Starward Rogue cover
Starward Rogue screenshot
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Genre: Role-playing (RPG), Adventure, Indie

Starward Rogue

Update 1.017: Smart Gun

New one!  This continues the recent trend of refinement-focused releases.  It updates/adds a number of sound effects, it adds several enemy variants, it refines a number of player weapons, and fixes a number of bugs.  It also adds yet more modding xml commands, and a new main-slot weapon: the Smart Gun.

More to come soon!

Official forum thread on this post.

Update 1.016: The Ricochet Sequel

New build!  This one is about refinement more than anything else.  It has sound effect improvements, various bugfixes, some improved enemies and weapons, and a variety of new xml features if you're into enemy creation or modding.

Also!  This one finally puts a nail in the coffin of that one long-term bug we've had with some ricochets not acting as expected in some circumstances.  We'd always see it occasionally, but it was hard to reproduce and even then would be like 1 shot out of 100.  But that 1 shot could be absolutely fatal when playing on Misery mode against a couple of bosses.  So that's a really good one to finally have out of the way -- I think that was our biggest longstanding bug, although not many people actually noticed it.

More to come soon!

Official forum thread on this post.

Update 1.015: Guns And Shields

New one for you!  This one has 14 new rooms, a new enemy with 4 variants, a bunch of improved weapons, and more.  "More" includes some bugfixes, as well as the start to a sound-effect-upgrade process.  The game is already rich with sound effects, but we (most specifically Craig, who is doing it) want it even bigger and better.

More to come soon!

Official forum thread on this post.

Update 1.014: Sacrifice THIS!

Another biggun!  This one has a ton of balance and exploit adjustments, as well as some important bugfixes surrounding the sacrifice shops in particular.  No more should the sacrifice shops accidentally kill you when you make a purchase -- sorry about that!

There are a couple of new enemies, a couple of new familiars and practically-new familiars, and made a number of other powerups more desirable and/or interesting.

More to come soon!

Official forum thread on this post.

Update 1.013: New Rooms, New Enemies, and Balance Work

This one is rather big!  Nothing too giant individually, but there's a whole heck of a lot of things in this one.  First of all, there's 14 new rooms from community members, boss updates and additions, new enemies, updated and overhauled drones, and balance to feats.  Among many, many other things.

More to come soon!  Because of the recent layoffs we are in a slower development phase now, so the updates won't be daily.  But there will be one or two a week at the very least, and likely more than that (particularly thanks to community contributions and our awesome volunteers).

As I noted last update, we've also resumed working on Stars Beyond Reach, and are now working on our other next project as well (Keith on the one and Blue and I on the other, respectively), so we have a plan for moving forward as a smaller company now.

Official forum thread on this post.

Updates 1.011-1012: 4 New Enemies, Performance Fixes

Another two updates!  These one have four enemies, three of which are community-created.  This also fixes the performance-eating aspects of our own recently-added Demesne enemy.  And there was a performance regression in 1.010 in general that is now fixed.  Sorry about all the hitching that was causing -- it was worst on linux, but happening on all three OSes.

This new version also brings us to... Unity 5!  Overall that doesn't change a whole lot in your user experience, however it does let us lock the cursor to the window, which I know a lot of folks were really wanting (me too).  I know I made some flubs with firing during recording some videos thanks to my mouse cursor going out of the window before.

Aside from that, we spent a huge amount of time -- almost all of our working hours allocated for Starward Rogue on Saturday through today -- on smoother diagonal wall collisions.  That has been a big problem unfortunately, because in version 1.011 it was causing some woes with getting stuck in certain walls and being unable to pick up certain items, which was very frustrating.  Right now we've simply disabled that again, and I'm not sure of any other way around that.  For now we will spend our time working on other unrelated things off the list of things you guys have been asking for tweaks with.

More to come soon!  Because of the recent layoffs we are in a slower development phase now, so the updates won't be daily.  But there will be one or two a week at the very least, and likely more than that (particularly thanks to community contributions and our awesome volunteers).

We've also resumed working on Stars Beyond Reach, and are now working on our other next project as well (Keith on the one and Blue and I on the other, respectively), so we have a plan for moving forward as a smaller company now.

Official forum thread on this post.

Update 1.010: New Enemy, Faster Unlocks

Another update!  This one has bugfixes, a new community-made enemy, a variety of balance tweaks, and more.  This also reduces the number of runs you must win before you get the full 7-floor runs instead of the shorter 5-floor runs.

More to come soon!

Official forum thread on this post.

Update 1.009: Two New Enemies

Another day, another update.  This one is a bit sparse, since it was a... challenging day.  That said, this adds two new enemies for you to battle, switches an inept sacrifice room item into an excellent new incredibility, and has a number of bugfixes.

More to come tomorrow!

Official forum thread on this post.

Update 1.008: Items? What Items?

A really big update for you today.  First of all, this clears out a ton of our mantis bugtracker issues.  This also allows deadzone setting for your analog sticks, and sets the default back slightly higher again, which is good for your average well-loved 360 controller.

More interestingly, perhaps, is that the game is now a lot more aggressive about showing you its actual content variety.  Some folks were hitting a point where they were going "you need more items!"  In a game with 200+ items, that's clearly a problem.  For instance, we made the drop rate of guns so rare that people were sometimes not even finding one gun in a whole run!  Derp.

We made a slew of updates to make everything from room designs to items show up with greater frequency while still keeping relative drop frequencies as they were (supposed to be).  The TLDR is that in your average run you'll now encounter far more variety, but the rarer stuff will also be on lower floors more often than not.

More to come tomorrow!

Official forum thread on this post.

XBox One Controllers, Other Fixes And Tweaks

Two more updates for you today -- thanks for everyone who was giving us feedback with these! 1.006 and 1.007 are, in a lot of respects, not the most exciting releases. However, they do completely rework the underlying input system to have greater compatibility with more gamepads, and in particular the XBox One.

There are also a couple of new enemies from community member zharmad! If you're interested in doing modding and additions and submitting them, a reminder is that we vet all those and potentially make tweaks before we include them in the official game. It's a very curated process, so you don't have to worry about quality drops or anything like that.

THAT said, the modding capabilities are completely open and you are free to do a total conversion or whatever else you want that doesn't get integrated into our main branch. By all means please do! But a lot of folks are creating a piece of content or two that they then feel like would fit in the main game proper, and that's the bit that we curate with a keen eye.

More to come tomorrow, both in terms of polish and in terms of some other new features and content from our own staff. :)

Oh, and thanks again for your support! Your positive steam reviews are helping to get the game noticed a lot more, which really means a lot to our ability to continue this sort of thing long-term with the game. We still have a major visibility problem with the game (our own fault for coming out of nowhere), but it seems to be improving.