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SpellRogue News

Dev Blog #7: Public Test

Greetings Dice Slingers!

We are opening up a Public Test on Steam today. The intent is to gather feedback and evaluate new content going into SpellRogue before releasing updates.

This first public test is going to be for the Update 4.1 which we explored ideas for in Dev Blog #6. We decided to focus on recreating interesting variants of the basic starter spells, and also give the signature spells upgrades which provide a starting point to build archetypes, better dice control and such. This means Signature spells are generally stronger and more versatile, but you will still need to make the decision to allocate one of your precious Shards. We know that some players still want more shards available, but we have chosen to not make changes on that front (for now).

[h2]Public Test for Update 4.1 (Loadouts)[/h2]
  • Added 18 new unique starter offense and defense spells to Loadouts.
  • Signature Spells now have upgrades.
  • Sanctuary “disenchant spell” option also heals for 20%.
  • Fixed Runes with “on X gained” not triggering if Spell applies X
  • Fixed cases where combat preview was shown for random effects

[h2]Feedback and expectations:[/h2]
There is now a Public Test section on our Discord where we will be posting more info about any ongoing changes. It is also the place where you can give us feedback or just discuss the changes with fellow players. So please join and be an active part of SpellRogue’s future development!

We want to stress that edge case bugs and issues may show up during this test, but this is also partially why we run it in the first place. So let us know if you see anything out of place and we will get to fixing things before properly releasing the update!

[h2]How to Access the Public Test on Steam:[/h2]
  1. Right click on SpellRogue in your Steam library, and click Properties.
  2. Select the Betas tab and enter the password “imadebackups”
  3. Select the ”public-test - for testing upcoming changes (unstable)” from the dropdown.
  4. Let Steam update SpellRogue and then Run the game.

To opt-out of the public test later, simply choose “None” in the dropdown instead.

Please note: Opting-in/out of the Public Test will invalidate any currently active run, while all progression and unlocks is shared between the two versions. If you prefer to keep your current progression and/or active run, please make a backup of your save folder. (make a copy of the “SpellRogue” save folder at %userprofile%\AppData\LocalLow\Guidelight Games\SpellRogue)

This first Public Test is an experiment for us, but we hope to keep it running with continuous updates, to help us make more informed design choices.
Finally, a big thank you to everyone who reports bugs and provides us feedback. We are looking forward to hear what you think about these new loadout changes!

May your dice roll true 🧙
Tim & Thorbjørn

Hotfix #3

Greetings Dice Slingers!


This is just a small update to fix a few issues and interactions, notably Localization had a few bugs resulting in missing strings and a spell upgrade that did not work as intended.

  • Added missing translations.
  • Small updates/hotfixes can no longer break existing save files.
  • Fixed Multi Jet upgrade requiring dice it does not allow.
  • Fixed “Disenchant for Money” decreasing gold by 1 when owning Giant’s Pouch artifact.
  • Fixed Black Market “gain 2 random potions” tooltips.
  • Fixed “Infectious Ones” mutator getting ignored when having “M’olly” artifact.
  • Fixed upgrade UI is obstructing the socket change
  • Fixed Wounded tooltip now being shown in some cases.


May your dice roll true 🧙
Tim & Thorbjørn

Dev Blog #6: Loadouts

Greetings Dice Slingers!


In the previous update we focused on late game and ended up (over-)simplifying wizard loadouts, as we repurposed the starter attack/defense Spells (which we planned to rework, but ran out of time for the update). We recognize though - as many of you rightly pointed out - that this feels like a step back, so we are currently working on improving the Loadout system. Here's a quick peek into what we are experimenting with.

PLEASE NOTE: Screenshots below show experimental and untested content, some of which will never be implemented in the game

[h2]Experiment: New starter Spells[/h2]
One approach we are exploring is basically reintroducing unique attack and defense Spell for each loadout, while attempting to have more build-defining Spells.
In Development example of a blood themed Loadout for Fire.

A potential new loadout focused on the Rain countdown mechanic.

A new set of attack/defense Spells for Mulch that relies on midrange dice values.

[h2]Experiment: Drafting attack/defense Spells[/h2]
A struggle we always had with loadouts (and part of the reason for the simplification) is that we want to avoid players keeping all of their starting Spells throughout the game. Ideally, players are finetuning their build after each combat by for example switching out starter spells. Our approach has been making attack/defense Spells comparably weak, pushing you to replace them quickly as you are putting together your build. However this makes it (surprisingly) difficult and time consuming to design attack/defense Spells which both feel unique and interesting.

Another potential approach is using common Spells in loadouts, or draft attack/defense Spells at the start of each run.
Some combinations of Spells don't work well, so this approach might require a limited selection of Spells, or instead be an optional game mode.

