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Rogue: Genesia News

Countdown: 8 Days Remaining! Major Version Update & All-Time Low Discount

[p]Think the game won't get any more updates? After a year, we're back with the Version 1.1 major update, along with an all-time low discount![/p][p][/p][p]Update Overview:[/p]
  • [p]Improved graphics (especially for the first zone)[/p]
  • [p]S-rank World[/p]
  • [p]3 New difficulty mode that allow player to play the game with modified rule that will net them greater reward[/p]
  • [p]Huge rebalancing to the End-game content[/p]
  • [p]Custom game setting[/p]
  • [p]Zone modifier - add some new rule that is only active in a specifics zone[/p]
  • [p]A new weapon[/p]
  • [p]30+ new soul-card that help to make every build more viable[/p]
  • [p]Many new events[/p]
  • [p]Chance for event to appear at the end of a stage[/p]
  • [p]New shop type - Black Market[/p]
  • [p]Improvement to UI in many places[/p][p][/p]
[p]Thank you for your continued support! New content is just around the corner—can't wait to share it with you![/p][p][dynamiclink][/dynamiclink][/p]

Dev Blog February 2026

[h2]"Worlds Ascension" Update Release Date[/h2][h3] Let's start with what you guys are looking for, Update 1.1 "Worlds Ascension" is getting released on March 13, it'll come with a 2-week-long discount[/h3][h2][/h2][p]Let's go into the dev blogs[/p][p][/p][h2]S-rank world [/h2][p](no new zone added)[/p][p]I hesitated a long time before adding S-rank world, the main reason being that runs of the game are already considered really long for many, and I didn't want S-rank to add YET another zone, especially since the current final zone (Void Plane) has a very "finale" zone atmosphere.

However, S-rank world does provide a seriously new level of difficulty for veteran players that steamroll over A-rank world.
The scaling of enemies is now very slightly more exponential
(to give you a rough idea, default health and damage values of Vampire Queen at A-rank are 30K damage and 500T HP, in S-rank, those values are 1B damage and 500Sx (yeah, that one trillion times more HP).

S-rank also comes with new challenges[/p][p][/p][p][/p][h2]Custom game setting[/h2][p](Unlocked after completing A-rank) [/p][p]Once you have completed A-rank world, instead of having a small "seed" field to enter the seed of your run, you now have a "Custom Game Setting" button[/p][p]
Inside of it, you can still modify the seed as you could before, however there are a lot of additional options, allowing you to enable any of the challenges of your choice, modify your statistics, or even your starting gold.[/p][p]Modifying most of the settings will disable any achievements and meta-progression rewards (there is a red message that warns you of that), so it's mostly there for the beauty of sport[/p][p]
(I know this is far from ideal and that some players would have preferred it to keep rewards, but some challenge modifiers can seriously break the game when combined)[/p][p][/p][h2]Dawn Forest Visual Improvements[/h2][p]A bit of work has been put into improving the visuals for Dawn Forest, [/p][p]This is the biome that is the most visited by players, but also the oldest that was made, and it definitely needed a bit of rework and improvement.
You'll now find fields of wheat protected with barriers, flower fields (that often contain a crate), as well as some very large trees that cast shade beneath them[/p][p][/p][h2]A weapon to surpass metal gear all others[/h2][p]Evolution of Evolution, yup, there is finally one in game, and good luck building this weapon, it requires SOO many components that you'll have to really plan out your route and reroll to obtain it, but it is a very powerful weapon.[/p][p][/p][p]
It basically slashes the very fabric of reality, pulling enemies into it.
Enemies inside the weapon beam will have the damage inflicted scale multiplicatively over time[/p][p][/p][h2]Camera Change[/h2][p][/p][p]I'll delve into a bit of technical stuff to explain how we've come to this.
To the surprise of some players, the game has always been a 3D game, and never a 2D game to start with.
The game even has a bit of perspective in its camera (with a very low FoV of 3.5° angle), and the camera is very far from the player, about 200 meters away.
At first I wanted to have a camera without perspective, but for some effects that are dependent on the depth map (like Depth of Field or Volumetric Lighting) I had to put a bit of perspective.

