1. The Rogue Prince of Persia
  2. News

The Rogue Prince of Persia News

Public Test Branch patch - new mob, skill, level design & more

Hello,

For once, it's not Matt talking to you, he is enjoying a well-deserved long week-end right now. So it's up to me, his favorite colleague (well, I hope so) : Bérenger to share the good news. But I have to be transparent with you : unlike him,I have no moustache and no fancy british accent. I apologize in advance for the disapointment.

Anyway, now that the introductions have been made, it's time to ... introduce a new little update available on the public test branch. To know out how to access it, go to this post -> https://store.steampowered.com/news/app/2717880/view/4181107834741757478.

The most shiny additions are a new skill : the Moksha Altar and a new mob made to give the prince a hard time with his vertical AOE attacks. Which reminds me that we should probably start finding proper names to all those nasty evil Huns. The codenames we use internally are probably too cryptic for everyone so if you have any suggestions, we take it.


Changes:
  • New mob, it will spawn in Aqueduct and Garden
  • New skill tree perk: Moksha Altar
  • Level design adjustments to Temple of Atar
  • Tweaks to weapons SFX
Bugfixes:
  • Fixed an issue that caused infinite loading
  • Fixed interact prompt being offset on controller
  • Fixed an issue with camera focus on some interactable items
  • Fixed an issue with elevator gears in Academy
  • Fixed an issue that caused Astara to not spawn
  • Fixed Falcata's damage not scaling with stacks
  • And a whole bunch of very minor bugfixes


Have fun, Thanks,
Matt Bérenger & the EE team

New biome, metaprogression & more in our major update 'The Temple of Fire'!

Hello everyone and welcome to the Temple of Fire!

We've got swinging axes, we've got pressure plate spikes, we've got arrows shooting out of the walls, we've got big balls of fire, we've got hulking new enemies, and we've got a mystical Persian temple just begging to be explored.


TLDR:
  • New biome - Temple of Fire (after Berude boss)
  • First meta progression addition, in the Oasis - this will be expanded in the near future!!!
  • New traps (limited to Temple biome) - Spinning Axes, Pressure Spikes and Arrow Booby Traps
  • New weapon - Flaming Censers (big swinging balls on fiiiireeee)
  • New mobs - Defensive Juggernaut (big fella with a bigger shield) and Aggressive Juggernaut (big fella with a bigger sword... and a bigger shield)

The weekly update for the test branch will come as normal on Thursday :)

[h3]Meta Progression[/h3]
You wanted it, we brought it. You can now spend Spirit Glimmers to unlock permanent upgrades for max health, extra health potions, recycling, Spirit Glimmer retention, dive attack damage & more.



We will add more options to this as we continue through Early Access!!!

To unlock it, go to Sukhra's tent in the Oasis and buy the Inner Light upgrade. You can then go sit by the fire outside your tent and get those sweet sweet metaprogression upgrades.

Please be aware that the dive attack doesn't 100% destroy shields anymore - this effect is now unlocked as an upgrade in the skill tree.


[h3]Temple of Atar[/h3]
In this holy temple you can expect to find trap-filled corridors with spinning axes, pressure spikes and arrow booby traps - classic Prince of Persia shenanigans!



This new biome can be found after beating Berude, so it's an alternative to Tower of Oblivion. No need to unlock it, it's already there waiting for you.

Get your ears ready for a new tune 'Sacred Fire' made especially for this biome, you might recognise it from our Early Access trailer!

[previewyoutube][/previewyoutube]

[h3]Flaming Censers[/h3]
Complete a challenge room in the Temple of Atar and you'll unlock the Flaming Censers.

These two big metal balls can be swung to smack your enemies, with a spinning move to finish the combo. Hold the attack button to use the special move, which is to set the balls on fire...



Attack with the flaming balls to do extra fire damage (and trigger elemental reactions), but the flames won't last long!


[h3]The Juggernauts[/h3]
Meet the twins - these guys have been eating their vegetables and grown up big and strong.



While one will just bash you in the face with his humongous shield, throwing you back (and probably into a deadly trap or waiting enemy), the other will take swings at you with a massive sword. Try and dodge this guy and he'll swing again behind him, so keep on your toes!


[h3]Other[/h3]
  • NPCs are now more talkative
  • Tweaks to the stomp (it can now hit mobs that you hit in the air!)
[h3]Bug fixes[/h3]
There are also numerous smaller bug fixes in this update, and we're still working on ensuring performance is as good as it can be :)

Save Issue

Our weekly update last week caused some people to lose their save (it is still in the Steam folder, it just didn't migrate properly).

For most people it migrated automatically, but if you encounter this problem, follow these steps to get it back:
- go to Steam\userdata\'your steam account ID'\2717880\remote
- Copy the the save file in there (should be called 'global')
- Go to Steam\steamapps\common\The Rogue Prince Of Persia\userdata\saves\'folder with an ID'
- Paste the files there
- Rename the file and just add ".sav" on the end, so you end up with 'global.sav' as the name

If that doesn't work, then redo the steps but with the game open, then close it and relaunch the game.