[h2]Experiment: Signature Spell upgrades[/h2]
The dice focused "signature" Spell that each loadout has, is what has always defined the loadout and is usually the only starting spell you keep throughout the game.
Still, the signature Spells usually don't affect your build that much, as many of them behave similarly and are purely for dice control.

One experiment we are trying is adding upgrades to Signature Spells, as a way to support more uniqueness for each loadout.
The best types of upgrades are the ones letting you lean into your element’s mechanics.

[h2]Experiment: Unique starter Artifacts[/h2]
For a long time we have had plans to make character selection more interesting by making loadouts even more unique, and have more ways to customize your starting condition.

One approach we are considering is having unique artifacts for loadouts, and/or allow choosing a specific artifact in the loadout selection process.
Different Artifacts that could be selected during character selection.

Although we think there is a lot of potential in this approach, we have found it difficult to design a large set of Artifacts like this. It also feels like some of these ideas could just be regular/starter Artifacts, and/or the examples above would be better suited for some form of optional "Challenge Mode" due to their very large impact on how you play.
However, having unique Artifacts that lean into different build-archetypes could work well as an “intro” for the more complex build synergies, so they still seem worthwhile to explore further in some capacity.

With all this in mind, we’re looking into doing some public testing for the loadouts and the other features we’re working on, but we will have more to share about that in the near future.


May your dice roll true 🧙

Tim & Thorbjørn


Update 4: Hotfix #1

Greetings Dice Slingers,


Today’s Hotfix patch addresses some of the issues which you have been reporting over the last week, as well as balancing Spells, Artifacts and Enemies. One of our goals is to slightly reduce the difficulty in Act 1, so we have increased wizard starting health, made some Spells easier to cast, and lowered health/damage for a few Enemies.

[h2]Upcoming changes[/h2]
We are currently working on a replacement for the simplified Loadouts from Update 4. We want to bring back the uniqueness from each loadout, and hope to give each of them even more speciality. We already started experimenting with new starter Spells, but we will share more about them in another Steam post early next week and hopefully start testing very soon!

We are still evaluating some of the other design changes from Update 4. Although some of you dislike the new “+value dice overflow” mechanic, we still want to give it a proper chance for it to accomplish the design intention. The goal was to keep turns interesting and avoid players casting the same order of Spells every turn. Sources that provide reliable access to specific dice values often devolve into players “automatically” placing dice which limits player agency and weakens the core of the game.
This is also why we previously changed other dice generating effects to roll as larger value ranges such as the Fire “theme” rolling dice from 1-2 -> 1-3. With all that said we are still considering somehow we can bring back the old mechanic in some way.

[h2]Keep the feedback coming![/h2]
And a big thanks to everyone who has been reporting bugs, issues and voiced their opinion, we truly do read it all! And we will keep on monitoring raised complaints about Update 4 and look for ways to address the issues, but for now, here’s the changes for this patch:


SpellRogue 0.9.4 Hotfix #1:


[h2]General[/h2]
Buffs to various spells, upgrades, artifacts.
Slight nerfs to various enemies.
Increased Wizard Health 50 -> 60.
More Events have the option for “Rune Drafts”.
Chance for Pre-Runed Spells in drafts has been increased slightly.
Updated translations.

[h2]Bug fixes[/h2]
Fixed Sentinel Sigil artifact, no longer double triggers and corrected charge amount.
Rune Catalog now has a tighter layout to remove scrollbar.
Fixed Runes seen in drafts not adding user knowledge.
Fixed Fury Rune missing "Has Uses" requirement.
Changed Stygian dice to not attack if slotted in Spell