The problem is that many effects I am using from the engine are very effective at close distance, but become more blurry at long distance (I'm speaking here of Volumetric Lighting, but also Cascaded Shadows).
This is due to the game having a space of 200m being unused, but where sampling of volumetric lighting has to be wasted.
This leads to the volumetric lighting having 50% or even 75% of its quality wasted.

Annoyed by this, I tried a... surprisingly simple solution: get the camera twice closer, and double the Field of View. It instantly greatly improved the quality of volumetric lighting (like seriously), similarly for shadows, they are sharper (for the same performance cost).
The "issue" is that it changes the aspect of the game.
(I put "issue" between quotes because I personally prefer the game like this, getting much closer to my initial visual inspiration).

Since I know some players are definitely going to outrage at the change (and I would be the first to do so),
OF COURSE, there is a slider to change these parameters in the options, setting it to 0 resets the camera to how it was, 1 sets it to the new perspective, and values in between... well, stay in between for players who want this very personal touch.[/p][p][/p][p][/p][h2]New Soul-Cards and Artifacts[/h2][p](as well as some card rebalances)[/p][p]Of course, this update comes with a lot of new soul cards.
I was focused on adding soul cards that make more builds viable in late game.
There are also some existing cards that now have very different roles (Ember Dune's cards are now more specialized toward pure Power builds, for example)[/p][p][/p][p]Here are a few of these new cards[/p][p](some of these card sprites are still placeholders/unfinished)[/p][p][/p][p]The 2 biggest changes are Gluttony, which got a complete rework, as it was known to cause issues with Blood Transmutation and leave the player at 1 HP, as well as Blood Transmutation itself, which is now separated into two cards: the initial card that is now limited by your existing Power stats (so it's no longer an instant x10 damage card), and another card that is found later that removes this limitation.
This allows Blood Transmutation builds to still be very viable, without overshadowing other builds
(of course, other builds got cards and artifacts added so they are much stronger than before)[/p][p][/p][p]In addition to all that, the update also brings a couple of extra defense-oriented artifacts (which were seriously missing for builds)[/p][p][/p][p][/p][h2]Forge Menu Improvement[/h2][p][/p][p] The forge menu now directly displays your equipment window, allowing you to more easily upgrade items that are currently equipped to your character[/p][p][/p][h2]Rework to "Infinite" Tier Equipment[/h2][p]This is another big change to the equipment system.
Materials used for Infinite items have now got a major rework to be used over multiple tiers.[/p][p]
Infinite material tiers are now set up in 4 tiers,
Tier 1 is used for equipment from Infinite +1 to Infinite +99
Tier 2 is used for equipment from Infinite +100 to +499 (these can only be obtained in Expert mode)
Tier 3 is used for equipment from Infinite +500 to +999 (only obtained in Mythic mode)
Finally, the last tier is used for equipment above Infinite +1000 (only obtained in Ascended mode)[/p][p]
The reason for this change is that to upgrade a piece of equipment to a high Infinite tier, you needed EVERY tier of material before, and it led to some weird situations where you had Infinite +150 material, but couldn't upgrade your item because you were missing Infinite +32, +37, and +75 materials.

This doesn't mean you can easily upgrade your equipment from +1 to +99.
While it costs the same resources, the cost doubles for each tier (the amount of material you get from disassembling equipment also doubles for each tier), so while you can maybe push a tier by +1/+2/+3, it'll become more efficient to simply farm higher-tier items.[/p][p]This also pushes end-game players toward harder difficulty modes that will reward them for doing so.[/p][p][/p][p]Already owned materials would be converted similarly to the scaling of cost (so players who had one +80 material and +105 material would now have about 10^24 Infinite +1 materials, and 16 Infinite +2 materials)[/p][p][/p][p]There has also been a rework to Infinite equipment colors, so they are easily identifiable from each other (using a gradient system)[/p][p][/p][h2]Mythic and Ascended Difficulty[/h2][p]Speaking of additional run difficulties, in addition to Expert Mode that was talked about in the previous dev blog,
Mythic and Ascended modes have now been added into the game.[/p]
  • [p]Mythic Mode is the third level of difficulty, unlocked by completing an A-rank challenge in Expert mode.
    This mode introduces the concept of "Death Prevention Overkill", in the sense that taking damage that is SOO high above your max health simply skips all cards that would prevent death.
    This type of overkill only happens when damage you receive is 10^30 times higher than your max health, so it forces players to start investing a bit into increasing their maximum health.

