
Steam news
Full Steam announcements and update articles for this title.
Greatsword not grants +20% attack speed.
Fixed a bug where boss would not react after reaching zero life.
After more than three years of development, we finally bring you the final version of Roguefall. It's been a rough, but rewarding journey bringing Roguefall to life and I hope you enjoy it as well! Here's a post to summarize what's been added to the full version.
The hub now has an additional room, in which you can spend computer chips and keys to unlock permanent upgrades. Computer chips and keys are found during your run by defeating pesky drones before they can flee. However, you can also get computer chips by just playing the game regularly. There are a variety of different upgrades, but here is one example. Try the game to see all of them!
A new biome including never before seen enemies can now be found during your journey. The Mossy Mines are particularly difficult so come well prepared. It also only spawns after you've already explored the layer quite a bit. Here's a small teaser of the player fighting in the Mossy Mines.
The boss has ascended to its final form. Can you defeat this new and improved foe?
There's a bunch of new treasures to be found on your journeys. This one converts all your physical damage to magic damage. I wonder what that could be useful for?
We didn't like the old way infusions worked, so we reworked them. Treasures can now have elemental Ranks. The elemental rank, like in this example, Chill, determines how likely it is that you apply Chill. Higher ranks also increase the strength of the effect.
Given the new content added, like the Mossy Mines and other rewards, we decided to make the level significantly larger. Here's just a part of the whole map.
We haven't documented every change here, so hop in the game and try it out yourself. Rumors say there's an adorable cat hiding in the hub.
Finally, we are grateful to everyone who's helped us out on our journey here. Thanks to all past and future players for checking out Roguefall!
It’s been a while since our last post. However today we're happy to bring you the next update to Roguefall. Possibly you've already seen the last update and even played a little and discovered some of the new things we added. Nevertheless, here's an overview of what‘s changed:
In our previous update, we introduced a crafting system together with a single Treasure, the Chalice. In this update, we're expanding upon Treasures. We've introduced Simple and Unique Treasures.
Simple Treasures like the Chalice, can be used for crafting. Each Simple Treasure can now have up to 1 defensive and 1 offensive attribute. In contrast to most Unique Treasures, Simple Treasures have a implicit effect that cannot be changed, like the Chalice, which regenerates Life. There are 6 types of Simple Treasures in total.
Unique treasures are a way to enhance and change your build significantly throughout your run, beyond just simple stat changes. Overall their are currently over 30 Unique Treasures to discover!
Multiple Shop rooms have been scattered across the map. In these, you can spend your hard earned coins to buy some resources and Treasures. The Shop rooms are intended to let players have more control over their build. Additionally, in most Shop rooms you can reroll the current inventory to gamble on items that fit into your current playstyle. Of course you can also sell items you don't need.
We have reworked each weapon to have a scaling effect unique to that weapon. Weapons are now treated as Special Treasures, that have their own slot in your inventory so they don't use up your usual Treasure slots. These can be changed in limited ways using the Fluxstar Essence, but cannot be unequipped during a run.
We decided to overhaul the Scythe, as its previous mechanic was clumsy, hard to understand, and quite restrictive. Now you can control which minions you summon via Skull Treasures. Skull Treasures are a type of Simple Treasure, but they also enable you to spawn different types of minions. The manual summoning has also been replaced with an automatic summon and resummon once an encounter starts.
In addition to the aforementioned changes, we have added many QoL improvements (like reloading on right mouse button press or being able to switch between menus without having to close them first), as well as smaller bug fixes. We have also adapted the tutorial, to be more streamlined and integrated into the overall gameplay loop. There was also a security vulnerability reported in the Unity Version we used (and many others). Therefore we also updated the used Unity Version to mitigate this vulnerability.
Overall, the game changed quite a lot (again), but we are quite happy with the state of it and where its heading. We feel that with the Treasure and crafting mechanic in place, we have a good system which we can expand upon. Unfortunately, we were still not able to implement a system for meta progression. Our goal was to first have a proper run progression that allows us to actually build upon with the upcoming meta progression.
You can check out all these changes and more in our free demo! We are happy to hear your feedback.
With many systems already in place, we want to focus on meta progression for the next update. We already have the system planned out and have started the implementation. There will be two meta currencies you can earn during you runs. These are used to unlock and upgrade the meta progression. These may contain simple boosts, modify the rooms, or your inventory. There will also be progression through achievements by simply playing the game.
We will also continuously add new Unique Treasures to further increase build diversity and gameplay choices.
The current Infusion system (like Aftershock, Flame, Chill) will be removed and instead added as additional implicit effects on Treasures in the form of Effect levels, where the total level determines the strength of the effect. These additional effect levels will roll randomly on Treasures and will not be craftable. We decided to restrict the crafting on these effects, as we want to have players really think about which Treasure to slot in to their current build.
In the next update, you will also have the chance to face new enemies and explore a completely new biome, in addition to some changes to the final boss.
Stay tuned for future updates and in the meantime, we hope you enjoy the most recent changes and additions!
It's been sometime since our last post, but we're proud to finally bring you a major update to Roguefall.
We've overhauled quite a few things so lets get started:
Gathering You can now find different resources to gather throughout the Grassy Grove. Here are some rocks: In boxes you can find these mysterious Essences: Here you can see a harmless chicken, surely you wouldn't kill it just for some feathers? But of course there are many more resources to gather!
Crafting
Using the previously mentioned resources you can modify the newly added item called Treasures. Treasures are found throughout your run and give boosts to different stats. You can change which stats are boosted using the Crafting Table. Here's a preview of the crafting:
Hop in yourself to discover all materials and craft powerful Treasures!
Antique Firearm
We've added a new weapon, the Antique Firearm. It is a ranged weapon which deals a significant amount of damage, but has to be reloaded after four shots:
Mysterious Scythe
The Mysterious Scythe is a new weapon with which you can summon fallen foes to fight for you!
Level System
Maybe you've already noticed a few bars on the lower end of the previous screenshots. These indicate your XP which you can spend to boost your stats:
Layer Layout As we announced in a previous post, rooms are now on a grid that you can explore using a minimap. The layout is randomly generated for each run. Here is an example:
There are different rooms to discover on the map, each with different enemies and rewards.
Echoes
Echoes are passives that change a part of the game in a more significant way than simple stats will. Here are a few of them:
However, in the future we will be moving these effects to Unique Treasures, as we think they fit better into that category. More on those in a future update.
Meta Progression
Unfortunately we couldn't overhaul the meta progression in time so we will be doing that in a future update. Stay tuned!
We've also added another type of item which we mentioned in our last post. Hop in game to find it!
That's all for now and check back for more updates in the future!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Roguefall, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Roguefall statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.