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Fighting Rogue News

V0.2 Playtest - The Fate System Arrives!

[h3]⚔️ What Is the Fate System?[/h3][p]An auxiliary roguelike layer that tackles two core goals:
🎯 Deepen decision-making – more surprises, less repetition
🎯 Expand strategic skill expression – reward clever plays[/p][hr][/hr][h3]🔮 How It Works[/h3][p]🃏 Fate Cards[/p]
  • [p]New skills activated before combat by spending specific dice (e.g., one “6”)[/p]
  • [p]Note: Only a portion of cards are available in this test[/p]
[p][/p][h3]🎲 Acquiring Fate Cards[/h3][p][/p]
  • [p]Start of each run: Choose 1 of 3 random Fate Cards[/p]
  • [p]Forge Master or Divine relics: Choose 1 of 3[/p]
  • [p]Purchase non-Apprentice relics: Chance to trigger 3-choice draft[/p]
  • [p]Roll straights or triples during dice phase: Choose 1 of 3[/p]
  • [p]Max 5 Fate Cards equipped[/p]
[p][/p][h3]🎯 Dice & Activation[/h3][p][/p]
  • [p]Dice are resources to activate Fate Cards (e.g., spend a “4” pip)[/p]
  • [p]Start with two 6-sided dice; upgrade to max 5 via shop[/p]
  • [p]In the Fate Phase (pre-combat), roll dice, then drag pips onto cards to activate them[/p]
[p][/p][h3]⚔️ Fate in Combat[/h3][p][/p]
  • [p]Activated cards function like bonus relics for one battle only[/p]
  • [p]Reset each round – adapt to new dice rolls![/p]
  • [p]In close matches, Fate strategy becomes the tiebreaker[/p]
[hr][/hr][h3][/h3][p]We’re excited to bring you a fresh experience and look forward to your valuable feedback![/p][p][/p][p]Wishlist Fighting Rogue:[/p][p][dynamiclink][/dynamiclink][/p]

Fighting Rogue V0.2 Playtest Begins September 25

[p][/p][p]Save data from the previous playtest will be wiped. The V0.2 update introduces the Fate System, designed as an auxiliary mechanic to address two key goals:[/p][p]🎯 Make roguelike decisions more engaging and reduce repetition fatigue
🎯 Expand strategic freedom for players to showcase skillful plays[/p][p][/p][p]The system is seamlessly integrated into the shop phase—the core decision-making loop of the game—adding a layer of tactical depth where it matters most.[/p][p][/p][p]During the shop phase, players will encounter Fate Cards of varying tiers available for activation. These cards provide additional buffs, but activating them requires rolling dice to obtain matching point values.[/p][p][/p][p]We’ll leave the detailed mechanics for you to discover tomorrow! Ultimately, through this new system, we hope to offer players not only conventional build strategy but also diversified fun combining roguelike elements, meaningful choices, luck-based bonuses, and hands-on manipulation.[/p][p][/p][p]We’re excited to bring you a fresh experience and look forward to your valuable feedback![/p][p][/p][p]Wishlist Fighting Rogue:[/p][p][dynamiclink][/dynamiclink][/p]

Fighting Rogue Playtest Hotfix

[p][/p][p][/p][p][/p][p]Changes:[/p]
  1. [p]Poison Effects now have an initial max stack limit (can be expanded via Manuals).[/p]
  2. [p]Slightly nerfed the following relics:[/p]
    • [p]Cast-Iron Abacus[/p]
    • [p]Fortune-Pi Xiù (Wealth Attractor)[/p]
    • [p]Steelyard Scale[/p]
    • [p]Giant Gold Ingot[/p]
  3. [p]Added source descriptions for poison effects in battle reports.[/p]
[p][/p][p]Fixes:[/p]
  1. [p]Fixed various text errors in descriptions.[/p]
  2. [p]Resolved intermittent issues with quick-crafting.[/p]
  3. [p]Fixed abnormal triggering effects for certain relics.[/p]

