1. The Rogue Prince of Persia
  2. News

The Rogue Prince of Persia News

New The Rogue Prince of Persia patch makes whole game much tougher

The Prince of Persia series has always been tied to difficulty, with even the first game having a brutally uncompromising time limit and some dastardly hard levels - I'm looking at you, level seven. New roguelike The Rogue Prince of Persia continues in that tradition and was already the opposite of a cakewalk, but the most recent update for the game has just made it so much tougher.


Read the rest of the story...


RELATED LINKS:

The Rogue Prince of Persia release date estimate and the latest news

The Rogue Prince of Persia early access review - Cute and deadly

Prince of Persia roguelike finally sets new Steam launch date

The Warrior's Ascension update - difficulty modifiers, many new skills & more!

Hi everyone,

We have a major new update live for you all! Sorry for the delay on this as a lot of the team were off sick last week, but we can now present to you "The Warrior's Ascension"!

[previewyoutube][/previewyoutube]

This one is all about improving the roguelite loop and pushing you to the limit:
  • The Awakening - difficulty modifiers that you progressively unlock and combine to increase difficulty
  • New skill tree layout + many more skills/improvements to unlock (7 trees!)
  • New currency - Corrupted Blood
  • Projectile reflect - kick arrows back at your enemies!
  • Kick animation improvement to make it even more satisfying
  • New mob - Knife Thrower
  • Bomber bombs do friendly fire damage
  • Roadmap for rest of 2024 coming next week




[h3]The Awakening[/h3]
We heard your requests and difficulty modifiers are now here! After completing a run, the Prince finds himself transported to a mysterious area with a disembodied voice... We'll let you discover the rest of that mystery, but once the Prince returns to the Oasis, an altar with a mask has been revealed...



Here you can choose stones which add difficulty to your next run, like an invincible scarab that attacks you the entire run, harder hitting enemies, weapons that break etc. You unlock a new stone each time you complete a run.

Each stone has a different score depending on its difficulty - beating a run with a certain score 'total' unlocks a new stone slot, allowing you to add progressively more difficulty.

When you have difficulty enabled you will earn a new currency, Corrupted Blood, as you kill enemies. The higher the difficulty, the more Blood you earn. What is this used for? Well...

[h3]New skill trees & Corrupted Blood[/h3]

The Oasis has revealed even more secrets! A new section is now unlocked where you can find your skill trees and buy points to unlock these skills with Corrupted Blood.



We've also added way more skill trees, which you now need to unlock with Spirit Glimmers or Corrupted Blood. So those are the uses for Corrupted Blood, for now at least...

Each skill tree has a theme with complementary skills so choose where you spend your next skill point carefully!

[h3]Projectile reflect[/h3]
The Prince can now kick arrows and knives straight back into the faces of their unsuspecting owners. Not much more else to say about this except it's really fun!



[h3]Kick improvement[/h3]
The kick itself has also had more 'oomph' added to its animation. We felt that it lacked some punch considering it's power and gamefeel - let us know what you think!

[h3]Knife thrower mob and bomb thrower friendly fire[/h3]
Apart from all the new features and everything, we're not forgetting to add the "basic" stuff like mobs.

The latest addition is a tricky new ranged enemy who dodges your attacks with ease and throws knives with deadly accuracy. I think we can all agree that a new ranged mob was sorely needed (we only had the archer and bomb thrower)!

Speaking of the bomb thrower, their bombs now damage the other Huns, giving you the opportunity to create some fun moments :D

[h3]Recap[/h3]
If you're reading this and haven't been following the recent updates, here's a little summary of what's been added in the 2 months since launch:
  • Temple of Atar biome
  • 1st iteration of skill tree
  • 7 enemies
  • 3 weapons
  • Speed boost mechanic
  • Lots of polish/improvements
  • Lots of bugfixes
  • + Everything we added today!
[h3]Roadmap next week[/h3]
Thanks to your feedback, we've been busy planning the upcoming updates for the rest of 2024, including 2 more big chunky updates and one absolute monster of an update (like at least 4x the size of any update we've done yet!) - more info coming next week!


That's all for this update, before we go we want to point out that our brother-in-arms Prince of Persia: The Lost Crown is launching later today on Steam, go check it out!


Cheers,
Matt & the EE team

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