[h2]Full Changelog:[/h2]
Spell (Void) DARK ARTS Rupture: 2 -> 3
Spell (Void) GAZE FROM BEYOND Damage: 50 -> 60
Spell (Void) GAZE FROM BEYOND+A '+15 damage' -> '+20 damage'
Spell (Void) INSCRIBE Sockets: [*6*] -> [*5*]
Spell (Earth) EMANATE Sockets: [*9*] -> [*8*]
Spell (Earth) FLEETING MIGHT Sockets: [1-3] -> [1-4]
Spell (Earth) FLEETING MIGHT+A '[1-5]' -> '[ ]'
Spell (Earth) FLEETING MIGHT+B '+1 power , +1 drain' -> '+1 power +1 drain'
Spell (Earth) FORTITUDE+A '+2 block , -1 charges' -> '+2 block -1 charges'
Spell (Earth) FORTITUDE+B '-3 block , +1 barrier' -> '-1 block +1 barrier'
Spell (Earth) GLEAMING FORCE Sockets: [=2] -> [Odd]
Spell (Earth) GLEAMING FORCE+A '+2 damage' -> '+3 damage'
Spell (Earth) GLEAMING FORCE+B '[*2*]' -> '[*1*]'
Spell (Earth) GLINT GLAIVE Damage: 20 -> 25
Spell (Earth) GLINT GLAIVE Blessing Multiplier: 4 -> 5
Spell (Earth) GLINT GLAIVE+A '+4 damage / blessing' -> '+5 damage / blessing'
Spell (Earth) INFUSE SCALES Sockets: [3-6] -> [4-6]
Spell (Earth) JAVELIN Damage: 5 -> 7
Spell (Earth) JAVELIN+A '+3 damage' -> '+4 damage'
Spell (Earth) JAVELIN+B '+1 rupture' -> '+2 rupture'
Spell (Earth) PROLIFERATE Sockets: [*11*] -> [*10*]
Spell (Earth) PROLIFERATE Charges: 1 -> 2
Spell (Earth) PROWL Block: 8 -> 9
Spell (Earth) PROWL+A '+4 block , +1 silenced' -> '+3 block'
Spell (Earth) PULVERIZE Charges: 2 -> 3
Spell (Earth) PULVERIZE+B '+1 charge' -> '+1 charge +1 damage'
Spell (Earth) ROCKSLIDE+A '+2 damage , -1 charges' -> '+1 damage , -1 charges'
Spell (Earth) SACRED SHIMMER+A '+3 damage' -> '+4 damage'
Spell (Earth) SANCTIFY SHELL Sockets: [*13*] -> [*12*]
Spell (Earth) SPRING TO ACTION Sockets: [1-3] -> [1-4]
Spell (Fire) ASHEN PLATING Block: 10 -> 9
Spell (Fire) BLOODWARD Block: 3 -> 4
Spell (Fire) BURN SCAR Sockets: [=6] -> [5-6]
Spell (Fire) BURN SCAR+B '[Even]' -> '[*4*]'
Spell (Fire) DEMEAN Sockets: [*8*] -> [*7*]
Spell (Fire) DEMEAN Charges: 1 -> 2
Spell (Fire) DEMEAN+B '[*6*]' -> '[*5*]'
Spell (Fire) ERUPTION Damage: 25 -> 30
Spell (Fire) ERUPTION+A '+7 damage' -> '+10 damage'
Spell (Fire) FLAME SURGE Surge: 1 -> 2
Spell (Fire) FLAME SURGE Banefire: 2 -> 4
Spell (Fire) FLAME SURGE+A '2:+1 banefire' -> '2: +2 banefire'
Spell (Fire) GLOWING VISAGE Block: 4 -> 6
Spell (Fire) HEATSTROKE Sockets: [=6] -> [5-6]
Spell (Fire) HEMORRHAGE Sockets: [1-4] -> [1-5]
Spell (Fire) HURT Charges: 2 -> 3
Spell (Fire) INCINERATE Damage: 12 -> 13
Spell (Fire) INCINERATE+A '+4 damage' -> '+5 damage'
Spell (Fire) INFERNO Banefire: 3 -> 4
Spell (Fire) INFERNO+B '+1 banefire' -> '+2 banefire'
Spell (Fire) LEECH Damage: 4 -> 6
Spell (Fire) METEOR On Receiving Status Effect: Radiant -> Critical
Spell (Fire) ROARING EMBERS Damage: 2 -> 4
Spell (Fire) SHARP SPARK Sockets: [*6*] -> [*5*]
Spell (Fire) SOLARITY Sockets: [3-6] -> [2-6]
Spell (Fire) SOLARITY Value Reduction: -2 -> -1
Spell (Fire) VINDICTIVE STRIKE Damage: 12 -> 14
Spell (Fire) WILDBLAZE ORB Sockets: [*4*] -> [*5*]
Spell (Fire) WILDBLAZE ORB Damage: 4 -> 5
Spell (Fire) WILDBLAZE ORB+B '+1 charges, [*6*]' -> '+1 charges, [*7*]'
Spell (Water) ACCUMULATION Sockets: [=5][=5] -> [5-6][5-6]
Spell (Water) BLIZZARD Sockets: [*13*] -> [*12*]
Spell (Water) CRASHING WAVE Sockets: [1-4][1-4] -> [1-5][1-5]
Spell (Water) ENCASE AZUR Sockets: [1-4][1-4] -> [1-3][1-3]
Spell (Water) ENCASE AZUR+A '[ ][ ]' -> '[1-5][1-5]'
