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Rogue Empire

 
Invitation to support Rogue Empire for the Labor of Love award!Nov 21, 2023 - Community AnnouncementsHi everyone! I want to invite you to support Rogue Empire for the Labor of Love award! While several circumstances prevent me of giving the time it deserves I do thing it was, is and always will be a Labor of Love! I'd like to seize this moment to express my gratitude to everyone who tried out Rogue Empire, whether it captured your interest or not. I recognize that the gaming landscape is highly competitive, and your attention is a valuable commodity. May you continue to explore and champion a diverse array of new and old roguelikes and inventive games around! Thanks you truly, GWEngine Upgrade is getting out of BetaSep 8, 2023 - Community AnnouncementsHello everyone! 2 months passed since the engine upgrade was announced and deployed into a beta build for you to test. Since then around 12% of the users played in it without any new (there where still some old ones :/) issues to be found. This gives me enough confidence to upgrade the main build of the game available to all. And then continue working on features and bug fixes. Please note that this upgrade will bring changes to how save files are handled, rendering old saves incompatible. The same goes for soul essence. To compensate for any losses, the game will grant you some based on your achievements. IMPORTANT: If you have ongoing games or prefer to use the game with the old engine, you can do so by using the old-save-compatible-beta beta build: Right-click on the game name in your library and select "Properties." Go to the "Betas" tab. Choose "old-save-compatible-beta" from the options. Happy dungeon crawling, GWUnderlaying Engine upgradeJul 10, 2023 - Community AnnouncementsGreetings everyone, It's been quite a while since my last update. Life's circumstances have kept me away from working on the game, but finally, I found the time to make progress in the past few days. In particular, I focused on a long-overdue task: upgrading the underlying Unity engine. This change should enhance the graphics and pave the way for future improvements. With that in mind, I invite you to test the updated version, now available as a beta called "engine-upgrade." Here's how you can access it: Right-click on the game name in your library and select "Properties." Go to the "Betas" tab. Choose "engine-upgrade" from the options. If you have the time and patience, I would greatly appreciate it if you could give it a try. Your feedback will help me identify any issues with it. Please note that this upgrade will bring changes to how save files are handled, rendering old saves incompatible. The same goes for soul essence. To compensate for any losses, the game will grant you some based on your achievements. If you prefer to continue playing with your old saves, you can still do it as they are not removed. You have the option to use either the current game version or the "old-save-compatible-beta" version to load them. I'm hopeful that this upgrade will enable me to add more content and address some existing issues in the game going forward. Wishing you a fantastic time exploring! Best regards, GWSmall Update notesAug 30, 2022 - Community AnnouncementsA small patch this time: Bug Fixes Steam achievements should now work and unlock for previous achievements unlocked in game. Balance Disgusting worms satiation reduction reduced by 90% New small Update!Jun 21, 2022 - Community AnnouncementsHi Everyone! It has been a while since the last update on Rogue Empire and I wanted to let you know I am still alive lol. If you are are wondering why, it mainly has to do with me being busy at my main Job (In case you are curious this is the project I have been working on there: Writer's Block) as well as handling fatherhood at the same time ( I got an 18 month toddler lol). In any case, what is this update about!? It's not big but I hope it preludes the next one with the new game mode I hinted at 1 year ago. So, let's get into it: New Stuff: Added a new enemy: The disgusting worm {STEAM_CLAN_IMAGE}/30970675/b3671f81645f5334dd4f2d7facc445814ec5e7d4.png Bug Fixes: Infamous Action Bar actions replacing bug should be fixed! I am not yet 100% sure on this but let me know lol! Water splash spell no longer dealing poison/nature damage type. Druid: Command beast talent should now properly grant 3x XP. That's it for now. Thanks for your patience on me, and as always happy dungeon crawling!!! Halloween is close in Ethistos!Oct 18, 2021 - Community AnnouncementsHalloween is back in Ethistos! From the 28th of October to the 3th of November be watchful of confused