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Rogue Kingdoms News

Controller / Gamepad Support

Hi defenders!

We’re excited to announce that Rogue Kingdoms have from now on controller / gamepad support. Feels great to play with your gamepad exclusively, or even to navigate the UI with only keyboard.

[h2]Patch notes:[/h2]
  • Controller support - fully play with your gamepad
  • UI navigation with stick or keyboard exclusively.
  • Full rebinding for both keyboard/mouse and gamepad.
  • Pause during gameplay -> show wave info UI (enemies in wave + info & next waves)


[h2]Balance changes:[/h2]
  • Sneaky Goblins -> When close to Castle they will undo invisibility.
  • Sneaky Goblins & Necromancers -> When close to Castle they will not be able to cast Skills
  • Taunt from boss only affects the shown area, and the attraction is smaller.


[h2]What’s next?[/h2]
We still have a roadmap ahead before the full release. Among others:
  • Maps 4 and 5 fully balanced, including the 25 new enemies that can appear in there.
  • More content: relics, skills,…
  • Endless Mode
  • Further polish and quality of life
  • And more…


If you play with controller, let us know how it feels! :)

Rogue Kingdoms in Steam Next Fest

Hi defenders!

We are excited to share that tomorrow Rogue Kingdoms will be participating in Steam Next Fest!
To celebrate it we are releasing a special limited edition demo for the next 2 weeks, with all relics unlocked!

Also, introducing some changes in the last patch:

[h2]Construction Mode:[/h2]
  • We heard you. During stress moments, where the wave gets crazy, it takes a lot of time to click the tower to build or upgrade.
  • Now we have a Building Mode, just press Z or X and you’ll open a tower building UI. And with Z and X you can move to the next tower!
  • This is going to be specially useful when playing with controller. Stay tunned!
  • Also added New tutorial for building mode.


[h2]Dialogue:[/h2]
  • Created a storyline for the game, adding dialogues at the end of the maps and for the hero with the boss.
  • The full version will have more storylines as you beat the game more times, and 2 more maps to expand the story.
  • Now we have promoted our Intern Merchant to full employee, and he will explain some things when chatting with him.


[h2]Visuals:[/h2]
  • Now Production Increase perks (wave reward) will appear in the top right corner so you know how much extra resources production you have.
  • Added 2 extra tutorials for 1) Skill Upgrades, 2) Curses


[h2]Bug Fixes:[/h2]
  • Bug Fix: When calling start wave with key, next wave was automatically spawning
  • Not really a bug, but increased the size of Tower Building icons, and made less blurry certain images.


[h3]What’s next?[/h3]
  • We still have a roadmap ahead before the full release. Among others:
  • Story and dialogue (working on it)
  • Controller support
  • Maps 4 and 5 fully balanced, including the 25 new enemies that can appear in there.
  • More content: relics, skills,…
  • Endless Mode
  • Further polish and quality of life
  • And more…


Super excited to see you all play during Steam Next Fest. Want to hear from you, what do you think about the demo?

Tiny Actions, Huge Impact!

Hi defenders!

Last couple of weeks have been crazy. We've received lots of feedback from players and streamers, and it has been super useful!

We're not much more confident and ready for next week's Steam Next Fest.

Balances Changes:
- Decreased Shaman's auto-healing to 10% of their damage.
- Buffed Magic Beam - now the effect is 33% faster - yes, it was annoyingly slow!
- Boss' Taunt now attracts more. You will always be able to escape independently of the weapon and movement speed you have, but the more movement speed the easier it will be.
- Swapped relics that grant certain effects when you get to10 or 20 stacks for the other one. Summoning when reaching 10 stacks was too OP!

Improving information:
- Added tooltips to elements in the Pause menu for easier understanding.
- Added weapon stats in the Run Book - when hovering the weapon.
- Now in shop you can compare a weapon's stats to your weapons before purchasing it.
- Added a Run Book tutorial.

Visual Changes:
- Reworked wave progress bar
- Increased size of currencies and curses in the battle UI,
- Added shadows to enemies.
- Shadows are fixed now, they don't change their direction with the character movements.
- Decreased some details in Barbarian. Now it has less abs! :)
- Added a new font to replace the secondary font.
- Changed text sizes so they are more consistent.
- Visual popups when spending gold or resources.
- Resources collection bar progress and resources collected popup.
- New animations for hero when they attack and run at the same time.
- Reworked all Cursors to better match the cartoony aesthetics of the game.
- When not starting the battle, the button will start shaking every 10s in case someone doesn't see it.
- When hero dies, now it shows their dead face and respawn counter in the Hero Bar (bottom left corner) also. And the respawning animation is back.
- Changed the "?" tip icon to follow the other buttons' consistency.

