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The Rogue Prince of Persia

 
Update 0.14.5 - 06/04/2025 (#bb7f9bff)Jun 4, 2025 - Community AnnouncementsBuild v0.14.5 : bb7f9bff Bugfix Fixed a resolution issue on Steam Deck Update 0.14.4 - 05/28/2025 (#19744ffd89)May 28, 2025 - Community AnnouncementsBuild V0.14.4: 19744ffd89 Bugfixes Fixed "The right tools for the job" achievement not triggering, Fixed "Sharpened Vitality" medallion not unlocking (it should unlock by default), Fixed camera sometimes not resetting when loading a biome, Fixed HP bar displaying a null value, Fixed a looter room in Aqueduct that could cause rewards to drop on the roof, Fixed an issue with Cinders counter, Fixed Mithra's light sometimes not displaying properly on doors, Fixed Saw description to be more accurate, nop, it doesn’t hurt the Prince anymore. Update 0.14.3 - 05/22/2025 (#75cc17c4)May 22, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/44971889/82239853f8d2849a754d5d04f0429456c45c982b.png Greetings @everyone! Here we are with a new Update! Update 14 – Power and Fury, is now out on Steam! Sooooo... What’s up?! V0.14.3: 75cc17c4 Medallions & Looters Rework It’s been a long time since we tweaked / reworked our medallion design it was about time that we put our hands in there! We reworked ALL medallions and looters Design of all the medallions has been reworked. You now have 4 categories: Common Medallions: Work in pairs (right & left), each medallion has a bonus, but having both parts equipped will boost the bonus of each. Their bonuses are focused on flat stats improvements, such as damage, or defense. Rare Medallions: Those unique medallions bring additional effects to your attacks and movements. Use them to shape your builds wisely. Legendary Medallions: Like the previous ones, they have unique attributes but a scale that can be completely game changer for your build. Corrupted Medallions: You know the drill. Great bonuses and effects, but with a counterpart. Looters have been reworked too Blood Altar is now a “gambling machine” where you pay with your max health to get items. Each time you use it repeatedly, the more chances you have to get greater loot! Medallion Altar is also a “gambling machine”, but you pay with gold. And of course, the more you use it, the more chances you have to get great loot. Boss Looters have been removed. The “Weapon Looter” has been moved to the beginning of each biome and is now more of a “Start Looter” giving you lots of gold, lots of Soul Cinders, max health or a Medallion Slot. Astara is back at improving weapons, up to 2 times. Shops' loot has been adjusted too. Removed gold reward and cost scaling across biomes. Gold value should be more consistent and relevant now. The overall balancing has been tweaked to follow all these modifications. (Your feedback is more than welcome on that part!) Skills have been adjusted accordingly. Added medallions view in HUD that reacts with their activation and state. Tools 3 new tools have been added: Blowgun Fire Vial Bladed Cyclone I won’t say more and let you test them. Gonna need to unlock them first though. We’ve also reworked how the Saw works. Now it drops a Saw Trap that goes back and forth. AND! It doesn't hurt you anymore! :D Traversal Polish We worked on improving the overall Traversal smoothness, trying to reduce the stickiness. Dash, Jump and Kick animations have been reworked, and variations have been added. Optimization Loadings should now be way smoother and shorter, avoiding spikes. Overall performances should be better too. Screen resolutions are now unlocked! The list available in the option is now based on the resolutions supported by your monitor. Thanks a lot! Baguette Squad out.Power and Fury update - more powerful builds and big improvements for controls!May 22, 2025 - Community AnnouncementsHello, We're back with a game-changing new update - Power and Fury! Builds now feel way more powerful & intuitive and we've improved the traversal controls to be smoother, snappier and more precise. Basically, we've beefed up everything, so check it out! If you prefer your update info in video form, watch this, otherwise read on! Control improvements You'll really need to play to feel the difference of all this, but here's what we've changed! Global Reduced the 'magnetic' feeling - stuff like sticking to poles and walls when you don't want to In case you missed it, input lag was reduced in a previous update Vault and dash Adjusted its detection distance and trajectory New animation Ledge and one way platform grab Smoother movement Can interrupt the movement quicker with a dash, attack or jump Vayu's Breath (speed boost) Lasts longer than before More actions add to its gauge - water slide and jumps off the back wall Each aspect on its own might seem minor, but add it all up and the controls feel way better - let us know how it feels! Medallions ALL medallions have been changed - effects are now more straightforward and easy to understand