villagers walking around dungeons! No one knows what they ate for this to happen, but the are obsessed with one question! Trick or Treat? Be warry of what you answer as you will have to deal with the consequences! {STEAM_CLAN_IMAGE}/30970675/870e68044735c363aa487f2dfa9e45d1d16ef334.jpg You can set a reminder for the event start at the top of this article! Some non in game updates You might have noticed development got slowed on my side. This is mainly because I got hired to work on an other game reducing greatly my time to work on RE. But don't worry, I am training someone to continue to work on RE with my help. This needs some time but things are progressing nicely. In any case, happy Halloween and happy dungeon crawling! GWHotfix 07-21-2021Jul 21, 2021 - Community AnnouncementsSmall bug fixes: The Lightning Orb spell should no longer randomly crash the game. Level up achievements should now work properly. Hot Fix 07-05-2020Jul 5, 2021 - Community AnnouncementsBugs: Trying to unequip an item when the inventory subsection is empty no longer bugs out. Summons properly working again when not owning the DLC. Hotfix 6-26-2021Jun 26, 2021 - Community AnnouncementsFixed bug that had a chance to crash games when facing enemies that enrage. Other small bugs fixed Patch V1.1.1Jun 23, 2021 - Community AnnouncementsBugs: Fixed bug where spell power would not influence raised minions level. Fixed bug where jumper spider jump over ability would activate the cooldown for the player's jump over ability. Kills done buy raised minions now properly give soul essence. Balance: Return damage glyphs reduced in power, specially for later tiers Necromancer Added base spell Dark Rift: Teleports all your minions not in close combat to target location (if possible). Soul shield slightly nerfed. Increased the effect of arm undead in all its tiers. Soul Reaver Soul barrier cost increased from 1 to 2 souls. Soul shield slightly nerfed. Hot Fix Friday 18-6-2020Jun 18, 2021 - Community AnnouncementsChanges: Bugs: Fixed issue where ambushed necromancers would lose their field of view. Fixed bug where the Cascading Soul Ray Soul Reaver ability would not do proper accumulation. Fixed multiple typos. Including the one about 50% chance to get a spell lol. Using a glyph on an already glyphed item no longer removes your glyph. Balance: Dwarf: Dwarf required levels to increase their per level damage reduction reduced from 9 to 5. Necromancer: Minions are a little tougher in general and should have a less of a rng based health pool on summon. Reduced slightly the hp cost per level of creating corpses. Warrior: Armor perfectionist buffed across all its tiers. Other: Challenge dungeon flare where the shadow will spawn no longer taken into account when auto exploring. Necromancer archers no longer leave arrows to avoid item clutter. Added the learning curve text to Soul Reavers. Bear lover and level milestone achievements readjusted. Small updateJun 17, 2021 - Community AnnouncementsMac users can now play the DLC and core game at its current version. Although achievements are disabled for them until I fix the underlying issue (they should translate automatically to steam once I do). Fixed many typos. Reduced the power level of return health on block glyphs. Mages: Seeker of knowledge buffed to reflect the level squish. All enemies give slightly more xp now. Dark Heroes DLC is available Now!Jun 15, 2021 - Community AnnouncementsDark Heroes Embarks into Ethistos now! The first DLC for Rogue Empire is live! The first DLC for Rogue Empire brings together darker heroes to protect Ethistos against a common enemy: The first Shadow! What is included in the DLC: {STEAM_CLAN_IMAGE}/30970675/7b0ff49f597c1b8b8f7dd924c9d21e231bb28bf7.png You can now play as a necromancer commanding an unholy host of undead! Have access to their unique school of magic! Unlock one of 2 mutually exclusive necromancer paths to immortality! {STEAM_CLAN_IMAGE}/30970675/d7e626ad94f3d77297a060800f8e5fb90876bee0.png If summoning undead is not your thing but using your foe's soul is, the Soul Reaver is for you! Harness the power of your enemy souls and cast powerful abilities with them! {STEAM_CLAN_IMAGE}/30970675/88ef8996c005dd70a30a49b0bc7bdaedf0a3436d.png In addition to these new classes, a new race has also been added: The Insectoids. Unlocked in game, these insect like creatures possess a unique metabolism and intrinsic body armor. {STEAM_CLAN_IMAGE}/30970675/f3f3cc69e6625fb789cc5f5d0535c74265921ab7.png{STEAM_CLAN_IMAGE}/30970675/9b8a65285770bb6163458073469b7f3e6b7f5f99.png{STEAM_CLAN_IMAGE}/30970675/2aa4280d305fc8e7a351369f8c3a95626a923c0f.png New Glyphs of Power will allow you to further customize