Spell (Water) ICICLE BLADE Sockets: [*3*] -> [*4*]
Spell (Water) MULTI JET Sockets: [Even] -> [Odd]
Spell (Water) POISON BARRIER Block: 5 -> 4
Spell (Water) RISING TORRENT+A '+2 damage /cast' -> '+3 damage /cast'
Spell (Water) RISING TORRENT+B '+2 charge' -> '+2 charges +2 damage'
Spell (Water) TETHER AZUR+A '2x dicex damage' -> '+3 damage'
Spell (Water) VILE LITURGY Sockets: [4-6]=[4-6] -> [*7*]
Spell (Water) WATER VORTEX Rain: 2 -> 3
Artifact FAERIE'S CURSE Sap: 2 -> 1
Artifact DEMONIC SEAL Rupture: 3 -> 4
Artifact ARCTIC AXE Fury: 6 -> 7
Artifact GRANITE ORB Dazed: 3 -> 2
Artifact HYMN BOOK Critical: 1 -> 2
Artifact SENTINEL SIGIL Change Stacks: 2 -> 1
Artifact SENTINEL SIGIL Change Spell Properties: 1 -> 2
Artifact SUNWEAVE CLOAK Countdown: -2 -> -3
Enemy WILL-O'-WISP HP: 42 -> 47
Enemy WILL-O'-WISP Action 2: Deal 6 Damage. Heal 1 per Health Lost. -> Deal 7 Damage. Heal 1 per Health Lost.
Enemy HEART OF THE FOREST Action 1: Deal 15 Damage. -> Deal 12 Damage.
Enemy HEART OF THE FOREST Action 3: Gain 5 Power. -> Gain 4 Power.
Enemy ROOT OF THE FOREST HP: 25 -> 20
Enemy CARRION ABOMINATION Action 2: Deal 12 Damage. -> Deal 10 Damage.
Enemy CRONE OF DEATH HP: 60 -> 55
Enemy WARLOCK HP: 45 -> 40
Enemy BLUE HYDRA HEAD HP: 80 -> 75
Enemy GREEN HYDRA HEAD HP: 70 -> 65
Enemy GREEN HYDRA HEAD Action 1: Deal 4 Damage 2 times. -> Deal 3 Damage 2 times.
Enemy RED HYDRA HEAD HP: 65 -> 70
Enemy RED HYDRA HEAD Action 2: Deal 5 Damage. Gain 3 Power. -> Deal 4 Damage. Gain 2 Power.
Enemy ABYSS WALKER Action 3: Deal 7 Damage. Apply 3 Sap. -> Deal 7 Damage. Apply 2 Sap.
Enemy CHAOS ANGEL HP: 250 -> 225
Enemy DARK REFLECTION HP: 19 -> 14
Enemy DREAMWEAVER HP: 200 -> 190
Enemy ORB OF INFINITY HP: 225 -> 250
Enemy TESSERACT HP: 70 -> 45
Enemy FIERCE VOIDLING HP: 45 -> 50
Wizard AZAR HP: 50 -> 60
Wizard HAZEL HP: 50 -> 60
Wizard LAPIS HP: 50 -> 60
Mutator CATACLYSM++ Value: 10 -> 12
Mutator CATACLYSM+++ Value: 15 -> 18
Mutator SHATTERED SPELLBOOK+ Value: 10 -> 9
Mutator SPINY Value: 2 -> 3
Mutator TOXIC THREES Value: 10 -> 12
Event CHAPEL Gift 3: Receive Desecrator's Mark: Add Random Rune to target Spell -> Receive Desecrator's Mark: Choose and gain Rune
Event GRAVEYARD Gift 2: Lose Utility Spell: Add Random Rune to target Spell -> Lose Non-attack Spell: Add Random Rune to target Spell
Event RIFT IN REALITY Gift 2: Receive 30% Damage: Add Random Rune to target Spell -> Receive 30% Damage: Choose and gain Rune
Event TRAVELER Gift 3: Receive Black Mark: 100 Gold -> Receive Black Mark: Choose and gain Rune
Event VAULT Gift 1: Lose 30% Max Health: Gilded Dowsing Rod -> Lose 20% Max Health: Gilded Dowsing Rod


May your dice roll true 🧙
Tim & Thorbjørn

Promising new roguelike deckbuilder Spellrogue adds new boss fight

A stylish blend of the deckbuilding elements of Slay the Spire and the dice-based tactics of Dicey Dungeons, Spellrogue has so far proven to be a worthy addition to the ranks of new Steam roguelikes. Since its launch, the indie card game published by Deep Rock Galactic maker Ghost Ship has racked up a very positive user rating. If you've been curious about trying it out, a hefty new update from developer Guidelight Games means that now might be the perfect time to jump in.


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New Steam deckbuilder mixes Slay the Spire and Dicey Dungeons, out now