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DEVLOG #25

Well, it's finally out! Get your copy of the Beta of Rogues of Europa right now in the store.

After wrapping up some leftover mouse control stuff from last week, I realized I needed a main menu if I wanted to release this week. I went through a few iterations, but I wasn't really satisfied with any of them.

A rejected title screen. Almost as bad as Starfield's title menu.

I instead went with a dynamic "level tour" style menu, which glides over a generated monster lair. You can see it on the website DEVLOG.

Interestingly, the appearance will update as the game updates. I added the remainder of the monsters to the game this week, and sure enough, they all appeared in the title screen.

Now, every town has two quest givers, one for a lair quest, and one for a nest quest. In the future, actual procedurally generated characters will be handing out quests, not static little NPCs hanging out in the town square, but it's good enough for now. This effectively means each game has 100 nests and 100 monster lairs to go after, plenty sufficient to kill you or crash the game, whichever happens first.

Imagine this, times 100.

It may or may not have been obvious before (it can be briefly seen in the video) but ascending and descending the stairs in a monster lair was very abrupt. I changed it with my existing "curtains" transition system, and now it looks much nicer.

Finally, now it's actually possible to save the game and load up a saved game. You of course can quit the game without saving by hitting the little X in the corner.

And the last thing I added to release was to create wandering monsters. You can no longer just wait around and try to heal up. Eventually, a monster will come and find you and ruin your day.

Some spots are safer than others. This cultist decided to show up about 30 seconds after I entered the room.

Please, please buy the game and tell me your thoughts! Email any questions, comments, and prayer requests you have to [email protected].

Build and release context

Recorded Steam release date:

Within one calendar day of this post (UTC). The listed date does not establish an exact launch time.