your character's equipment by adding unique effects to your gear. Rogue Empire is an indie work of love. I want to thank all the people that supported me so far and enabled me to build on it! Many thanks!Pre-dlc patch update 1.1.0 live!Jun 14, 2021 - Community AnnouncementsHi everyone! In anticipation to the Dark Heroes DLC coming up tomorrow I am releasing version 1.0.0 of the base game! Biggest change among this is the level squish! This might affect your current playthroughs somewhat. In addition to this, some dungeons change a little bit their structure so if you are having issues getting out from a level with a pre 1.1.0 save game let me know so I see what I can do about it. A new HQ insectoid image was added to people with the Story Art DLC. Anyway, here are the changes for todays update! Changes: New: Added summon trap. Added enchantment destroyer trap. Added several new spells: Inferno, Insectoid Swarm, Create Vacuum, Lightning Orb. Added new enemies. Bugs: Important change: The default key for looking at items nearby and picking up several items on the floor window is now ctrl and ctrl + p respectively. Turns out shift causes issues in windows with the numkeypad that in turn locked the movement towards one way or another making you force to reload the game Fixed a bug where disabling the shadow chase in the challenge dungeon would not allow resting after certain turns as if the shadow is actually chasing the player. Fixed a bug where a legendary item could be recrafted if altar reopened during crafting FX. Fixed a bug where last boss's Shadow Pillar ability would not trigger. Fixed a bug where occasionally important NPC's would disappear. Balance: Level squishing: XP required to level increased, enemy balanced accordingly. Abilities now gained on every level up. Removed some dungeon levels from the main quest path in the dawn of shadows campaign. The magician merchant now tries to teleport near the player when he appears! His chance to appear was reduced slightly. Divine Aegis now has a maximum damage it can absorb per hit. Phantom presence spell now tries to show interesting locations! Increase mana consumption by 3X. First boss shadow nets now trap you for 1 more turn and do a little damage. Poison damage type replaced by nature damage type. Added necrotic damage type. Earth magic school spells now in nature school spells. Nature school spells now druid exclusive. Base spell level influence on spell range reduced. Other: You now see a relevant loading images when loading between levels. The soul essence button will be highlighted if you have enough soul essence for a purchase when you load the main menu. Improved on fire FX Improved whirlwind FX Screen snap to level borders defaulted to be unchecked. I hope you are all excited for tomorrow! There will be a lot of streaming going on too! ːsteamhappyː Cheers and happy crawling! GW Dark Heroes DLC Update: Release Date, Pricing, Gameplay Trailer!Jun 1, 2021 - Community AnnouncementsHi everyone! I have been very busy the last few weeks, ironing out Dark Heroes, the features it contains, and their impact on the game as a whole. And now I want to let you in on some news about the DLC! Release Date: I finally settled on June 15th, 8:00am PDT. Be ready for 30+ Twitch streamers, lined up curtesy of my good old friend Fael Fink (AKA SunGnif)! Pricing: After reading all of your comments - and thank you for the amazing support - I have decided to go for the higher end of $7.00 USD ($6.99 in fact), with Steam's corresponding auto-conversion for non-US residents. Allow me to say that I am surprised and thankful for your overwhelming support! I'm currently unsure why, but pricing will only show up on the DLC's Steam page on release day. Gameplay Trailer: I just added the Gameplay Trailer for dark heroes to the DLC's store page! It was done by Matt Graham, another very good friend. Check out some of his other work here! I hope you all are as excited as I am! Happy dungeon crawling, GW PS: Close to the release date, wrap up your current games just in case :) Dark Heroes DLC survey result and release plans!May 17, 2021 - Community AnnouncementsOk guys the survey is closed! At some point it was a virtual tie but over the last days the option to release the DLC earlier prevailed: Launch the DLC only content as soon as possible and put the new game mode further down the line 109 votes (53.4 %) Launch everything as a package 95 votes (46.6 %) Now for some of you that were worried releasing the DLC sooner would hinder the game I think I can use this outcome to focus marketing (and development) on the new game mode and give it a visibility boost. Any contacts with decent sized content creators