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Rogue Labyrinth News

Demo 2.0 Update

Demo 2.0 Update:
There was a break on the game for about a month after the Demo was released, partially to gauge reactions and look at what was most important to change. Huge thanks to all those giving feedback the last couple months. Going through streams and videos is a treat, and we are both surprised and pleased to see the demo popping up again and again around the internet. Sorry that we missed a few Rogue Labyrinth streams! It was a hectic couple months.

The biggest pain points were looked at to be solved first:
-The transversal system felt like there weren't enough choices
-There wasn't a lot of "punch" to the game's action
-The first 10 minutes of the game felt more unnecessary, and it was better to be put in the game directly

Our biggest changes were putting in the new Map system, so now players can plot out where they want to go and how long it takes to get there. We also now have a bit of time freeze on enemies when they are hit to give a nice snap to attacks.
Lastly, and the one we are most unsure of, the tutorial has been remade so it blends into the player's first run, rather than have a slower tutorial section. Overall testing has shown most elements of the game make sense after the much shorter tutorial, but it is still worrisome.

The control scheme has just been improved, however there is still work to be done to finish up adding a mouse+keyboard control scheme, as well as remappable controls. These will happen, along with a lot of performance updates, over the next few weeks.

There is still a lot of rebalancing and new little features to expand on the map system, but we want to first and foremost focus on accessibility and game performance. Just know that there's lots of new powers, conversations, and cute monster guys to come!

John Bond

Demo Release!

Hello Leaflings!
We are pleased to announce that our Rogue Labyrinth Demo has been successfully released!

Thank you every tester and supporter who has been around these last months as we have slowly made our way to this point!
We've been in all sorts of game events, like PAX West's Indie SIX, which was a huge catalyst in making us decide to release this demo at all.

The next big step of our journey is updating the Demo periodically with more content and fixes until we finally release the Early Access next year. You can expect BIG content updates to the demo over the new few months. We also have channels in our Discord Server for suggestions and reporting bugs.
Speaking of, our Discord Server has had a small makeover! We now have a FAQ channel, and a channel to directly ask us devs your questions. Please do join the community - introduce yourselves and argue which character is hottest.
Please tell us if you are streaming or making any content of the game! We love seeing people enjoy what we have created.

You can join the Discord Server here:
https://discord.gg/4wsxDQHd6K

Gayming Live Indie Festival

We’re virtually showcasing Rogue Labyrinth at the Gayming Live Indie Festival!

From Sept 30th - Oct 14th, we’ll be appearing alongside other LGBTQ+ Indies in a massive Steam Sale Event, and we'll also be at #GaymingLive23 from October 6- 8. Catch our stream running throughout the entire duration.

For more info: GaymingMag.com/live

Rogue Labyrinth is part of Game Devs of Color Expo

Game Devs of Color Expo celebrates excellent games by inspiring creators. Including playable demos, game discounts, and upcoming projects.

The mission of Game Devs of Color Expo is to amplify the creative power held by people of color in games.

We do this by organizing revolutionary events, uniting our vibrant community, and building access to knowledge, funding, and opportunities.

Creators of color make great games but are often pushed to the margins. We fight to create a better games industry that is intersectional and equitable.