HAPPY ANNIVERSARY!!!
Today marks one year since the release of Rogue Legacy 2 in Early Access, and we’re heralding this milestone with another update to the roadmap. We originally planned to make the next update smaller and come out sooner, but our ambitions got the better of us and we are once again preparing big things. With a focus on balance and accessibility, the Dragon’s Vow update is on-track to come out in mid-to-late September.
For a higher res image of this roadmap, please check out the link below!

COMBAT 2.0 – We’re super happy with where we were able to take classes in Rogue Legacy 2, but as always, we feel we can do even better. We are taking a big gamble with this patch and revamping every single class, weapon, and spell in the game by introducing Skill Criticals and Class Passives. These systems aim to add a layer of depth and increase the skill ceiling without raising the skill floor.
SKILL CRITICALS – To let players showcase their mastery, we’re taking combat to the next level by changing critical strikes from a randomly occurring chance to a skill-based check. Release your arrows at the perfect time as the Archer, strike enemies while dashing as the Valkyrie, or unload your last bullets as the Gunslinger to get that extra oomph. Every ability has a skill window, and if you play to your class’ strength you will mince your enemies in a heartbeat. More casual players can still dish out the damage, but the deeper you dig, the more you’ll be rewarded with Rogue Legacy 2’s new combat system. Along with weapons, we’ve revamped spells in the same manner to make them fit their niches better. There’s a lot of spells in the game that require a lot of time and tweaking. Hooray for Early Access!
CLASS PASSIVES – To push class uniqueness one step further, we’re introducing Class Passives. Now the Knight’s a knight, even if you take away their sword and shield (dang you Curio Shoppe). Build new synergies, find new exploits, and make your playstyle your very own.
HOUSE RULES – Since the original, Rogue Legacy has been about accessibility and approachability by mixing high-skill gameplay with constant RPG progression. Go hardcore and beat the game at your starting level, or take a more steady approach and build your character to become more powerful. But even that’s not enough to satisfy the vast array of different gamers out there. So we’re introducing House Rules to give players real control over how they want to enjoy the game. Don’t like contact damage? Turn it off! Think the platforming is too challenging? Enable flight and take to the skies! Find the game too easy? Crank up enemy health and damage! The choice is up to you.
AND A WHOLE LOT MORE! – There are more ways to get empathies, countless quality-of-life changes, and a ton of improvements suggested by the community. Seriously, you all rock. And of course, there’s the whole shebang of a new biome, new classes, new enemies, and just more everything. We are one year in and getting ever closer to the final release, but we’re not slowing down and we want to make sure we end strong. Stay tuned for more information about the official launch in the coming months.