Fighting Rogue Second Wave Playtest Launches Today

[p]Greetings, heroes of the jianghu![/p][p][/p][p]Our game is returning for another encounter—the Second Playtest launches today! [/p][p][/p][p]This time, the playtest will be extended, but the experience will be different. To make testing more refined and balancing more precise, we’ve planned to split the playtest into two phases. [/p][p][/p][h3]📜 Phase One[/h3][p]Phase One begins on September 2nd. For veterans who joined our first test, it will feel familiar, as it builds upon the Feiyan Manor and Hanmei Pavilion sects from last time. The main improvements include:[/p]
  • [p]Reworked several Tier-3 Relics.[/p]
  • [p]Stat balance adjustments for all Relics and sect character skills.[/p]
  • [p]Refined UI and text polish.[/p]
  • [p]Anti-cheat upgrades and bug fixes.[/p]
  • [p]Improved English localization.[/p][p][/p]
[p]For returning players, some fundamental issues have been addressed; for newcomers, the initial experience will be much easier to get into.[/p][p][/p][p][/p][h3]🎲 Phase Two[/h3][p]The second phase is scheduled to commence on a chosen date between late September and end of October. So what’s new this time?[/p][p]Do you remember the wild gameplay ideas we teased during the last test? One of them has been developed and will debut in Phase Two—[/p][p]Introducing: Destiny Dice 🎲[/p][p]●  We see this as a supporting system designed to solve two key goals:[/p][p]○ 🎯 Make roguelike decision-making more fun and less repetitive across runs.[/p][p]○ 🎯 Add more strategic space for skillful play and creative choices.[/p][p][/p][p]This system isn’t standalone—it’s woven into the Blacksmith flow, one of the game’s core decision points. When forging higher-tier Artifacts, you may be offered a Destiny Card to activate. Each Destiny Card provides extra bonuses, but activation requires rolling dice to achieve the necessary results.[/p][p][/p][p][/p][p]We won’t reveal all the details just yet 😉, but in this playtest, we hope players will enjoy not only the usual strategy of building synergies, but also a fresh layer of risk–luck–decision–skill dynamics for even more diverse fun.[/p][p] [/p][p]That’s it for today’s preview![/p][p]We hope this upcoming playtest will bring a more polished experience along with brand-new ideas to try out. Mark your calendars—see you all on September 2nd![/p][p][/p][p]Wishlist Fighting Rogue:[/p][p][dynamiclink][/dynamiclink][/p]

Fighting Rogue Second Wave Playtest Launches Sep 2nd

[p]Greetings, heroes of the jianghu![/p][p][/p][p]Our game is returning for another encounter—the Second Playtest will begin on September 2nd (CST). The end date is still to be determined, but rest assured—it will last longer than the first one.[/p][p]This time, the playtest will be extended, but the experience will be different. To make testing more refined and balancing more precise, we’ve planned to split the playtest into two phases. Each phase will feature different gameplay, and after the first phase ends, progress will be wiped before moving immediately into the second phase.[/p][p][/p][h3]📜 Phase One[/h3][p]Phase One begins on September 2nd. For veterans who joined our first test, it will feel familiar, as it builds upon the Feiyan Manor and Hanmei Pavilion sects from last time. The main improvements include:[/p]
  • [p]Reworked several Tier-3 Relics.[/p]
  • [p]Stat balance adjustments for all Relics and sect character skills.[/p]
  • [p]Refined UI and text polish.[/p]
  • [p]Anti-cheat upgrades and bug fixes.[/p]
  • [p]Improved English localization.[/p][p][/p]
[p]For returning players, some fundamental issues have been addressed; for newcomers, the initial experience will be much easier to get into.[/p][p][/p][p][/p][h3]🎲 Phase Two[/h3][p]The second phase is scheduled to commence on a chosen date between late September and end of October. So what’s new this time?[/p][p]Do you remember the wild gameplay ideas we teased during the last test? One of them has been developed and will debut in Phase Two—[/p][p]Introducing: Destiny Dice 🎲[/p][p]●  We see this as a supporting system designed to solve two key goals:[/p][p]○ 🎯 Make roguelike decision-making more fun and less repetitive across runs.[/p][p]○ 🎯 Add more strategic space for skillful play and creative choices.[/p][p][/p][p]This system isn’t standalone—it’s woven into the Blacksmith flow, one of the game’s core decision points. When forging higher-tier Artifacts, you may be offered a Destiny Card to activate. Each Destiny Card provides extra bonuses, but activation requires rolling dice to achieve the necessary results.[/p][p][/p][p][/p][p]We won’t reveal all the details just yet 😉, but in this playtest, we hope players will enjoy not only the usual strategy of building synergies, but also a fresh layer of risk–luck–decision–skill dynamics for even more diverse fun.[/p][p] [/p][p]That’s it for today’s preview![/p][p]We hope this upcoming playtest will bring a more polished experience along with brand-new ideas to try out. Mark your calendars—see you all on September 2nd![/p][p][/p][p]Wishlist Fighting Rogue:[/p][p][dynamiclink][/dynamiclink][/p]