Hello there!
It’s been a while since our last post. However today we're happy to bring you the next update to Roguefall. Possibly you've already seen the last update and even played a little and discovered some of the new things we added. Nevertheless, here's an overview of what‘s changed:
Treasures
In our previous update, we introduced a crafting system together with a single Treasure, the Chalice. In this update, we're expanding upon Treasures. We've introduced Simple and Unique Treasures.
Simple Treasures
Simple Treasures like the Chalice, can be used for crafting. Each Simple Treasure can now have up to 1 defensive and 1 offensive attribute. In contrast to most Unique Treasures, Simple Treasures have a implicit effect that cannot be changed, like the Chalice, which regenerates Life. There are 6 types of Simple Treasures in total.

Unique Treasures
Unique treasures are a way to enhance and change your build significantly throughout your run, beyond just simple stat changes. Overall their are currently over 30 Unique Treasures to discover!

Shops
Multiple Shop rooms have been scattered across the map. In these, you can spend your hard earned coins to buy some resources and Treasures. The Shop rooms are intended to let players have more control over their build. Additionally, in most Shop rooms you can reroll the current inventory to gamble on items that fit into your current playstyle. Of course you can also sell items you don't need.

Weapon Improvements
We have reworked each weapon to have a scaling effect unique to that weapon. Weapons are now treated as Special Treasures, that have their own slot in your inventory so they don't use up your usual Treasure slots. These can be changed in limited ways using the Fluxstar Essence, but cannot be unequipped during a run.

Scythe Overhaul
We decided to overhaul the Scythe, as its previous mechanic was clumsy, hard to understand, and quite restrictive. Now you can control which minions you summon via Skull Treasures. Skull Treasures are a type of Simple Treasure, but they also enable you to spawn different types of minions. The manual summoning has also been replaced with an automatic summon and resummon once an encounter starts.

Other Changes
In addition to the aforementioned changes, we have added many QoL improvements (like reloading on right mouse button press or being able to switch between menus without having to close them first), as well as smaller bug fixes. We have also adapted the tutorial, to be more streamlined and integrated into the overall gameplay loop. There was also a security vulnerability reported in the Unity Version we used (and many others). Therefore we also updated the used Unity Version to mitigate this vulnerability.
Overall, the game changed quite a lot (again), but we are quite happy with the state of it and where its heading. We feel that with the Treasure and crafting mechanic in place, we have a good system which we can expand upon. Unfortunately, we were still not able to implement a system for meta progression. Our goal was to first have a proper run progression that allows us to actually build upon with the upcoming meta progression.
You can check out all these changes and more in our free demo!
We are happy to hear your feedback.
Upcoming Plans
With many systems already in place, we want to focus on meta progression for the next update. We already have the system planned out and have started the implementation. There will be two meta currencies you can earn during you runs. These are used to unlock and upgrade the meta progression. These may contain simple boosts, modify the rooms, or your inventory. There will also be progression through achievements by simply playing the game.
We will also continuously add new Unique Treasures to further increase build diversity and gameplay choices.
The current Infusion system (like Aftershock, Flame, Chill) will be removed and instead added as additional implicit effects on Treasures in the form of Effect levels, where the total level determines the strength of the effect. These additional effect levels will roll randomly on Treasures and will not be craftable. We decided to restrict the crafting on these effects, as we want to have players really think about which Treasure to slot in to their current build.
In the next update, you will also have the chance to face new enemies and explore a completely new biome, in addition to some changes to the final boss.
Stay tuned for future updates and in the meantime, we hope you enjoy the most recent changes and additions!