how they will, or won't, fit in your build. Each medallion has an impact that you'll feel straight away, with their effects magnifying as you pick up others. So basically your choices will be more meaningful and feel more satisfying. Here's a quick breakdown of how the new medallions are grouped, in their 4 levels of rarity - basic, rare, legendary and legendary (corrupted). Basic Bonuses focused on flat stat improvements, stuff like increase weapon damage, increase Vayu's Breath accumulation rate, increase gold gains - 'basic' upgrades that will still make a noticeable difference as soon as you pick them up. These are split in pairs (right & left), each medallion will give a bonus on its own, but having both parts equipped will boost the bonus of both. i.e. you have one 'weapon damage increased by 10%' medallion, then you pick up it's twin, and now both the medallions have a 15% effect, giving 30% total. Rare Medallions which give additional effects to your attacks and movements - stuff you can create specific builds around, like critical hits stun nearby enemies, attacks have a chance to burn enemies, or reduce damage taken by the amount of gold you have. You'll want to pick these up with certain weapons or medallions to create amazing builds. Legendary Medallions you just WANT to find each time - the 'God Run' medallions. Think of things like block the next attack you receive (recharges), grant 1 Seal of Zurvan (revive to 50% health if you die), dashing triggers Vayu's Breath. Legendary (Corrupted) Trade-off upgrades which can create a very powerful combination with another medallion (or even on their own!), but will punish you if you're not careful. For example, increase damage dealt but also damage received, have a chance to block damage but all healing is reduced, increase critical damage but reduce base dam...Test Branch: new gameplay with medallion overhaul + BIG controller improvementsMay 7, 2025 - Community AnnouncementsInstructions to access this test branch are at the end of this post. Hello, We're back with a new update for the TEST BRANCH! We've changed all the medallions so builds are much more intuitive and impactful, PLUS we've improved lots of aspects of the parkour/traversal, especially that sticky/magnetic feeling (all this is coming to the main game soon). Basically, playing is gonna feel better for both traversal and combat! PLEASE NOTE: As this is a test branch, there will be some over and underpowered things, some bugs, and the game might crash. Please consider this before playing (but this update IS awesome). What we're changing So! There are two main changes in this test branch update: Complete overhaul of medallions, making 'builds' much more intuitive, impactful, and improving their synergies with weapons Big 'gamefeel' improvements - reduced 'magnetic/sticky' feeling, improved vault, smoother ledge/platform grab, longer lasting Vayu's Breath, and improved animations We've also added 3 new tools, reworked the 'looters' a bit and optimised loading screens & general performance! Medallions There are no more super-specific criteria like 'when energy is over 80%, increase critical damage by 20%'. Effects are more straightforward and easy to understand how they will, or won't, fit in your build. You should feel the effect of each medallion straight away as you advance through your run, with their effects getting magnified as you pick up others, if you pick the right ones. So basically your choices will be more difficult, will matter more, and will feel more satisfying! Here's a quick breakdown of how the new medallions are grouped, in their 4 levels of rarity - basic, rare, legendary and legendary (corrupted). Basic Bonuses focused on flat stat improvements. These are split in pairs (right & left), each medallion will give a bonus on its own, but having both parts equipped will boost the bonus of each. So this is stuff like increase weapon damage, increase Vayu's Breath accumulation rate, increase gold gains - 'basic' upgrades that will still make a noticeable difference as soon as you pick them up. Rare Medallions which give additional effects to your attacks and movements - stuff you can create specific builds around. Upgrades like critical hits stun nearby enemies, attacks have a chance to burn enemies, or reduce damage taken by the amount of gold you have. You'll want to pick these up with certain weapons or medallions to really make good use of their properties. Legendary Medallions you just WANT to find each time - the 'God Run' medallions. Think of things like block the next attack you receive (recharges), grant 1 Seal of Zurvan (revive to 50% health if you die), dashing triggers Vayu's Breath. Legendary (Corrupted) Trade-off upgrades which can create a very powerful combination with another medallion (or even on their own!), but will punish you if you're not careful. For example, increase damage dealt but also damage received, have a chance ...Update 0.13.5 - 04/18/2025 (#7c8c6897)Apr 