would be very much appreciated! Now when will the DLC be released then!? My current goal is for the week of the 14th to the 21 of June. Why? Many reasons, among them: time to wrap things up, time to market a little more and avoid E3 and other big events. What will be the price? I am considering a price range from 5 to 7 USD. Leaning more towards the later. Please don't be shy and comment about this. Extra news One thing that I will be introducing is a level squish. What this means is that there will be fewer levels but you will get an ability on every level instead of every 2 levels. This might alter save games so consider wrapping your games before the release! I am currently testing this on the game's twitch channel from time to time, so feel free to hop in (and consider tossing a follow Important survey regarding Dark Heroes DLCMay 8, 2021 - Community AnnouncementsUpdate: I see this is very tight which I didn't expect. So I'll set an end date: Sunday the 17th of May Also if it ends up very close still I might take the liberty of choosing one over the other based on some comments I am reading here (this also means that your comments matter so have a say please). Last but not least I ll be trying to stream some testing sessions of the new classes and race over RE's twitch channel, feel free to lurk or participate! Original Post: Hi everyone, while working these days to finish the Escape the Barrier game mode that I plan to release for free with the Dark Heroes DLC I realized two important aspects of it: It will take more time than expected to get it into a finished state that I will be satisfied with. Just so you know a little of what goes into this: More than a dozen new boss fights to design, develop and balance. Many (at least 50 would be my objective) unique map events with unique outcomes. A satisfying ending story wise and mechanically/gameplay wise. (this might seem trivial but its not) Tons of balance. Considering 1), I don't see why I can not deliver the DLC proper to those of you that want to play and experience the new classes, race and runes earlier. Now this deviates from my original plan/idea which is why I want to ask you guys what you want. Launching the DLC proper earlier will allow me to release it at least 1 to 2 months earlier ( I will only have to test it more and market it a bit to launch it). I am fine with either way really but I feel you get have the say here: Release poll Wish list Dark Heroes on its newly released Steam Page!Apr 20, 2021 - Community AnnouncementsHi everyone! I am really happy to announce that Dark Heroes has now its own Steam Store Page! https://store.steampowered.com/app/1440600 By the way if you still haven't tried Rogue Empire out, I am discounting it till Monday the 26th to celebrate this! ːsteamhappyː Now let's dive into more meaty stuff! To perceptive eyes you will also notice some extra content coming to the DLC that has not yet been disclosed: The Insectoid Race! {STEAM_CLAN_IMAGE}/30970675/88ef8996c005dd70a30a49b0bc7bdaedf0a3436d.png In addition the DLC patch will also bring some new spells for the core game! Also with this additions, mages will now not be able to learn nature spells, being an exclusive spell school for the druid. These new spells and changes in terms of balance shall make their casting styles more unique and fitting. Let me sneak peak you one of the new spells, the powerful Lightning Orb! {STEAM_CLAN_IMAGE}/30970675/b7cb11ae85a6fb7c218122e3f830b7a8267a128c.gif One thing that might be in everybody's mind is: When is the Dark Heroes coming out!? Short answer: Fairly Soon Longer Answer: Although there are a few things I still need to develop, the main time sink now is balancing and polishing the new game mode Escape the Barrier. I also need to add a trailer for the DLC/Patch as a whole. Hope this gets you as excited as I am!!! Happy dungeon crawling! GWUpcoming new game mode on Dark Heroes launch: Escape The Barrier!Feb 11, 2021 - Community AnnouncementsHi everyone, Before getting into the beefy stuff I want to apologize for the slow pace this past 2 months. As some might be aware I recently had my first child and it is taking some time away from Rogue Empire! Nevertheless be assured I am still at it! Escape the Barrier So what is this new game mode all about!? The idea behind Escape the Barrier is that your character got trapped inside a shadow barrier of one of the main cities. By chance you acquired priceless information of how to escape the barrier and now make a run from it! Agents of the first shadow as well as other groups chase after you! {STEAM_CLAN_IMAGE}/30970675/b023f4d5f70b4735edf9e2a70c352bb195924dcd.gif As you can see you start the game in a