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Devil Jam News

Devil Jam launches next week!!

[p]Hey everyone![/p][p]Only one week left until you can rock in hell! đŸ€˜[/p][p][/p][p]The Rogueside team has worked so hard to bring Devil Jam to life, but none of this would’ve been possible without you. Your feedback, excitement, and support helped us make the game the best it can be, and we couldn’t be more grateful.[/p][p]Here’s a sneak peek at what’s waiting for you at launch:
- More playable characters
- A bunch of quests to complete and unlock fresh items
- Brand-new soundtracks
- More sins
- More items
- More fun![/p][p]We hope you’ll enjoy playing Devil Jam as much as we loved making it.
Get ready to shred, survive, and raise some hell![/p][p] [/p][p]The Rogueside Team[/p][p] [/p][p][/p]

Devil Jam releases on November 3rd

[p]The team at Rogueside is excited to announce that our metal-themed roguelite survivor game Devil Jam will officially launch on November 3rd 2025! Get ready to mosh as you dive into the fiery pits of hell, ready to rise through the ranks with the power of music and mayhem. Devil Jam will first be available on PC, but versions for Playstation, Xbox and Switch will be coming soon as well. [/p][p]Are you powerful enough to master the rhythm and reclaim your soul? To celebrate the launch, the game will be discounted for the first 2 weeks after release, so make sure to wishlist now and never miss a beat! [/p][previewyoutube][/previewyoutube][p]After signing a cursed contract with the Devil, you're dragged to the underworld and forced to perform the gig of your afterlife. Armed with possessed instruments and a soul full of riffs, fight off endless waves of deranged fans, vicious mobs, and hellish rivals. [/p][p]Every run is a new jam session, with numerous challenges and a unique 12-slot inventory system offering near-infinite build variety. Master the beat-driven combat, harness the power of metal, and rise to claim your place as the greatest metal icon, by defeating Death himself.[/p][p][/p]

Patch Notes - Demo 3.0

[p]Hello beautiful devils![/p][p][/p][p]Devil Jam development is still going at full speed. We’re excited to soon share more about the release.[/p][p][/p][p]To hold you over (and tease some content) we’ve decided to do one final update for the demo to show off some new things and address previously received feedback. While we can’t cover everything, a lot has been changed under the hood to make Devil Jam an even more satisfying experience.[/p][p]
We hope you enjoy this final stage of the Demo! We invite everyone who has participated in the original release to try out this new version as well to see the difference.[/p][p][/p][p]With that, we’re signing off for a while to prepare for the full release.[/p][p][/p][p]Devilish Regards,
[/p][p]The Devil Jam Team[/p]
Enemy Variants
[p]To improve visual feedback for enemy types and stats, we improved full recolours to better communicate how enemies of the same type still have different behaviours.[/p][p]Elite enemies are also more visually distinct now.[/p]
SFX Overhaul
[p]All SFX have been reworked for a more satisfying experience that matches the style of the game better.[/p]
VFX Overhaul
[p]A lot of visual effects have been added to enemies, making it significantly more satisfying to kill them in droves. Likewise, some weapon VFX have also received an update to be more visually appealing.[/p]
Animation Update
[p]While implementing new characters, we also decided to rework Lydia’s animations to flow better while moving.[/p]
HUD Update
[p]People reported the HUD wasn’t ideal for communicating how the beat system works. We’ve redesigned the visuals to better show the grid in action and when to expect the weapons activating based on their placement.
[/p][p]Other improvements include a smaller EXP bar that communicates more quickly how close you are to your next Level Up as well as displaying a numeric value for your Health.
Finally, we’ve increased the size of the health bar above the player’s head to make it stand out more in the sea of enemies chasing you.[/p]
User Interface Improvements
[p]We’ve improved consistency and readability for a variety of menus. This includes displaying controller and keyboard prompts for nearly all buttons as well as updating old versions of prompts with new, stylish versions that match the aesthetic of the game better.[/p][p]Controller setup has been improved as well, making the game more user friendly to navigate with a controller.[/p]
The Hub
[p]The hub has received a small expansion and our shopkeepers now show some small animations while they’re still in the process of setting up shop for the full release of the game.[/p]

