Released
Feb 2, 2018
Platforms
Windows
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Updates on hold

    Hi everyone, I want to let you know that I can no longer work on McRogue due to legal restrictions as I've taken a new position at a game company. My intent was to get the game to the full v1.0 release, but it became very clear soon after Early Access launch that was not going to

  2. Developer post

    Build Notes 0.0.72

    Lots of random stuff today... You must now continually punch a rune to open it. You need about five punches within a second or so. This means that you can now longer just run by a rune and open it. Add new upgrade sounds for when you're successfully starting to activate it. Make

  3. Developer post

    Build Notes 0.0.72

    Lots of random stuff today... You must now continually punch a rune to open it. You need about five punches within a second or so. This means that you can now longer just run by a rune and open it. Add new upgrade sounds for when you're successfully starting to activate it. Make

  4. Developer post

    Build Notes 0.0.71

    This build gives some much needed love to the swamp level. The swamp level was at 'Stage 1' of development, meaning that it had the basic meshes in place, but just the standard layout and terrain. This update brings it to 'Stage 2' meaning that it now has representative layout, p

  5. Developer post

    Build Notes 0.0.71

    This build gives some much needed love to the swamp level. The swamp level was at 'Stage 1' of development, meaning that it had the basic meshes in place, but just the standard layout and terrain. This update brings it to 'Stage 2' meaning that it now has representative layout, p

  6. Developer post

    Build Notes 0.0.70

    Add procedural mesh deformation and hit wobble for landing punches on world meshes. This can look a bit funny in extreme cases, so we'll no doubt make more changes in the future. Add impact particle effect when hitting rocks Add new impact sounds for rocks Add impact sound for hi

  7. Developer post

    Build Notes 0.0.70

    Add procedural mesh deformation and hit wobble for landing punches on world meshes. This can look a bit funny in extreme cases, so we'll no doubt make more changes in the future. Add impact particle effect when hitting rocks Add new impact sounds for rocks Add impact sound for hi

  8. Developer post

    Build Notes 0.0.68

    Optimizations and crash fixes now that the crash reporting is working. Generate face normals in the pixel shader - this is significantly faster than using the geometry shader for lower-end machines. If the game can't enter full screen mode, run in windowed mode instead. This can

  9. Developer post

    Build Notes 0.0.68

    Optimizations and crash fixes now that the crash reporting is working. Generate face normals in the pixel shader - this is significantly faster than using the geometry shader for lower-end machines. If the game can't enter full screen mode, run in windowed mode instead. This can

  10. Developer post

    Build Notes 0.0.66

    Add a control experiment to allow gun aiming on the right stick (there are no bindings just yet for the keyboard since we're still testing out using the mouse to move) The correct Xbox interface now shows up if you're using an Xbox 360 Wireless controller. Proper icon for the tel

  11. Developer post

    Build Notes 0.0.66

    Add a control experiment to allow gun aiming on the right stick (there are no bindings just yet for the keyboard since we're still testing out using the mouse to move) The correct Xbox interface now shows up if you're using an Xbox 360 Wireless controller. Proper icon for the tel

  12. Developer post

    Build Notes 0.0.64

    Three builds in one day! In addition to some bug and crash fixes this morning, I've added a couple of input features. Remappable Controls You can now remap controls from within the game. Some of the control icons aren't quite right (for example it shows 'select' rather than 'back

  13. Developer post

    Build Notes 0.0.64

    Three builds in one day! In addition to some bug and crash fixes this morning, I've added a couple of input features. Remappable Controls You can now remap controls from within the game. Some of the control icons aren't quite right (for example it shows 'select' rather than 'back

  14. Developer post

    Build Notes 0.0.63

    They're coming thick and fast today... Make it harder for the Irn Brute to push you through the level In the worst case, if you get pushed through the level, respawn back on top again Fix potential crash when rendering decals

  15. Developer post

    Build Notes 0.0.63

    They're coming thick and fast today... Make it harder for the Irn Brute to push you through the level In the worst case, if you get pushed through the level, respawn back on top again Fix potential crash when rendering decals

  16. Developer post

    Build Notes 0.0.62

    A few small changes this morning: Switch everyone over to the 32-bit build for a while so that Steam Error Reporting works Fix 32-bit only crash when recycling enemies Add proper map icons for upgrades and health (teleporter still placeholder)

  17. Developer post

    Build Notes 0.0.62

    A few small changes this morning: Switch everyone over to the 32-bit build for a while so that Steam Error Reporting works Fix 32-bit only crash when recycling enemies Add proper map icons for upgrades and health (teleporter still placeholder)

  18. Developer post

    Build Notes 0.0.59

    In addition to a couple of bugs fixed this morning , there are a few more tweaks. Damage Most of the enemies were already set up so that their main attack animations are not interruptible by default. This to ensure that they can be effective when you're wailing your fists around

  19. Developer post

    Build Notes 0.0.59

    In addition to a couple of bugs fixed this morning , there are a few more tweaks. Damage Most of the enemies were already set up so that their main attack animations are not interruptible by default. This to ensure that they can be effective when you're wailing your fists around

  20. PC Gamer

    Using giant robot fists to punch giant robots in McRogue

    In Early Access action game McRogue , you're a burly guy with a big red beard and you have enormous robot hands. You have a gun, too, but if you had giant robot hands you could punch robots with, would you ever use a gun? Giant robot hands pretty much insist on being used for pun