special map where you choose where to advance and then get into an encounter/event. This map is randomly generated when you play the game and is inspired by other popular games. Note: The art you see here is not necessary final! So far I though of the following encounters but more might be added. I encourage you to throw some ideas! Regular encounter: Fight a few regular enemies. These will be grouped by themes. Champion encounter: Fight a a champion which may have some escorts. Shop: Our friend the magician merchant will sell you stuff! Trap encounter: Avoid a trapped location! Escape encounter: Against overwhelming odds there is nothing left but to escape! Unknown encounter: Some unknown event, Examples might be skill checks, tough choices, etc. Boss encounter: Entirely new bosses to fight against! {STEAM_CLAN_IMAGE}/30970675/de95fc178ed3f20ad75a9bdf9c5d6174fc2c48c4.jpg I am yet unsure how many maps you will have to travers. It might just be one huge one. Another thing to consider is rules for this game mode are fairly different from other game modes: You can not heal or recover mana inside encounters! You will heal and recover mana a bit every time you progress through the map. This will make health a very important factor when choosing where to go! Some spells and abilities will be removed as available options for balance reasons. Experience will be acquired after finishing a successful non-passive encounter! There will probably be some kind of gear passing or buff as a result of your performance in your previous run. This should avoid hunting for the perfect map. This is still very much work in progress. After this is done there is one more small surprise for the dlc proper before I open some beta testing to it! Hope you enjoy this when its out! Happy dungeon crawling! GW Update 1.0.17 live! Christmas is upon us!Dec 7, 2020 - Community AnnouncementsHi every one! We are already getting close to the end of this rather dreadful year for a lot of us. For my self personally I am about to be a dad so that makes me happy! Anyway, here are the changes for todays update! Changes: Christmas: You character will look more Christmassy (this was already the case last year). In addition it seems Santa lost a lot of presents inside the dungeons! {STEAM_CLAN_IMAGE}/30970675/d40dca5a5018d1839bb37f92cb70aa8ff234f0b6.jpg Different present have different type of items. Some are rarer than others of course! When you open it something will happen that I hope cheers you up! This will go live tomorrow till the end of the month! As always you can disable these events from the settings menu! Bugs: Fixed bug where returning to an old area after some time with old summons of you would break the game. Fixed bug where returning on previous levels and then reentering a level with a named enemy would make the enemy disappear. Balance: Enemy base spell critical damage was reduced for easy and normal difficulties. Player and Enemy spell critical damage intelligence influence reduced slightly. Hunter: Hunter's initial Create Ammo ability cooldown reduced to values of their improved counterparts. Dirty Shot now has a longer cooldown but has now an improved effect across the board. In addition enemies that after being hit by the ability do not see their current target will now always disengage from combat with it. Mage: Reworked how siphon mana works: It now siphons mana based on your own mana and damages the target accordingly. If the target has its mana depleted some damage will still be done! Cooldown has been increased. In general terms this should give the player more control over the ability (increasing your maximum mana pool increases the effect) and also makes it a dual effect ability specially powerful against casters Warrior: Trap Prepared Armor skills improved and renamed "Situation awareness". Now in addition to the trap effect mitigation it also reduces(eventually nullifies) the disarming chance on the warrior. Other: Added 1 new enemy type. Darkened and widened the tooltip on action bar abilities to improve its legibility. Camera and zoom now does not show the screen beyond the level border. This helps a lot with immersion and makes it clear for you when you reach a level's limit (camera wont center towards the character in that situation). This can be toggled as it was before from the settings menu. I am unsure if this will stay as default, looking forward to your feedback! With the previous change the very first map felt weird, so it has been expanded a little. Coming up next: I will probably showcase some more about the upcoming DLC! In any case I wish you the best for yourself and your loved ones in this coming days! Cheers and happy crawling! GW