    It is a serious step-up from Expert mode and I don't expect even 1% of players to be able to seriously look into it[/p][p]For curious players, here are all the changes introduced by Ascended mode[/p][p][/p]
[p][/p]
  • [p]Ascended Mode is yet another serious step-up in difficulty, it takes everything Mythic Mode does, and cranks it up. It also borrows some of the changes from the Rooted Cubed challenge.[/p][p]To unlock it, you're going to need to complete a few achievements:[/p]
    1. [p]Complete all Hardmode A-rank challenges[/p]
    2. [p]Have all of your equipment at Infinite Tier[/p]
    3. [p]Have Mythic Mode unlocked[/p]
    [p][/p][p][/p]
[p][/p][h2]Recursive Tooltip[/h2][p]I know it's a small thing to most players, but it's something I have wanted to implement for a VERY long time, the ability to get multiple layers of tooltips on top of each other.
Nothing much, nothing less.
There have also been a few tweaks to make it possible (that can be adjusted in the options)[/p][p][/p][p][/p][h3]New Stats[/h3][p]This update also introduces a few additional stats[/p]
  • [p]DoT Damage[/p][p]Increases the damage of all DoT effects applied to enemies[/p]
  • [p]DoT Duration[/p][p]Increases the duration of all DoT effects applied to enemies[/p]
  • [p]Talent Power[/p][p]This one increases the effect of your active talents.
    It first of all multiplies the damage of your active talent by the square root of your Talent Power, but beyond that, other effects scale off its log value, it is very talent-dependent[/p]
  • [p]Player Scale[/p][p]This one got requested a lot, and it was always in the backlog of things to do, it is now part of the game.
    Player Scale affects the size of the player and its hitbox (so it's easier to dodge enemies' attacks).
    There has also been a BIG change to the pick-up that makes you invincible.
    It now increases your scale a lot, and any non-elite enemies will get stomped and insta-killed[/p][p][/p]
[p][/p][p][/p][p][/p]

Rogue: Genesia, August Dev-Blog

[p]Hello everyone, time for the (not) monthly dev blog of August![/p][p][/p][h3]Let's start this dev blog by pointing out that The rog plushies are available on sale until August 18![/h3][p](sorry to making an announcement about it soo late, I was busy finishing the event for beta update, and then this dev blog took me a bit of time)[/p][h2]https://www.makeship.com/products/rog-knight-plush [/h2][p][/p][p]
Well, let's get on the devblog, and start directly with more advancement for [/p][p][/p]
Update 1.1
[h2][/h2][h2]What's been done?[/h2][p][/p][h2]Run Difficulty[/h2][p]A new major addition with Update 1.1 is the addition of Run difficulty, [/p][p]an (entirely optional) way to increase the difficulty of runs that can be enabled quite early for players that find the early/mid progression of the game too easy.[/p][p] (Yeah there are a lot of typos left in it, no need to report that in the comments, it's going to be updated)[/p][p]As of now there is only Expert Mode added in the game, but there are plans to add 2 new additional ones
(and to add some additional effects that will play a bit with Zone Modifier)[/p][h2]Zone Modifier [/h2][p]Another major addition of update 1.1 is modifiers that are applied to an entire zone. They can provide both positive and negative effects to a zone, affect the map generation, or affect rewards you can obtain[/p][p][/p][p]During the first loop, you are guaranteed to have a path with no modifier. [/p][p]The number of modifiers generated on a zone depends on the number of loops.[/p][h2]Event after stage[/h2][p]Since update 1.1 adds in a lot of additional events (more than 10 new events) it could become quite frustrating to not encounter the event you are looking for.
With Update 1.1 you'll be able to encounter events after the end of any stage, which will overall lead to a lot of additional opportunities,[/p][p][/p][p](note that "Event: Shrine of Reconstruction" can be viewed as a reward of this stage)[/p][p][/p][h2]Preview Event in Stage selection[/h2][p]Events you'll encounter in an event stage are now generated during the stage generation phases (and no longer when entering the event)[/p][p]This means it is now possible to view what event you are going to encounter before selecting a stage. As of now, event stages only have a 20% chance to not be hidden, but soul-shop upgrades to improve that will soon follow. [/p][p][/p][p](Due to technical reasons, the game won't allow previewing events from stages not selectable since some events' chances to appear can vary based on many variables and change between two stage selections)[/p][p][/p][p][/p][h2]New Events[/h2][p]As said earlier, this update adds more than 10 new events (so far), which will about triple the current amount of events you can encounter (ignoring the Shrine event and the one-time equipment-related ones)[/p][p][/p][p]Here are a few ones:[/p][p][/p][p][/p][p][/p][p][/p][p][/p][h2]Duelist rework[/h2][p]Duelist is one of the least played characters, which is understandable, it doesn't really change most of the game, and can be a bit harder to play due to her very low HP pool and fragility in early game, especially as it is usually the first avatar unlocked.
The current main usage of this avatar at the current time is if the player wants to go with a faith-oriented build (due to her lower natural Defense) and is very inefficient when used in another way.

