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Fighting Rogue News

V0.1 Playtest: Community Feedback & Dev Response

[h3]Hey Jianghu Heroes![/h3][p]Thanks for playing Rogue Wulin and sharing your feedback! We’ve compiled your top questions—let’s dive in:[/p][p][/p][h3]Q: "Can we combo three manuals into one?"[/h3][p]A: Great idea! We’re exploring this as a potential faction mechanic. Stay tuned![/p][p][/p][h3]Q: "Will you add PvE modes like Slay the Spire? (PvE early, PvP late)"[/h3][p]A: PvE is on our radar, but dev resources are tight. We’re prototyping options![/p][p][/p][h3]Q: "Any plans for multiplayer?"[/h3][p]A: Likely post-PvE. Debating formats (auto-chess? 3v3?). For now, we’re polishing core gameplay.[/p][p][/p][h3]Q: "Faction weapons need more visual distinction."[/h3][p]A: Agreed! Each faction already has 12 unique manuals. We’ll add faction-exclusive relics soon![/p][p][/p][h3]Q: "Male characters? That guy in the screenshot?"[/h3][p]A: YES! The fist-fighting dude in our Steam caps? He’s from a new faction—coming soon! [/p][p][/p][p][/p][h3]Q: "Ultimate move animations are too rare!"[/h3][p]A: Update incoming! We’ll:[/p]
  • [p]Show ults every round (first use)[/p]
  • [p]Add an animation toggle[/p]
[p][/p][p][/p][h3]Q: "Dodge is OP! Buff DoT builds!"[/h3][p]A: Balancing is ongoing. We’re crunching data to tune DoT/sustain![/p][p][/p][h3]Q: "Ults don’t scale with Inner Power?"[/h3][p]A: Clarification:[/p]
  • [p]Outer PowerPhysical DMG (e.g., Bai Xinyan’s ult)[/p]
  • [p]Inner PowerMagical DMG (e.g., Su Lianxiang’s ult)[/p]
[p][/p][h3]Q: "Progression feels grindy! 1% per 30-min run?!"[/h3][p]A: Oops—not our intent! We’re slashing grind and smoothing unlocks ASAP.[/p][p][/p][h3]Q: "Cheating in async PvP?"[/h3][p]A: Anti-cheat will launches with next playtest version. Fair matches guaranteed![/p][p][/p][h3]Q: "When does testing end?"[/h3][p]A: TBD—we’ll announce dates once optimization goals are met. More tests coming![/p][p][/p][h3]Q: "Full release date?"[/h3][p]A: We’re a small team polishing new modes/mechanics. No date yet, but we’re all-in![/p][p][/p][h3]Bugs & Optimizations[/h3][p]We’re squashing reported issues—thanks for your patience![/p][p][/p][h3]Wishlist Fighting Rogue:[/h3][p][dynamiclink][/dynamiclink][/p][p][/p]

Jianghu Survival Guide: Turning "Oh Crap" into "I Meant to Do That"

[p][/p][previewyoutube][/previewyoutube][p]Wishlist Fighting Rogue:[/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Fate System Gameplay New Concept: Dual-Faced Relics!

[p]Hello, fellow heroes![/p][p]After discussing the Fate: Matrix prototype, your "dual-purpose card" idea (like Tarot reversals) sparked this new concept: Fate: Dual-Faced Relics! [/p][p][/p][h2]Playtest Description[/h2][p]To emphasize again, this Steam beta version is still a work in progress due to time constraints, so not all features are included. Initially, we planned to have Store, Combat, and Fate segments, but unfortunately, the Fate gameplay didn’t make it into this version. However, don’t worry! The current gameplay flow works fine![/p][p][/p][p]Earlier, we discussed some Fate System gameplay concept. If you're interested, you can check it out here:[/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][/p][h3]What Are Dual-Faced Relics?[/h3][p]Some relics can mutate, gaining:[/p]
  • [p]Front Face: Original effect[/p]
  • [p]Back Face: Stronger effect + Qi Backlash (a risky downside, akin to "走火入魔" / cultivation corruption)[/p]
[p][/p][p][/p][h2]Acquiring Them[/h2]
  • [p]Bound to Armory: Cannot be sold/stored in inventory—essentially "cursed items."[/p]
[p][/p][p][/p][h2]Choosing Sides[/h2][p]When equipping:[/p]
  1. [p]Pick Front (safe) or Back (powerful + backlash)[/p]
  2. [p]The unchosen effect is lost forever.[/p]
[p][/p][p][/p][h2]Managing Qi Backlash[/h2][p]Choosing Back Face forces you to draft 1 of 3 random debuffs[/p][p][/p][h2]Relic Finalization[/h2][p]Your choice + debuff become permanent for that relic.[/p][p][/p][p][/p][h2]Faction Example: Division[/h2][p](Art: 4 Division relics shown)[/p]
  • [p]First 3 Relics: Huge stat boosts, but...
    Backlash: "Clones itself each round"—filling Armory slots![/p]
  • [p]Final Relic \[Division Stone]:[/p]
    • [p]Boosts all Division relics[/p]
    • [p]"Eats" clones to empower itself + clears their debuffs![/p]
[p][/p][p][/p][h2]Roguelike Strategy[/h2]
  • [p]Race against time: Complete your build before debuffs cripple you![/p]
  • [p]Adapt: Balance faction skills vs. store RNG each round.[/p]
[p][/p][h2]Combat Impact[/h2][p]All Front/Back effects apply permanently once activated. But—new relics can shift your build mid-run![/p][p][/p][h2]Why We Love This[/h2][p]Dual-Faced Relics add high-risk gambles and backlash management to core strategy. Will you embrace corruption for power?[/p][p][/p][p]Wishlist Fighting Rogue:[/p][p][dynamiclink][/dynamiclink][/p]