18, 2025 - Community AnnouncementsBuild v0.13.5 : 7c8c6897 Bugfix: Fixed Aqueduct not loading properly when holding the book in the tool slot Fixed an issue with the camera focus at the start of biomes Fixed an issue with water slides when the game is rendered at high FPS Update 0.13.4 - 04/10/2025 (#0cd2f98a4a)Apr 10, 2025 - Community AnnouncementsBuild v0.13.4 : 0cd2f98a4a Bugfix Fixed boss tools not unlocking at Sukhra's forge Fixed an issue preventing to unlock Prince of Persia skins in Temple Fixed an issue causing mobs and the Prince to fall through the ground Fixed an issue with the self-heal from Elite mobs with energy leech Fixed awakening levels not properly increasing amount of Cinder and corrupted blood earned Fixed awakening passives displaying the wrong description Fixed an issue with input buffering causing unintended delays Update 0.13.3 - 04/03/2025 (#6f031d4b)Apr 3, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/44971889/4ae7bd39516394d1c23d336e09dcf2c6b15046b5.png It’s been some time since the last Update don’t you think? What about a new one then? With some cool stuff maybe? Sooooo... What’s up?! V0.13.3: 6f031d4b Awakening Rework We've made significant changes to the Awakening feature based on your feedback. The previous slot limitation was too restrictive, so we've removed it to give you more freedom. Now, certain Awakening effects will be automatically enabled based on your Awakening level. We've also added and rebalanced all Awakening stones, making them more visually distinct and impactful. Additionally, we’ve reworked all rewards—now, as you progress in Awakening levels, you'll earn more Spirit Ashes and Corrupted Blood. Lastly, we've introduced one-time rewards for completing a run at specific Awakening levels, including Skill Points and exclusive Skins. Slot Limitation Removed – Awakening effects now automatically enable based on your Awakening level. New & Rebalanced Awakening Stones – More visually distinct and impactful. Reward Overhaul: Increased Soul Cinders and Corrupted Blood loot based on Awakening level. One-time rewards for completing runs at specific Awakening levels: Skill Points Exclusive Skins Elites Mobs Elite Mobs Introduced – Starting from your 4th run, elite mobs will appear. These are familiar enemies with increased damage, health, and unique abilities. Elite Types: Gold Elite – Steals your gold to become stronger. Energy Elite – Steals your energy to heal itself. Spawner Scarab Elite – Spawns Scarabs. Bleed Elite – Periodically inflicts a bleeding status. Protection Elite – Protects nearby mobs. Smoker Elite – Produces smoke to conceal itself and nearby enemies. UI Damage display rework Optimization Change update behavior to remove input latency Load content on demand to reduce ram usage Improve pathfinding processing Lots of minor optimizations to improve CPU usage Bug Fixes Several minor fixes. Known Issues NO MORE BUGS Just kidding... I wish though! Thanks a lot! Baguette Squad out.The Unleashed Army update is here with Elite enemies and Awakening improvements!Apr 3, 2025 - Community AnnouncementsHey everyone! Are you ready for another update? You'd better be as we've got The Unleashed Army update coming in hot! TLDR: Elite enemies - bigger and better Awakening rework - automatic effects, additions, rebalancing, new rewards Optimisation for better performance Here's a little trailer for you to get a sneak peek, with some stuff from The Forgotten Skins update included ;) Elites Let's get straight to the baddies - starting from your 4th run, elite mobs will now appear in every biome. Elites are like normal enemies, except they're bigger, they have increased damage & health, and they have unique abilities. So... not like normal enemies at all ^^' These guys have AURA. No literally, they have an aura around them to show they're elites... Here's the full list of elites: Energy Elite – Steals your energy to heal itself. White aura Spawner Scarab Elite – Spawns Scarabs. Purple aura Gold Elite – Steals your gold to become stronger. Gold aura (surprisingly) Bleed Knife Elite – Periodically inflicts a bleeding status. Red aura (yep really not reinventing the wheel) Protection Elite – Protects nearby mobs. Clear blue aura Smoker Elite – Produces smoke to conceal itself and nearby enemies. Grey aura That's the elites, let us know what you think :) Awakening Rework We've made significant changes to the Awakening feature based on your feedback: The previous slot limitation has been removed, so you now have more freedom to adjust your difficulty Certain Awakening effects will now be automatically enabled based on your Awakening level. Added new Awakening stones Rebalanced all Awakening stones to make them more distinct and impactful. Boosted rewards—now you'll earn more Spirit Ashes and Corrupted Blood as you progress in Awakening levels. Introduced one-time rewards for completing a run at specific Awakening levels, including Skill Points and exclusive skins! We hope