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The Rogue Prince of Persia News

New speed boost mechanic, 2 new mobs and a lot of bugfixes!

Hello everyone!

We've just dropped another update, this time around we have a new speed boost mechanic for you to play around with, 2 new enemies and a looooad of bugfixes to polish up the game.

In a couple of weeks we'll be bringing you an entire difficulty modifier/New Game+ system that will add tons of ways to challenge yourself with!
It may even come with some new unlocks too.... But you've got to wait a bit longer for all of that!

Right now you have:

[h3]Additions[/h3]

One of the new mobs, though not in his natural habitat...

  • 1 new mob in Gardens, replacing the Lancers
  • 1 new mob in Tower of Oblivion, also replacing the Lancers
  • A new speed boost mechanic. This will trigger upon performing specific actions. The boost will decay over time but can be refreshed. Some actions will also completely end the boost.
Sorry for the potato gif quality (thanks Steam image size limits). If you want to see it properly, go play the game ;D

[h3]Bugfixes[/h3]

Menu/UI:
  • Fix an issue with Dead zone slider not being selectable in settings
  • Fixed an issue with Moksha Altar that caused medallions' equip prompt to not appear after a reset
  • Fixed a translation issue with Moksha Altar in Chinese
  • Fixed Slicing Kick, Slick Vault and Slicing Dive displaying a wrong damage value
Gameplay:
  • Fixed an issue with charged attacks on water slides causing the Prince to go through the ground
  • Fixed an issue with resin that caused the kick to not knock back mobs
  • Fixed an issue with some animations preventing from crouching
  • Fixed the Prince not being able to wall run vertically from a beam
Items:
  • Fixed the cooldown for Whirling Spear aerial attack not resetting upon landing
  • Fixed Broadsword's charged attack interaction with Berude's rocks
  • Fixed Berude not dropping a blueprint for the gauntlets
  • Fixed an issue that caused items dropped to get stuck in walls
Biomes:
  • Fixed an issue with spikes hitbox that caused some mobs to not take damage
  • Fixed an issue with some Altars granting less rewards than intended
  • Fixed the merchant duo sometimes going for a stroll, causing them to be missing at the shops
  • Fixed Astara being on the wrong layer in Garden
Boss/mobs:
  • Fixed Baatar's shield flickering more than intended when hit by DOTs
Miscellaneous:
  • More optimization was done to improve performance. This might cause some assets to be offset or not display properly, let us know should you spot something out of place.


That's all for now, be sure to come back soon for that new mode!

Cheers,
Matt & the EE team

Patch note for Update 5 hotfix 2

Salutations! We just released a small hotfix (build #31aafc7), mostly addressing localization issues. We're also still hard at work on the next update, adding the sugar on top. It will introduce a new feature that I am personally very excited to see in the community's hands! We'll be making an announcement as soon as it's ready to go live, thank you all for your patience and see you soon~

Bugfix:
  • Fixed localization issue in Chinese that caused Moksha Altar to not reset medallions
  • Fixed multiple localization and spelling issues.

Cheers,
The EE crew

New update - mob, wall climb changes, medallion removal, mysterious end zone...

Hello everyone!

After a bit of a misfire of an update last week which we had to rollback, we've returned with the same update but with extra stuff! Hopefully it works this time ^^

Also we'll have 20% off for the Summer Sale when it starts, so if you know someone you've been trying to convince to play, give em a nudge!


Update TLDR:
  • New mob, it will spawn in Aqueduct and Garden
  • Adjustments to wall climbing to make it less "magnet-ish"
  • New skill tree perk: Moksha Altar
  • New end zone (foundation for an End Game system)
  • Level design adjustments to Temple of Atar
  • Tweaks to weapons SFX
  • Adjustments to the loot distribution in biomes (less rewards)
  • Polished water slides


New mob


This tricky guy summons a pillar of spikes that can hurt you (of course!) but also has the effect of 'trapping' you for a couple of seconds if you're not careful with where you're running to. Should be killed immediately.


Moksha Altar


If you've made a mistake with your medallion placement you can now pay a modest fee to remove your medallions at the Moksha Altar, where you can the re-equip them. You'll need to buy the upgrade first, but once you do it will appear in your runs!


Adjustments to wall climbing to make it less "magnet-ish"

The wall climb had some annoying quirks, such as where you'd automatically do a wall climb if you got too close to a wall while platforming. This could mess up your rhythm and just generally be annoying AF. So we've tweaked it to make it much more smooth - try it out!


New end zone

If you manage to beat the second boss you'll find a mysterious new end zone which will be the foundation for a new End Game system.

At the moment it's just a sneak peek but more content for this will be coming in the next couple of weeks...


Bugfixes:
  • Fixed an issue with 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 Astara sometimes not spawning
  • Fixed an issue with Falcata's damage scaling
  • Fixed an issue with some mobs not being able to grab ledges
  • Fixed Bloody Spoils triggering on summoned mobs
  • Fixed Pocket Money perk sometimes not triggering
  • Fixed vines in Garden sometimes not spawning
  • Fixed an issue that caused shields to not take any damage
  • Fixed achievements not tracking
  • Fixed Astara dialog in Garden displaying a white box
  • Fixed glimmer tutorial not triggering in certain instances
  • Fixed multiple localization issues
  • Fixed exit doors in Zagros village missing from level generation


Changes to updates

So, in other news we have closed the 'test branch' and will only be updating the main game. It was giving us too many problems to manage both the test branch and the main game and this should help us streamline the production process.

Updates might not come every week from now on as we need to be sure of their quality, and will more likely come every 2-3 weeks, but don't worry you'll still be getting regular new content :)


That's it for now, we'll be back soon!

Cheers,
Matt and the EE team

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

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