaign. C, B, A, and S.

Thank you and hope you enjoy the small update.

Version 1.0.1 Update

*When Updating to 1.0.1 the patch will only reflect changes in the Update to New Fresh Games, with Cloud Save using the Old Version of the Game. If you want to see Changes you will want to Start a New Game.

1. Added Two Tutorials to the Group Assembly at the begining of a Fresh Game. It feels more like a story now -- hopefully. Unskippable.
2. Added Loot Boxes to a Vendor in Town. The Vendor that sells Growth Plus or the Stat Gain Potions now sells Loot Boxes for 100 GP. Loot Boxes allow you to gear up from a Vendor and no longer drop only.
3. Lowered the cost of Source to make Source viable in the early game.
4. Platinum (Pt) is now rewarded during Campaign battles. (Pt) is the experience value for RogueStones and Source. When enough (Pt) is acquired when either RogueStone or Source is Equipped this will increase the Rank level.

Thank you and enjoy the small update.

Version 1.0 Update

This update replaces inconsistent graphics used in Dungeon Runs. The bread and four leaf clover have been replaced by Red & Blue Crates, which you can destroy and chain as GP Multipliers. The Red Crates restore some health while the Blue Crates double your GP Multiplier.

I don't need to get any more assets after this update, so the Game will go Live on Steam shortly after this post. I just need to confrm a date, unless I find a major bug. Which I don't believe will be the case as I did rigourous testing on the backend already up to this release.

Moondrop Rings and Artisan Prefix Mods have had their Mana reduced to 40 Mana from 100 Mana. This is to balance the Mana Stat, which is a powerful mechanic in RogueStone.

I fixed a bug where Scroll of Enchantments and Oil of Enhancements would not Boost their respective Stats, and is now fixed.

I removed the Warp effect from Exits/Entrances of Town areas.

I fixed a hiccup that was happening when you acquire your first RogueStone from the Town Vendor, that would push the Shop Menu instantly, and is now smoother.

Combat Audio is Standardized and the Uploaded fix is in this Update.

The Drop Table has been added to the Official Wikia for RogueStone. Check Steam Community Forums for the link.

The final build will have all 4 Pc Tutorials in Town, with Instructions. This is currently a Wip and only the 1st Pc Tutorial is done atm. That will be the final update before release.

I'm going to be sending out more Keys to Beta Test the game on Twitter today and in the coming days and weeks.

You can find me on Twitter @RogueStone4

Quick Fix #3

I uploaded the wrong Combat audio file and is now fixed in this Update.

I put a cap on ATK, MAG, SPD up to 9,999 now from 9,999,999,999 since it would unbalance the max health and mana scores of 9,999. I was going to fix that by having the health scale but that would require more time and testing. This fixes it quickly.

Shroud has also been reduced to +140% MAG and +140% Mana Cost from 200% and 200%. This is to differentiate between Maximize which has similar effect.

Please Update your Copy to see these changes.

New Build Version Available

New Build Version Available for Testing.

*Steam Input + Full Controller Support (Plug & Play Before You Launch Game.exe)
*Steam Achievements (12)
*Steam Cloud

Redesigned the Town and ColorSwapped all Assets.
Reworked Character Passives, by removing micro-management in previous build. Most if not all Passives should work now.
Standardized Combat Audio. There's two main themes now, before there was 4 themes. Took 2 of them out.
Removed ColorLog.
Wellsprings have changed to PC's. In Town you can find a PC by the vendors that will restore your empty flasks now.
Added some Tutorial PC's. Wip.

Please Update your Copy today. Cloud Save is Broken by the way, the procedure is to Re-Save Over Old Save Files. Overwriting the previous save as there's lots of changes that break Cloud Save in this Update.

Added Steam Input + Full Controller Support

Added Steam Input + Full Controller Support. Feels great to play on gamepad.

Game needs more assets. I need to run some small tests after assets are added and part of a redesign on old code that the game uses. I'm trying to eliminate micro-management factors to streamline the game loop. No ETA on when the tests will run but, I need atleast 2-3 months to get the assets. The redesign of the game is almost done already as you can see from the new Steam Pages.

Hope you like the New Colors. Although I removed the ColorLog, and is no longer being used in the game. I'm streamlining every aspect of the game and the ColorLog is a distraction from the Core Game.

I'll keep you posted. You can find me on Twitter for lastest happenings. Twitter @ RogueStone4

Game on Hold for Further Testing.

Game is on Hold for further testing. No ETA on the Hold. Game is not Ready for Release. I pulled the Game from Steam, until further notice.

Major Bug Fix #1

This Update will break Cloud Save, unfornately I can't salvage any prior progress you had until this Update. I appologize.

There was a major bug that prevented Character Passives from functioning, and was using old code. I reverted to the old code to enable the Character Passives, but it adds a layer of micro-management not seen in original build.

Under 'Cast' on the menu, you will see a new tab called 'Equip' that allows you to equip Spells and Passives. You can only bring into Combat the Spells/Passives you have slotted. There's 8 slots that enable Passives when slotted so you can un-equip and Customize your Group furthur.

I had to fix this bug and the only way was to introduce old code. Until I have more time to think of a better solution. I appologize once more. Please, Update your Copy.

Quick Fix #2

Values for Health200 and Mana200 Growth Plus has been reduced to 2 points for Mana200 (from 5) and 5 points for Health200 (from 10), as well as Health1000 and Mana1000 having same values reduced.

The reason is I wanted to slow down boosts when you get more GP, to balance off the GP gains.

*Game now is Updated to Launch Build. There will be additional tests before launch although the build right now is in a Good State.