Bugs:
- Fixed a rare bug where sometimes weapons were not visually changing in the UI
- Now boss again has their own music.
- Fixed a bug were the Tutorial was shown again when retrying a wav
- Fixed a visual bug when sometimes you saw a negative death respawn time for their trait.
- (Hopefully) Fixed a weird bug where the game paused when quickly entering the merchant.
- (Hopefully) FIxed a weird bug where some enemies get stuck in their path finding.
- Fixed Ogre Elite attack effect visual bug

Settings:
- Default FPS = 60
- New setting to turn on/off showing range of hero or towers when hovering.
- New setting to turn on/off damage popups.
- New cursor size option

Others:
- Enhanced text and localization. We've remastered the whole text, corrected typos, explained things better and localized everything from scratch.
- Decreased Mastery Experience required to level up at earlier levels.
- Changed Valkyries death sound
- Clearer tooltip explaining you can't upgrade to level 3 towers at first map.

[h3]What’s next?[/h3]

We still have a roadmap ahead before the full release. Among others:
- Story and dialogue (working on it)
- Controller support
- Maps 4 and 5 fully balanced, including the 25 new enemies that can appear in there.
- More content: relics, skills,…
- Endless Mode
- Further polish and quality of life
- And more…

New Update - Quality of Life

Hi defenders!

We are approaching the release, expected for May 2025. We’ll also be participating in February’s Steam Next Fest.

Because of that, his update has been focused on quality of life. Not much more content but building up on what’s on there and polishing it.

[h3]Mastery Level / Unlocks[/h3]
  • Every time you finish a run (win or lose), you'll gery Mastery Experience. With enough experience you'll level up. Every level up (up to 38) will unlock a relic, meaning you'll be able to encounter them during the run.
  • The goal of the unlocks is to hide some of the more complex mechanics for advanced players. If you want to unlock everything right away, you'll be able to if you select the "Unlock All" toggle in settings.

[h3]Achievements[/h3]
  • Created achievements: 13 for the demo, 38 for full release

[h3]Visuals[/h3]
  • Game Over screen more clear and gamified.
  • Maps 3, 4, 5 are now less bright, giving more importance to the character and towers.
  • Also towers and heroes now have a shadow and a subtle brightness aura.
  • Improved highlights when hovering on enemies or towers.
  • When hovering on the hero, it will show the hero's area of attack.

[h3]Balance[/h3]
  • Wave Reward that gave resources over time now applies to the whole run instead of only the current map, and grants 5 resources / 6s.
  • When you lose, you'll be able to repeat the same wave without starting over.
  • Balanced probabilities of getting certain relics/skill upgrades.

[h3]Other[/h3]
  • Steam Cloud Save enabled.
  • Added credits page in main menu.
What’s next?
  • We still have a roadmap ahead before the full release. Among others:
  • Controller support
  • Maps 4 and 5 fully balanced, including the 25 new enemies that can appear in there.
  • More content: relics, skills,…
  • Endless Mode
  • Further polish and quality of life
  • And more…

New Update - Quality of Life

Hi defenders!

Last update of the year, featuring many quality of life improvements:

[h3]Maps:
[/h3]- More diverse, more crazy maps.
- New Curse added which adds 1-2 more paths to the map.

[h3]Towers:
[/h3]- New level 2 tower upgrade for all towers: Strong Projectile - damage x2. This gives more build versatility, so you can build pure damage not involving Status Effects applied.

[h3]Enemies Friendly Fire:
[/h3]- Enemies can now damage themselves or other enemies. Also some enemies like Shaman can heal other enemies of the same species if the attack hits them.
- Enemies in map 1-3 that can damage other enemies are: Ogre, Ogre Elite, Shaman.
- Updated enemy descriptions to reflect this

[h3]Quality of Life:
[/h3]- Now Relics and Skill Upgrades draw have rerolls.
- New mode during Character Select to select a random combination of Hero - Starting Relics.

[h3]Visuals:
[/h3]- Healing Tower only will show area when hovered
- When hover over Hero, the area of effect will show
- HP Bar is shown on top of the hero apart from the bottom HP bar.
- Improve highlighting of selected enemies or towers on hover.

[h3]Balance Changes:
[/h3]- Drops are now much more dependent on current build.
- Nerfed Archer's starting relic "Chaos Contagion". Before it added a random SE for each SE applied. Now it has a X% chance to do so.
- Nerfed Burst Mortar's Status Effect projectile. Before each projectile had 100 Status Effect Power. Now each will have 25.
- Boss has now more HP but there are less enemies to compensate for it.