this encourages more players to experiment with difficulty levels and that the challenge is even more interesting! Optimisation Our efforts to optimise the game and improve performance are always ongoing, and we've got a raft of improvements with this update and more are on the way. Change update behavior to remove input latency Load content on demand to reduce RAM usage Improve pathfinding processing Lots of minor optimizations to improve CPU usage As always, let us know how the game's feeling! Price increase in May We will finally be doing the first price increase for The Rogue Prince of Persia on the 22nd May, to 24.99€/$. This is to reflect the new level of content in the game, which has expanded considerably since our Early Access launch (nearly one year ago already WHAAATT). The game will be on discount in a couple of weeks, so people still have a chance to grab the game at a crazy price before the increase kicks in. That's it for now, we will be back soon with more news! Thanks for playing! Matt & the EE team Discord Twitter Tiktok Instagram Facebook YoutubeUpdate 0.12.2 - 02/27/2025 (#350ae19de)Feb 27, 2025 - Community AnnouncementsBuild v0.12.2 : #350ae19de Bugfix Fixed an issue allowing Skill Points to be accumulated above the maximum. Fixed Prince of Persia franchise skins displaying incomplete description. Fixed Altan's first Lore line using an old weapon's name. (Bagh Nakh -> Panjeh Poladin) Fixed unlock conditions for the Blood Moon skin. Fixed Mind Map music not stopping after closing the menu. Added more security to medallion's unlock in Book of Head. Fixed an issue preventing to use the Reroll Token (Free) when you didn't have enough gold. Fixed an issue disabling inventory menu when closing the Mind Map during an unlock animation. Update 0.12.1 - Forgotten Skins - 02/20/2025 (#f8589f55)Feb 20, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/44971889/c716ed8067fccc0fbf8d79d675ad689c54d56bec.pngUpdate 12 – FORGOTTEN SKINS The team’s been cooking as always and is still on it. So let’s take a look! What’s new?! V0.12.1 : f8589f55 Skiiiiiiins 35 new skins (12 recolor, 14 new models, 1 old model and 8 from the Community Skin Contest) Some of them can be crafted from the start while others will need to be found / unlocked before being crafted. Find and save Laleh so she can join you in the Oasis and craft you lots of cool new outfits! Community Skin Pack can be unlocked in Paachi’s Workshop after saving Laleh. New XP System We heard your feedback about the progression and new content unlock friction and wanted to take care of that properly. After thorough brainstorming and discussions, we ended up on this XP system. Skill points no longer require soul cinders to unlock. You will now automatically level up by killing enemies. Each level grants an additional skill point to use in the trees. The Skill Point Altar has been removed (deprecated). Skill Tree Rework We’ve reworked all skill trees to answer the feedback and issues we’ve heard for a while now. All skills and trees should make much more sense and be more balanced. The skill points limit has been set to 15 for now. Removed/Added/Moved a whole bunch of skills. Trees don’t require any Soul Cinders nor Corrupted Blood to unlock anymore. You just need to reach a certain level to unlock them. Added Nyamtur’s quests for bosses You can now complete bosses’ quests from 3 to 5 in the Book of Heads. I hope you’re ready. The rewards are worth it. Weapons & Tools!!! We’ve added 2 new weapons (Kaali’s and Baatar’s). And 1 new tool (Altan’s). You already know what to do to unlock them, Prince. What's changed? Respawn animation can now be cancelled. The Forgotten Skins update - 35 skins, new XP system, skills rework, new weaponsFeb 20, 2025 - Community AnnouncementsHello everyone! We're back with an update that's kind of a mix of everything, from shiny skins to overhauls of metaprogression! It ended up being pretty chunky, so here's a TLDR of The Forgotten Skins update then we'll get straight into going over the new content: new skin system with 35 skins new XP system - linked to skill points and skill trees skill tree rework - added/changed/removed many skills, no more Soul Cinders needed 2 new weapons + 1 new tool Item rerolls + recycling changes Other QoL changes and bug fixes If you prefer to listen to me waffle on about the changes instead of reading, here's a video covering the update: Let's get into it! Skins Who doesn't like skins? We're giving you 35 to unlock - a mix of recolours, nods to previous Prince of Persia titles, tributes, community contest skins and the return of a certain purple Prince... {STEAM_CLAN_IMAGE}/44971889/c709adea1b34395a58c96f6392f79efd8e63e04d.gif Some of them can be crafted right from the beginning, while others will need to be found or unlocked before you can access them. Before you can do all this, you need to find and save the saucy seamstress Laleh so she can join you in the Oasis and craft you these cool outfits! New