Fate System Gameplay New Concept: Matrix Configuration

[p]Hello, fellow heroes![/p][p]Following up from our previous discussion, we are excited to share the latest concept for the Fate system gameplay: Matrix Configuration (which has a Tetris-like experience). We'll refer to it as Fate: Matrix moving forward.[/p][p][/p][p][/p][h2]Playtest Description[/h2][p]To emphasize again, this Steam beta version is still a work in progress due to time constraints, so not all features are included. Initially, we planned to have Store, Combat, and Fate segments, but unfortunately, the Fate gameplay didn’t make it into this version. However, don’t worry! The current gameplay flow works fine![/p][p][/p][p]Earlier, we discussed a Fate: Dice gameplay configuration. If you're interested, you can check it out here:
[dynamiclink][/dynamiclink][/p][p][/p]
Now, let's dive deeper into the design of Fate: Matrix.
[p][/p][h2]Relic Grid[/h2][p]After adding Fate, the relic grid will become a neat 6x5 board. All the cells are empty, and you can place relics wherever you want.[/p][p][/p][p][/p][h2]Relic Shapes and Colors[/h2][p]Each relic has a fixed shape that occupies specific cells and a color that fills the corresponding space.[/p][p][/p][p][/p][p][/p][h2]Placing Relics[/h2][p]Previously, relics would be activated when placed in the weapon roster, but now they need to be placed on this grid to be effective. The goal is to rotate and place relics, which you buy from the store, into the grid to fill it as much as possible.[/p][p][/p][p][/p][h2]Row/Column Buffs[/h2][p]Each row and column on the grid has a unique buff. For example, a particular column might grant a 5% increase in external damage.[/p][p][/p][p][/p][h2]Activating Buffs[/h2][p]When you fill an entire row or column with relics, you can activate that row’s or column’s cell buff. For example, if a row is completely filled with relics, it activates a 5% life steal buff. The multicolored gem represents a filled row/column with relics of different colors. What’s the use of this gem? We’ll explain shortly.[/p][p][/p][p][/p][h2]Gem Buffs[/h2][p]If you place relics strategically, and a row/column you fill has relics of the same color (it can be multicolored, but with slightly reduced effectiveness), you’ll activate an additional Gem Buff. For example, in the image below, this column is entirely filled with purple relics, which activates the Purple Gem Buff: 5% increase in all damage.[/p][p][/p][p][/p][h2]Roguelike Strategy[/h2][p]The ideal scenario is, of course, to fill the entire grid with relics, and each row/column is of a single color! However, given the random nature of the shop's inventory, the different shapes and colors of relics, and the need to align with faction skills, achieving this perfectly is difficult. Players will need to adjust their layout and strategy flexibly each round based on the situation.[/p][p][/p][h2]Combat Effects[/h2][p]After completing the Fate phase, all activated buffs will carry over to the next battle. However, this is not fixed – each time you visit the Store, you can readjust the grid and activate different buffs to align with your current playstyle.[/p][p][/p][h2]Summary[/h2][p]The Fate: Matrix gameplay adds a layer of strategy to relics, where you need to consider not only their effects but also their shape, color, and placement on the grid. Maximizing the grid’s potential and activating various buffs becomes the core strategy for roguelike gameplay.[/p][p][/p][p]Currently, the Fate system is still in the experimental phase, and this is just one prototype of the gameplay. In the future, we’ll continue to introduce new roguelike gameplay ideas like this – whatever makes the game more fun! Feel free to share any thoughts with us; let’s build this game together![/p][p][/p][p]Wishlist Fighting Rogue:[/p][p][dynamiclink][/dynamiclink][/p]

Patch Notes: V0.1.4

[h3]Changes:[/h3]
  1. [p]Ranked Points Optimization: Climbing ranks is now smoother in higher tiers.[/p]
  2. [p]Early Exit Penalty Adjustment: Improved handling of ranked points when players quit mid-match.[/p]
  3. [p]Low-Tier Matchmaking: Enhanced gameplay experience for entry-level ranks.[/p]
[p][/p][h3]Fixes:[/h3]
  1. [p]Shop Relic Preview: Fixed display bugs during pre-purchase.[/p]
  2. [p]Progress Loss Prevention: Resolved Steam save corruption upon abnormal game closure.[/p]
  3. [p]Fame System: Fame progress now persists between matches (no longer reset).[/p]
  4. [p]Story Unlocks: Character and faction stories can now be properly unlocked.[/p]