Have fun and we'll be back very soon with another weekly update!


Cheers,
Matt and the Evil Empire team

Discord Twitter Tiktok
Instagram
Facebook
Youtube

Little patch to stop people losing saves

Hello,

So firstly, we're very sorry to anyone who lost their save since yesterday's patch.

We changed the system yesterday to stop people having issues with saves, ironically enough.

So what happened?

In basic terms, when we made this system change the existing save files were supposed to migrate automatically from the old save folder to the new one. But, Steam wasn't recognising some save files in the old save folder for some reason.

So it simply didn't move them - hence people lost their save (but it is still in that folder, instructions to get it back are below if you have lost your save).

Now, with this patch we've essentially said to the system to take whatever file is in the old save file folder, because it is the correct one for sure even if the system doesn't recognise it, and put it in the new save file folder. So people's saves should stop going missing from now on.

That's my non-techy explanation.

If you've already launched your game since yesterday's update and lost your save file, then do these steps to get it back.
(DO NOT DO THIS BEFORE LAUNCHING THE GAME, ONLY DO IT IF YOU LAUNCHED THE GAME AND LOST YOUR SAVE FILE):

- go to Steam\userdata\'your steam account ID'\2717880\remote
- Copy the the save file in there (should be called 'global')
- Go to Steam\steamapps\common\The Rogue Prince Of Persia\userdata\saves\'folder with an ID'
- Paste the files there
- Rename the file and just add ".sav" on the end, so you end up with 'global.sav' as the name


The good news is that now we're on the new system, problems with save files should stop.

Thanks for your patience,
Matt & EE

Public Test Branch patch - new mob, level design, UI polish & more

Hello,

We've just put out an update for the public test branch - not to be confused with the weekly update we did for the main game an hour ago :P

For instructions to access the test branch, go to this post and the section called "How to access the good stuff" -> https://store.steampowered.com/news/app/2717880/view/4181107834741757478

Changes:
  • Tweaks to Temple biome level design based on player's feedback
  • New mob in Temple (another big boy)
  • Added more audio to new content
  • Added localization (still WIP)
  • Added more polish to the skill tree menu
  • Added more dialogue lines


Bugfixes:
  • Fixed an issue that caused infinite loading
  • Fixed an issue where mobs near ledges would not drop down
  • Fixed an issue with camera in Aqueduct
  • Fixed an issue with explosion VFX when picking up coins/glimmer
  • Fixed an issue with the kick knock back when standing near interactables
  • Fixed an issue with some medallions not being purchasable
  • Fixed an issue with Flaming Projectile and Toxic Demise medallions not triggering their effect
  • Fixed an issue with the visible zdoor in Academy
  • Fixed an issue with Paper Lion description
  • Fixed abnormal behaviors caused by repeated knock backs from the shield mob
  • Fixed an issue with the size of exit door interaction prompt
  • Fixed an issue with the Temple's entrance door not displaying the name of the biome
  • Fixed missing health bars
  • Fixed an issue that caused loot to be hidden behind biome decorations


We have also added the content of today's default branch patch! More info on that here -https://store.steampowered.com/news/app/2717880/view/4187864501492314930


Thanks,
Matt & the EE team

Update with 2 new mobs, performance improvements & save fixes!

Hello everyone!

We're back with our promised weekly update for you all :D

We're still focusing on fixing some performance issues & bug fixes, but we also had some time to add in enemies!

This time around we have...


Additions:
  • 2 new mobs (crossbow and sword) Getting more of that variety in there!


Bugfixes
  • Another round of optimization to further improve performance
  • Improved Steam Cloud saves behavior
  • Fixed issues with save files when resuming a save
  • Fixed Alt+Enter not enabling Full screen
  • Fixed a bug that made challenge rooms appear before unlocking glimmer
  • Optimized player input to prevent lag
  • Fixed some localization issues in French


We'll be back next week with another update! Whatever's ready, you will have it!


If you have an issue with your save after this update, then do these steps (DO NOT DO THIS BEFORE LAUNCHING THE GAME):

- go to Steam\userdata\'your steam account ID'\2717880\remote
- Copy the the save file in there (should be called 'global')
- Go to Steam\steamapps\common\The Rogue Prince Of Persia\userdata\saves\'folder with an ID'
- Paste the files there
- Rename the file and just add ".sav" on the end, so you end up with 'global.sav' as the name

We think this is from the switch to Steam Auto Cloud, and the file migration should have been automatic. Anyway this should be the first and last time this happens now that it's on Auto Cloud!


Thanks for playing,
Matt and the Evil Empire team

Discord Twitter Tiktok
Instagram
Facebook
Youtube