100 Rogues

@100rogues.bsky.social

https://www.100-rogues.com/ https://store.steampowered.com/app/3763720/100_Rogues/ 100 Rogues is a traditional roguelike first released on iOS in 2010, and is now headed to Steam! Check back for sneak peeks and updates on the game as it nears release.

Don't get toooooo excited, but. Windows and Linux builds of the game have been uploaded to Steam. I do not have an official release date ready yet. That requires a discussion with a few external parties, including Steam.

"Indies will save us" No! YOU WILL SAVE INDIES! Go leave a review for that neat indie game you like, share the trailer for an upcoming game you're anticipating, tell your fave developer they did a good job, go tell people about such and such game that's just come out, you can make a difference!

The Steam demo has been updated to include all of the big fixes and items from the Itch io full release. This will be the demo version that goes into the fall Steam Next Fest.

Next Skill: Faith! What's a Crusader without God? If you've been in combat for the last couple of turns, there's a small chance God will come down and smite your foes in person, dealing 100 damage Remind me to tell you about the time God healed Satan by mistake. Good times. #roguelike #indiegame

Let's look at game's abilities while we wait for the game launch! Unable to hold a bow, the Dinoman Bruiser's Throw ability is his best means of doing damage at a range. And if there's nowhere to displace the targeted enemy, the force of the throw squashes them into paste! #roguelike #indiegame

Saving and loading on WebGL is working, up to the limits of anonymous accounts with Unity's cloud save service. Not limitless, and if I get 15,000 players we're gonna have a talk about service fees. Major hurdles are cleared, now it's just a few aesthetic refinements and I can ship.

Update to the shipping process: in attempting to make it easier for my QA staff (aka my TRPG group) to access the game, I stumbled into a way to release 100 Rogues on Mobile (playable in an itch.io browser) Mobile is where this game belongs, and that is my top priority now. 1/3

I can't promise anything just yet, but! I recently dabbled in making a Unity Web Application and learned a ton. It has taken *very* little effort to get 100 Rogues running in a Browser window. And, because I was diligent about a mouse-only control scheme... Odds of a Mobile port just went way up!

Back and better than ever: The Quadbone! This was always a fun weapon, but it had a hidden effect that I never quite got working on iOS. Each successful hit carries a small chance to resurrect a nearby enemy to fight for you.

To celebrate removing 40 bugs this month and being about a week ahead of schedule, I am restoring some iOS items today. So far, I've gotten 3 consumables, 1 never-before-seen throwable, and 2 weapons returned into the game! Weapons are going a little smoother than expected. Can't wait to add more!

Deep Lore: You can see from the butter knife Dark Pope was in the middle of supper of minced baby seal when he was holo-summoned to this fight. In 2009, this seemed like a cartoonishly evil act fit for the leader of a shadow government. But here we are.

Game screenshot in the middle of the Dark Pope fight. Projected from a hologram, we see the pope menacing the player wielding a butter knife as his minions and acolytes swarm the room.

Schedule for the remainder of the release: 1. Known bug fixes (~20 left) 2. Identify and remake low-effort, high-impact items from the recent data mine 3. Regression (test every single game feature, pretty much 1-by-1 4. Demo update, Summer Steam Next Fest 5. Make Release build [1/2]

Happy to report that the original 100 Rogues code-base has been restored off of a 17-year-old macbook. I had honestly forgotten what the Griffin's Slayer looked like. (a handful of items and weapons were triaged out of the Ouya for schedule reasons, and that's the code I've been remaking it from)

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Patch Notes, 3/25: Improved Toast for Hunger (slightly more threatening message when the threatening stuff starts happening) Confusion is less confusing (using an item like a potion won't randomize your skill decision) Removed tutorial menu's personal grudge against Quabbus