So the Duelist got a bit of rework to try to expand which builds are possible with her,
[/p]
  • [p]Increase base health from 60 to 100 The reason for that is to make the avatar on par with rog when doing Health Transmutation builds as well as making her more viable in very early game.[/p]
  • [p]Duelist no longer starts with -10 defense, but -2 base defense and x0.5 defense multiplier[/p][p]This change makes the avatar scale way better with Faith in mid and late game, while still making her take much less damage in early game. [/p][p]However, this clearly makes her non-optimal for Metal transmutation builds (but why would you do a metal transmutation build with Duelist?)[/p]
  • [p]Duelist now gains 5% damage scaling from power every time her Death Door ability is used until the end of the run,[/p]
  • [p]Death Door ability disables anachronistic during the debuff duration[/p][p]Those are likely the 2 biggest changes to the avatar, the first one makes the player more rewarded when playing in high risk, while the second change makes sure the player is indeed taking risks. However, the player could just take heavy damage until Death Door is activated, and wait in anachronistic until their HP is higher than 1 again.[/p]
  • [p]Reduced Defense cap of Duelist from 75% to 50%, Defense cap is a new stat, that basically affects how much damage flat defense can stop at most, this change is another indicator to tell players not to try to make a defense-heavy build on her[/p]
[h2]Minor things[/h2][p]There have also been a lot of minor additions, new artifacts (mostly related to events), new cards and equipment.
In addition, Eyes of Truth has been reworked, now required to unlock looping for the first time, and providing increased max level to cards for each loop completed, giving a really powerful (and unique) effect that's worth the drawback.[/p][p][/p][p][/p][h2]What is missing for 1.1 ?[/h2][p][/p][h2]Run Difficulty[/h2][p]For now, the beta only has one additional Run difficulty (Expert mode) and two additional ones will come in the following patch, as well as tweaking Expert mode.[/p][h2]Soul-Cards[/h2][p]While a few soulcards have been added in, there are still a lot of soul-cards that are planned to be added in the upcoming patches[/p][h2]Custom Run UI[/h2][p]The logic for custom run is there, but there is still no UI to allow players to run it, so it is not properly implemented in the game, I'll have to spend time to properly allow players to start custom runs.[/p][h2]Bug Fixing[/h2][p]Of course, due to the many in-depth changes and version changes (explained in the previous), the patch currently has a lot of bugs that will take a bit of time to properly iron out.[/p][p][/p]
Beta
[p]Beta for 1.1 has already started, access is behind the usual code "BackUpYourDamnSaves".
You have to know this beta is particularly buggy compared to others, a patch fixing a lot of bugs is coming in the next few days (specifically related to the new events)[/p][p]It is also important to know that saves from 1.1 cannot be read from version 1.0 (due to Talents layouts), so if you want to keep the progress after going on the beta, either make sure you know how to load back saves, or you'll have to wait for update 1.1 to be released[/p]

🔥The Steam Summer Sale is on fire!🔥

[p]🌞 The sun is blazing, the deals are sizzling—time to find your brand new gaming obsession![/p][p]With the Steam Summer Sale in full swing, we're rolling out limited-time -36% discounts—there's no better time to grab "Rogue: Genesia"![/p][p]Whether you're a new player or a fan waiting for the perfect moment, now's your chance![/p][p]🎮 Massive discounts—snag your game today![/p][p][dynamiclink][/dynamiclink][/p]

Rogue: Genesia, June Dev-Blog

Hello everyone, time for the (not so) monthly dev blog of April May June!!