XP System Since our big November update, two main issues with the game have been; frustration with the speed of unlocking new content (everything needs Soul Cinders!!), and weak skills/metaprogression. This all ties in to the balancing problems we're addressing in these first few months of the year. The new XP system should help to fix these problems! How does it work? You will now level up by killing enemies to get XP - each level up will grant you an additional skill point to use in the skill trees. {STEAM_CLAN_IMAGE}/44971889/03355e0ac8ea5eb672547b747a2123e3a3f6ce05.png Check out the bottom left! This removes the problems that came from having to save Soul Cinders in order to get skills: if you messed up and didn't save Soul Cinders during a run then you ended up with nothing to unlock, which was frustrating. having to use Soul Cinders on skills, unblocking skill trees, unlocking medallions, AND unlocking weapons was all too much - this resource juggling is now greatly reduced! Note: the Skill Point Altar in the Oasis has been removed, as it's no longer needed now that skill points unlock automatically with level ups. Skill Tree Rework For the second part of this sweeping change, we've made some big adjustments to the skills & skill trees. First off, the main part of this change is that we've removed, altered and added a bunch of skills to make the whole skill system more impactful - no more 5% extra damage while standing in water ^^' {STEAM_CLAN_IMAGE}/44971889/a11d47ec51a9047cbf0c1f1308bec27aaf1fd0b6.gif All skills and trees should now make much more sense in their groupings and be more balanced. Skill trees don’t require any Soul Cinders nor Corrupted Blood to unlock anymore - you just need to reach certain levels through the XP system to unlock the...Update 0.11.1 - 01/15/2025 (#6451770d)Jan 15, 2025 - Community AnnouncementsBuild v 0.11.1 : 6451770d Bugfix Fixed an issue with UI that could impact performance Fixed invisible door in Baatar's arena Fixed rescue version of Garden not generating an exit door to Warehouse Fixed "Give up" in menu not working with left click Update 11 - balancing tweaks, general improvements and bugfixesJan 8, 2025 - Community AnnouncementsHey everyone, Hope you all had a nice break and Happy New Year! Almost everyone is back in the office and getting stuck in to our plans for 2025. Speaking of... we've just released a "minor" update to kick off the new year with lots of polish and tweaks! We've been receiving a lot of feedback about balancing since The Second Act update, mosty that it's a bit too hard, and thank you very much for this feedback! We are working on a balancing rework which will be split into 3 phases, and the first one is coming with this update: Medallion bag has been removed. You now obtain medallions only from looters (altars, chests etc). This should give you more choice about which medallions you're getting and reduce the 'management' of medallions you don't want. You can now recycle medallions for gold if you have the skill. Some balancing on the Gold costs and Medallions effects. Balancing tweaks on Heavy Weapon special attacks damage We've also added an "over shield" to the heavy weapons, preventing interruption when being hit while charging the special attack. Some of these may seem minor, but they will have a decent effect on balancing straight away and set the stage nicely for the development work on the other phases which are coming later this year. We didn't just make changes to balancing, we've also added and tweaked some things to generally improve the game: New 3D animations during dialogues. Some level structure improvement in Garden and Academy, plus some tweaks in the Huns Camp, to improve variety and simplify navigation (like adding more Well of Dreams in Academy). Let us know how these levels feel now! Rework of interact visibility, adding a little hint on where to interact with things and clarifying what you're interacting with. Added a World Map into the in-game menu, to help you better understand the World Structure and follow where you were, where you are, and what's next. Rework of the loading transitions. This is mostly aesthetic - we know they can be a bit long, we are aware of it and will be working on this in the coming months, don't worry. Our sound designer also worked hard to improve the overall ambiance, adding new SFX and tracks in the biomes to give them more life. We've also fixed some bugs, here is a shortlist of the major fixes: The challenge room in the Gold Mines won't appear behind rocks anymore. Skystalkers now have a proper outline when shielded. Awakening of the Reinforced now works on bosses. You shouldn't have duplicated medallions anymore. Rescue music is now bound to the music slider option. Fixed Z-Door looping animation when entering. Berude's fight can't be skipped with Stealth Spirit anymore (Don't be rude to Berude guys, she deserves a fair fight too). Finally, here are some known issues, we're working on