1. Fighting Rogue
  2. News

Fighting Rogue News

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]

Fighting Rogue V0.1 First Playtest Launches Today!

[p]Heroes ,your wait is over![/p][p]Fighting Rogue V0.1 launches today on Steam for its inaugural playtest.[/p][p][/p][h3]Core Gameplay[/h3][p]A wuxia roguelike blending:
🔹 Strategic Buildcrafting (Relics/Skill Synergy)
🔹 Auto-Battler Combat (Focus: Tactics over Twitch)
🔹 Async PvP (Test your builds globally)[/p][p]Enhanced by deep faction identities, character-driven narratives, and visceral martial arts flair—all packed into a tight indie experience.[/p][p][/p][p]This marks our first public test, and we approach it with both excitement and anxiety. While the current build offers playable \[Shop Phase] and \[Combat Phase]—delivering core strategic buildcrafting fun—the strategy-deepening \[Fate Dice system] remains in active prototyping.[/p][p]To date, we’ve designed multiple promising prototypes for this system. We’ll gradually reveal these concepts via announcements, inviting you to collaborate with us in refining the most engaging and fun iteration.[/p][p]Our first prototype—the dice-based design—was previewed across channels earlier this week. Revisit the details below if you’re curious![/p][h3][/h3][h3]Key Notes[/h3][p]⚠️ Wiped Test: Progress resets due to future mechanic changes.
⚠️ Localization: Only Simplified Chinese is fully supported currently.[/p][p][/p][h3]Current Test Scope[/h3][p]Two Launch Heroes (Female Protagonists):[/p]
  • [p]Su Lianxiang (Cold Plum Pavilion | Stealth Assassin)[/p]
  • [p]Bai Xinyan (Swift Heroine | Duelist Specialist)[/p]
[p][/p][p][/p][p]100+ Relics & Manuals[/p]
  • [p]Explore divergent build paths for both characters[/p]
[p][/p][p][/p][h3]Combat Philosophy[/h3][p]Though automated, battles deliver bone-crunching impact with:[/p]
  • [p]Motion-captured wuxia animations[/p]
  • [p]Character-unique fighting styles reflecting backstories[/p]
  • [p]Dynamic Title Progression (e.g., "Novice""Arena Dominator")[/p]
[p][/p][p][/p][p][/p][p]"This tournament is but the first step on your wuxia journey. We apologize for any shortcomings—greater adventures await!"—The Fighting Rogue Team[/p][p][/p][h3]What’s Next?[/h3][p]We’re iterating on Fate Dice and other roguelike systems—your feedback will shape them![/p][p][/p][h3]Fate Dice System Sneak Peek[/h3][p](Design concept—subject to change)[/p][p][/p][p][/p][p]Every relic bought in the Shop gains a random combat skill (Fate Trait) + activation requirement (dice combination needed).[/p][p][/p][p][/p][p]View all gear requirements from your Armory, categorized as:[/p][p][/p]
  • [p]Specific dice faces (e.g., 1-3 pips)[/p]
  • [p]Dice sum within a range[/p]
  • [p]Exact dice sum[/p]
  • [p]Other conditions...[/p]
[p][/p][p]Roll 5 dice—activate all gear whose conditions match the results! (No dice consumed!)[/p][p][/p][p][/p][p]Use "Trick Cards" (earned every 3 rounds) to manipulate dice:[/p][p][/p][p][/p]
  • [p]Drag dice onto cards for effects (e.g., reroll specific dice)[/p]
  • [p]Limited uses per round[/p]
[p][/p][p][/p][p]Activated skills apply to your next battle only—re-roll each fight![/p][p][/p][p]Why we love it: Forces strategic trade-offs, deepens build diversity![/p][p][/p][h3]Help Us Shape This![/h3][p]Fate Dice is experimental—we might tweak or replace it based on your feedback.[/p][p][/p][p]Wishlist Fighting Rogue:[/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Fighting Rogue V0.1.0 First Playtest Launches June 19!

[p][/p][p]First Test Version Includes:[/p]
  1. [p]~1 hour of gameplay[/p]
  2. [p]Two unique sects:[/p]
    • [p]Cold Plum Pavilion (stealth/assassination focus)[/p]
    • [p]Swallow Manor (agile/mobility focus) Experience distinct buildcrafting (BD) systems and character stories![/p]
  3. [p]100+ Jianghu Relics & Martial Manuals for deep synergy experimentation[/p]
[p]Wishlist Now & Play on June 19: [/p][p][dynamiclink][/dynamiclink][/p]