[h3]Before we start, I would like to announce that I am looking for a freelance Sound Designer.[/h3]
You are welcome to share your application at [email protected]

Rogue Genesia 1.1


[h2]Focus on "Smaller" Content[/h2]
The current focus for Update 1.1 is the addition of many new content elements—a ton of small things that the game definitely needs. This means there will be no new World Rank.

A big issue in the game currently is that many runs just end up with very similar builds. There simply aren’t enough cards in the game. It's not unusual for a run in High Rank to end up having only Tainted cards by the 4th or 5th zone.
Especially now that there are a lot of small mechanics to allow players to more accurately target the cards they want, adding more cards to the game should avoid bloating the card pool too much.

The current target for the update is the addition of hundreds of new soulcards, doubling the number of different events you can encounter, a few dozen additional artifacts, as well as reworked challenges.

What's Done So Far?


So far, a huge part of the work has been focused on expanding the capabilities of the game...

[h2]Unity 6.1[/h2]
One of the biggest changes development-wise is the upgrade from Unity 2022 to Unity 6.1.



Changing engine versions is not a casual change that you want to do all the time...
To be honest, it's something you usually don’t want to do at all. Upgrading engine versions usually creates issues that you have to fix (and with this one, I had quite a few issues that took me a bit of time to fix).

But doing so has its benefits, which is why I spent the time to do it!

[h3]Reasons?[/h3]
First off are performance improvements
(Unity 6 has better visual effect batching, better draw call handling, and better performance on DX12/Vulkan compared to Unity 2022)
From preliminary measurements, I noticed reduced CPU lag spikes and slightly improved GPU performance.

Another reason is new tools for future development.
Notably, Shader Graph for UI or the support of custom HLSL nodes for Shader Graph
(and oh boy, that allows me to fix all the issues damage number scaling could have)

[h2]Reworked How Stats Work[/h2]
Another big rework is the code for how statistics were calculated.
Until now, there were three hardcoded "layers/steps" used to calculate stats: the "Base" stats, the "Multiplier," and the "Post," with the final value being equal to "Base" × "Multiplier" + Post.
However, while this allowed handling many different cases, it was still lacking flexibility for a lot of situations.

I'll explain two examples that are common in the game—effects that increase one stat based on another.

[h3]Hermes Hood[/h3]
Hermes Hood is an artifact that increases your attack speed multiplier based on your movement speed multiplier.
However, at which point do I take the value? Because doing so during the stat calculation could result in incomplete results. And what if later on there’s another effect scaling from attack speed?

Until now, the game used a "hack" where during stat calculation (after picking a card), the game would create a fake step that happens after the multiplier but before the post (called "Late Multiplier"), but it was still added to the "Multiplier" of attack speed.
The issue with this is that it only grabbed the value during the stat calculation, and other effects that might use "dynamic modifiers" wouldn’t be properly updated.

[h3]Blood Transmutation[/h3]
Transmutation cards are also another example of conversion cards.
These grabbed the Base × Multiplier value of a stat, and then applied the change to Post.
But it led to a few issues (like the impossibility for conversion cards to scale off Post values, or some bugs that some players experienced with health being set to 1 for a frame).

[h3]New System[/h3]
The new system now has dynamically defined "Layers." Each layer has an order and a type (additive/multiplicative).
A layer keeps different values like the default value of a layer, its current static value, the dynamic value due to modifiers, as well as the final value of the layer.
In addition, a statistic remembers the actual value and static value after each step (for example, getting the value of a statistic after Base × Multiplier without recalculating it every time).

I’ve also added 2 new layers: Late Multiplier (used for now only by Hermes Hood) and Conversion (used by transmutation/stat conversion).

Here is a simplified graph of how statistics now work:


[h2]Extended Game Possibilities[/h2]
The game uses a lot of "Events" to allow many modifications to effect behaviors.
For example, an event is created anytime an enemy takes damage. Then anything in the game can hook into the event and modify parameters (like disable damage if time is lower than 5 sec), when an ability is activated, when a card is picked up, when the player levels up...
This also allows the game to be heavily modified/customized by modders.