them! Still investigating some collision disappearing for mobs and player sometimes. Props can appear before the Kids in the shop. Achievement for meeting or freeing Shahin might not trigger. Baatar's arena door ...The Rogue Prince of Persia will not get Ubisoft Connect and no price rise in JanuaryDec 20, 2024 - GamingOnLinuxTwo bits of good news for gamers interested in picking up The Rogue Prince of Persia from developers Evil Empire and publisher Ubisoft, as they've given an update on some future plans. Read the full article here: https://www.gamingonlinux.com/2024/12/the-rogue-prince-of-persia-will-not-get-ubisoft-connect-and-no-price-rise-in-january Another update on Ubisoft Connect + no price increase in JanuaryDec 19, 2024 - Community AnnouncementsHello everyone, Seems like we were a tad premature with our post last week. We said that Ubisoft Connect would be an optional-only feature at 1.0, but things have evolved. There will in fact be no Ubisoft Connect at all for the game on Steam. Now we are aware that some people might have wanted Ubisoft Connect in order to do cross-saves with consoles. If this is requested by a lot of players at 1.0, then there are other ways we could address cross-saves and we can explore that if/when it comes :) No price increase in January We'd also previously mentioned a price increase after the Winter Sale but again our plans have slightly changed. We won’t be raising the price in January, but we will still raise the price at some point in the future, considering all the content that has been added and will be added, but right now isn't the right moment. It's a Christmas miracle. Also, we will have our biggest ever discount of 25% for the Steam Winter Sale. Just sayin. Roadmap In case anyone missed it, last week we posted a loose roadmap for the first half of 2025: {STEAM_CLAN_IMAGE}/44971889/d1b70b24c642793b370de47ab27ef5b8558a6552.jpg If you want more insight into that then go read our previous Steam post: https://steamcommunity.com/games/2717880/announcements/detail/4479488435875218790 Essentially we'll be polishing the bejeezus out of all the features we added this year while feeding in some new content, addressing some issues and getting the final biomes/boss ready. We can't wait for all that but right now we're going to go eat, drink, sleep and get merry for a week or two to recover from this crazy year. Have a great holiday break! Matt & the EE team2025 roadmap & Denuvo + Ubisoft Connect updateDec 12, 2024 - Community AnnouncementsHello everyone, Hope you've all been enjoying the Second Act update and everything that came with it! Now we've got that monster of an update out into the world, we can talk a bit about the future and what's in store for The Rogue Prince of Persia in 2025. Behold, the new roadmap! {STEAM_CLAN_IMAGE}/44971889/647ddb0ee65b77b4e28689aeddeeb9f8e2d39069.jpg Most of that is pretty self-explanatory, but we want to expand a bit on some points which might be misunderstood... Medallion management Before you panic, we're not going to change the Medallion system again - just how you find, improve and setup your Medallions. Right now the system of filling your Medallion bag through kills, then opening it, then picking up the Medallions, then only being able to adjust them at altars or with Astara is, well... just too complicated, time-consuming and frankly it can kill the flow of a run. So, we've got some big improvements coming to this whole system to make it more fluid, streamlined and fun! Improve control input & response We've seen some reviews and posts about the game controls feeling slow, that they have input lag, problems with getting locked in to animations etc... After swearing a blood oath to hunt these people and their entire families down, we realised that we actually agree that this can be improved, so we're going to address it! We're not going to go into detail about exactly how, as there's a lot of background tech & number stuff involved, but it's coming soon! Now, we also get lots of positive comments about the movement and controls, so if that's you don't worry, we're not going to make crazy radical changes either. Make biome layouts more random Some biomes have an issue where they feel the same in every run, even though they're procedurally generated. This shouldn't be the case, so around half of the biomes are currently being worked on to add more variety to their layout and 'rooms', without sacrificing the feel of the biome. Improve loading transitions The first round of improvements will be purely visual - making the entrances/exits of biomes and the transition screen itself more good-looking. Then later on in the year we'll be trying to reduce the loading time. To put it simply, the loading screen is there to entertain your eyes while the game generates the level design of the next biome. Sometimes this level generation fails and has to start again - we have several ways to improve this process, but we have a small team, the solutions