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Update notes via Steam Community
Version 3.0 is here! This one took a while but hope you enjoy it!

Release on GOG

ROGUE-FP is now available on gog.com as well if you want to pick it up there with a launch discount: https://www.gog.com/en/game/roguefp

-note that the Linux version has had to be delayed by a couple days because gog is short staffed and they hand make their installers. In fact I remember when I first sent my Linux build up to Steam for testing they had NO people that could test it and just waved it through lol. The Windows build should work just fine though!

NEW IN THIS VERSION:

  • Monster pathfinding is now multithreaded
  • Smoothed out map zooming
  • Overhauled floor generation
  • Pits will appear on the level, jumping into one will take you to the next level down but deal a lot of damage
  • Flying monsters will path over pits, eg kestrals, bats, griffins
  • 2 new trap types
  • Hunger meter for standard mode and difficulties below ROGUE
  • Wall/floor shaders can be turned off -menu option
  • Status effects now show descriptions if you mouse hover over them
  • Mouse sensitivity slider in the options under preferences
  • Particle effect for polymorphing monsters


CHANGED IN THIS VERSION:

  • Changed map zoom in/out keys to =/- instead of up and down. Mouse wheel still works.
  • Changed how the players speed is calculated when moving diagonally
  • Changed how the players and monsters reaches are calculated when facing diagonally
  • Monsters now get a chance to wake up when the player enters their view rather then when the player enters the room they are in
  • Moved status effect icons out of the stat bar to make room for the hunger meter
  • Darkened the floor tiles of the first few floors.
  • Darkened slime mold sprites
  • Darkened all item sprites on the map
  • moved some settings around
  • Changed the year on the grave (completely forgot about that)
  • The fairy is now a flying monster, which means it moves at double speed but still attacks at the normal rate like the kestral
  • Flying monsters will not set off traps anymore
  • Gas spores can now be polymorphed
  • Magic Missiles are buffed to the correct amount of damage: 1d4 + 1
  • In classic mode monsters now have to fail a saving throw vs magic to be hit by a magic missile otherwise they take no damage
  • Lowered the default values for MSAA and Inosotropic filtering
  • Lowered shader cache size to 128MB which is more appropriate
  • Improved bat and phantom movement in classic mode
  • If you search and find a trap, the name of the trap is now displayed
  • Rewrote the controls in the manual to be more concise


FIXED IN THIS VERSION:

  • Crash caused by pressing the Esc key right after clicking the Dig Dungeon button
  • Bug where deaths between levels 10 and 15 were not counted on steam's stats
  • Bug where if a fairy was killed by an arrow trap it would still try to polymorph one of your items
  • Scroll of confusion not letting you confuse a monster
  • Rare crash that could occur in classic mode if a hall generated in an odd way
  • Divide by zero crash involving the venus fly trap -it can hold you forever and so the timer for the status effect is set to 0
  • Crash that could be caused by throwing a weapon with the “returning" enchantment


UNDER THE HOOD:

  • Changed tiles from nodes to objects -Should improve load times
  • Changed the Steam API
  • Bumped up steamworks version to 1.60


DESCRIPTION:

It was a long road to 3.0 but not as long as the one to 2.0. But despite that much more is possible with the changes that 3.0 brings! Monsters used to navigate using maps that lead to each exit of a room and then once they got to the room you were in they would run straight towards you. NOW they pathfind directly to you in the background and make their way toward you much more intelligently.
Since monsters don't need those maps anymore we can be MUCH more flexible with the dungeons layout and not JUST during floor generation. In future versions it could be possible to blow holes in walls and have floors collapse or have new rooms and halls just appear out of nowhere!

Another major change was the floor generation for standard mode. Floors should now be slightly smaller but much more densely packed and those extremely long halls the stretched across the entire floor should be gone. The floorgen was inspired by a great roguelike called Brogue and if any of you have played it before you'll recognize the giant pits that are now placed in the middle of the dungeons. Be careful around these for they are often trapped!

Those are the two biggest updates but there are many more smaller ones so please make sure to take a look a those. Unfortunately though, grass didn't make it into this update. I have to do some work to the wall torches before I get grass working properly. If you've played Brogue you'll also recognize what I'm talking about here!

THANKS

As always please let me know if you come across any bugs or crashes, especially with THIS update because monsters are now multi-threaded and things are a bit more complicated!
If you enjoy the game please consider writing a review, it really helps!
Alright, see you next update! Thanks!
Linux English Depot 2343161
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