I’ve spent some time expanding the number of events. Recent additions include:
- During soulcoin calculation (to allow more complex modification to the soulcoin formula)
- When buying anything in the shop
- When entering or leaving a shop
- When calculating player level for card/artifact effects
- When checking if an item can be dropped
- When the player gains experience

In addition, I’ve also expanded other functionalities outside of the events system, by allowing equipment to be separately locked, having separate item efficiency per slot...

This kind of change allows for new artifacts such as this:


(Artifact sprite and name are placeholders)

[h2]Custom Run Backend[/h2]
While there is nothing functional to the player yet, a lot of preparation work has been done to support custom run parameters in the future, allowing players to apply any stat modifiers they want or enable any challenge at any level.

While all these backend improvements don’t add new content or anything exciting to show (which is partly why this dev blog is more than one month late), they are important to allow the game to improve in the long term.

Well, enough with the boring stuff—here are the new shinies:

[h2]Black Market[/h2]
A new type of shop, unlocked by investing enough into the shopkeeper, can sometimes appear naturally in A-rank runs.
Only sells items that you cannot obtain otherwise (other avatar-exclusive weapons/cards, banned cards, and Limit Breaks).
Prices will quickly scale based on the player’s total gold.



[h2]Talent Loadout[/h2]
Similar to equipment loadouts, this allows multiple talent loadouts for each avatar, making talent swapping between runs less of a hassle.
The only drawback of this great addition is that saves are not backward compatible (which means once the beta is out, you won't be able to load your save if you return to the main branch).



[h2]Soulcard Pinning[/h2]
This allows you to pin any card in the encyclopedia during a run and have them (or their components) highlighted during card selection.
When the pinned card is picked up, it is automatically unpinned.
(The reason is that cards usually have a much higher drop chance once picked at least once, so it's usually less of an issue finding them again.)



I'm not excluding the possibility of upgrades that increase the chance of pinned cards appearing.

[h2]Improved Card Selection[/h2]
The recent Unity 6 upgrade also allows for better visual effects related to the UI.
The first place to benefit from it is the card selection menu, with Banishment, Rarity Reroll, and Reroll now having a little bit of "juiciness" added.



[h2]New Artifacts[/h2]
I teased a few new artifacts earlier, and some are now added to the game.
These artifacts were made by Fernanda, who is now helping me create content for the game. I trust her a lot with content—she’s played a *lot* of the game (likely more than 99.9% of players) and has a very good grasp of the game mechanics and balancing.

Here are a few (again, sprite and name are placeholders):





[h2]New Challenges and Challenge Reworks[/h2]

Challenges are an important aspect of the game, and their capabilities have greatly evolved since their first implementation back in 0.7.
The issue is that many of the early game challenges were made back then and barely received any changes. While they were fine at that time, with the current content, they feel mostly shallow since they’re mostly just "here is a small change that barely affects your run."

1.1 will change some of these challenges to make them a more unique experience that adds variety to the game. One such change is the Cursed Challenge (D-rank).

[h3]Cursed Challenge[/h3]
Now, an unkillable & unstoppable ghost will spawn and slowly follow you. Being in contact with the ghost will quickly damage you.
Additionally, on each level-up, you'll gain a random Cursed card. Each cursed card you gain will slightly speed up the ghost.
To help manage the cursed cards, new events are added that allow you to get rid of them.
This challenge will, in addition to what is already unlocked, also add new events (and event options) to remove cursed cards in the game (allowing new events that add cursed cards as a drawback).

1.1 will also add new challenges—particularly to Survivors Mode, which definitely lacks challenges for C+ ranks.
Two of them are "Kill’s Them Up," which basically turns the game into a side-scroller,
and "Infinite Descent," a super late-game challenge for veterans looking to spice up A-rank Survivors Mode.




(yes, spoiling a B-rank Hardmode rog challenge)

[h2]Rain![/h2]
Some challenges will now also add variations to stage selection, with a few of them enabling rain!



[h2]Others[/h2]
There are a lot of smaller things that got changed/improved, but it would take too long to speak about all of them (and there’s a bit of fun in keeping a few surprises).
So here are a few additional spoilers while you wait for the beta of 1.1
(which will be out when it’s ready—there’s still way too much to improve to give an ETA for the next beta)