take a long time to test, and we have many other things to do, so this has to come later on in the year. But it IS coming! Improve traversal & combat 'feeling' This is kind of a follow-up to the 'control input & response' point. While we think we've earned the right to say that the gameplay is satisfying, we think there's a good 20% of extra satisfaction to be found. Whether it's making the animations more fluid, adding more audio feedback or adjusting the visual effects, next year we'll be searching for m...Vote for The Rogue Prince of Persia in the Steam Awards!Nov 28, 2024 - Community AnnouncementsHello! As I guess you've seen, The Steam Awards nominations have started and so it's time for us to stake our little claim. If you enjoy playing The Rogue Prince of Persia on Steam Deck, love the Visual Style, or you just can't get enough of the bangers made by Asadi for the Soundtrack, please consider us when you're making your nominations :) I chose Soundtrack to be tagged here as we're saving ourselves for Game of the Year in 2025 mwahahahahaaa... We'll be back with more news soon! Thanks for playing, Matt & the EE teamPatch for The Second Act updateNov 26, 2024 - Community AnnouncementsHello! A new patch just went live to address some issues introduced in the Second Act update, check that you've updated to version 0.10.6 : 71f53cc7 if you're still seeing any of the following... Bugfixes: - Fixed generation issues in Temple of Fire - Fixed an unintended interaction with acid pools and elemental medallions - Fixed bag not opening in Warehouse - Fixed a color issue with highlighted tab in Inventory - Fixed a soft lock that could occur in Huns' camp - Fixed a soft lock that could occur in Golden Mines' challenge room - Fixed an issue that could cause to respawn on the spot the Prince died instead of Oasis - Fixed an issue with some achievements not unlocking Thanks for playing!The Second Act update is out now - our biggest one by a mile!Nov 21, 2024 - Community AnnouncementsHello! This has been a long time coming, but we're stoked to finally present to you The Second Act! Check out the gameplay trailer and see what's up... Here's the TLDR if you just want to go and play the game, but if you want the full lowdown then read on!Big art upgrade 2 new biomes 2 new bosses New story act + tons of polish on Act 1 5 new enemies Difficulty re-balancing Many Quality of Life additions like multiple save slots & spirit cinder/gold automatic pick-up German, Japanese, Korean, Polish, Portuguese, Russian and Spanish localisation Development continuing into 2025 Price rise after Steam's Winter Sale If you prefer to listen/watch we've done a VLOG for this update too: Big art upgrade Let's cover this first - it's the most visually impactful change we've made, and more importantly you'll be wondering what's going on with the gifs in the rest of the post if you don't know what we've done ^^' {STEAM_CLAN_IMAGE}/44971889/e20e297de96f66057c275b1d0574019fc8a8fd03.gif We've basically changed the art of everything - the background, foreground, character designs, character portraits - everything. Why did we do this? We've had quite a lot of negative feedback about the art direction since launch - stuff like it's too simple, too cosy, too cartoony, looks like a flash game and so on. While 'art' is subjective and we could write an essay about the reasoning and debate we had around changing the style, the simple way of putting it is that we just weren't hitting the right production value and 'action game' notes that we should. We believe this stopped a significant number of people from trying the game. Obviously we want people to play our game so... we changed it. This is an Early Access game and we're big believers in using this phase to make significant changes to our existing content if needed, not just for adding smaller features and tweaking some elements. {STEAM_CLAN_IMAGE}/44971889/2ce65fce4bc1553d2863294f50ae9253a3da505c.gif So, we've added much more detail, more visual storytelling, reworked the colour palettes and plenty of other things that go over my head. We've kept the same 'hand-drawn' inspirations from before, but we've just turned the dial more towards a darker 'war-torn' style that fits better with the story, setting, genre and Prince of Persia as a whole. We're really happy with the result and we hope you are too! If you preferred the old style we are very sorry, but we believe that this change is the best choice for the game. Also yes, the Prince is no longer purple. The reasons for this are essentially the same as for the general changes, and also just because he looked weird in contrast with the new art direction. RIP brave warrior (Rest In Purple). {STEAM_CLAN_IMAGE}/44971889/d2f90058058a59b42857b4c3974747e3ff228b72.png However, there may or may not be a skin coming in the future for any purple lovers out there... Now, let's get stuck into the actual gameplay! 2 new Biomes Golden Mines Introduced as a new first biome (alter...