Patch Notes - Demo 2.0 - SQOOL Game Awards 15/07/2025

[p]Hello again you beautiful Devils!
[/p][p]With the release of the Devil Jam demo during Steam NextFest, we received a lot of feedback regarding a lot of major components of the game.
[/p][p]Overall the message was clear: we can do better.
[/p][p]The Demo was meant to be a very small slice of gameplay. First impressions matter and they got a “mixed" response at best.[/p][p][/p][p]As such, we’d like to see the SQOOL Game Awards as an opportunity to show all the progress we’ve made since the initial release of the demo![/p][p][/p][p]Upon installing the update, you’ll see a brand new version of the game that is much closer to the final product we’re aiming to deliver, addressing a lot of the issues brought up by the community. Your feedback is invaluable and we hope to continue receiving it as the latest version of the game goes live.
[/p][p]We like to reiterate that this is merely a Demo and doesn’t reflect the final quality of the product. There’s still a lot of improvements we’re currently working on. Nevertheless we hope to communicate better what to expect when Devil Jam enters its full release.
[/p][p]We hope you enjoy the latest version of the Demo!
[/p][p]Kind Regards,[/p][p]The Devil Jam Team[/p]
Improved Soundtrack
[p]We heard your feedback that we didn’t go hard enough on our soundtrack. We hope you enjoy these new beats to bring beatings to the demons!
[/p][p]We’re currently still working on a massive overhaul of the SFX to really amp up the juice of the game.[/p]
Revamped Tutorial
[p]Our previous tutorial was all words and little engagement. [/p][p]To really get a better grasp on how to play Devil Jam, we’ve added a brand new scripted tutorial that involves actual gameplay to quickly teach you the ropes of combining Weapons and Abilities on our unique Grid System.[/p]
Take a break Backstage
[p]As we could only previously show off the gameplay section, we wanted to take a moment to address our “Meta Progression” system.
[/p][p]To give a sneak peek at the full release, Demo 2.0 now shows off the backstage features we intend to deliver upon release. Have a look around, see the shops and even visit the big man himself (and his cute pet) in his office as he’s preparing his endless list of quests for the full release of the game.[/p]
Enhanced Gameplay
[p]Balancing is a process that takes the entirety of the development process. While there’s too many changes to list here, we’ll break down the most prominent ones.[/p]
  • [p]Power scaling now occurs slower to ensure a faster finale as you progress through the game. In short, your start is slower so the final sprint is more satisfying.[/p]
  • [p]A lot of effects start smaller to reduce visual clutter on the screen and keep things readable.[/p]
  • [p]We’ve reworked ranged enemies so they only appear during boss fights to ensure clarity remains optimal. No more long-distance snipes by an annoying Imp whose projectile was buried underneath all of yours.[/p]
    • [p]Visuals for ranged attacks now have improved clarity.[/p]
  • [p]Dashing has received a buff, now always letting you pass through melee enemies without needing the popular “Wrecking Ball” passive from our favourite furball, Gluttony.[/p]
  • [p]A lot of enemy hitboxes have been adjusted to better represent their visuals.[/p]
  • [p]Knockback has been reworked to be more predictable and consistent.[/p]
  • [p]A plethora of stats for players, items and enemies have been tweaked.[/p]
  • [p]A new cursor has been added.[/p]
  • [p]A visual aid for aiming has been added in the form of an arrow. For those who prefer to play without it, it can be disabled in the settings.[/p]

Patch Notes + Steam Next Fest Demo

[p]Hello you beautiful devils![/p][p][/p][p]As part of our participation in the Steam Next Fest event, we’ve decided to patch the game with some major balancing changes. We’ve received a lot of feedback in the earlier weeks and are eager to show off the improvements.[/p][p][/p][p]While we won’t go into details about every change, here’s a solid summary of what changes to expect compared to the previous build as well as a few major examples.[/p][h2]Items[/h2][h3]Weapons[/h3][p]Weapons have been rebalanced to grow more gradually over time, making the game slightly more challenging but also more rewarding as you keep upgrading your arsenal. The power that was lost has been shifted to the new and improved Abilities.[/p][p][/p][h3]Abilities[/h3][p]Abilities have received a major overhaul![/p][p]Regular sins like Gluttony, Envy and Lust have had their abilities reworked so they no longer come with negative effects that ended up turning people away from picking them.[/p][p]Instead, more positive effects have also been added on top so a solid combination of weapons augmented by abilities will create fun and interesting interactions that offer a better experience than just selecting Weapons.[/p][p][/p][p]Passives and Abilities offered by the Devil himself still have a negative impact on some of your stats, but the rewards are well worth it. Give them a try next time he graces you with his presence.[/p][p]Passives[/p][p]Some passives have been rebalanced to be more notable and impactful. Additionally, important information has been added to the tooltips so players have a better understanding of how they function.[/p][h2]Enemies[/h2][h3]Enemy Waves[/h3][p]The waves have been completely revamped, showing off enemies in more unique, challenging patterns and formations that will keep the adrenaline pumping. [/p][p][/p][p]Make sure to use that Dash button to reposition if things get too crowded![/p][h3]The Boss[/h3][p]The Meggy boss fight has been reworked to offer more of a challenge. In the previous build, we’ve received a lot of feedback from players mentioning she was too easy to defeat.[/p][p][/p][p]With new and improved assistants, Meggy will try her best to kill you with an onslaught of projectiles as her dear pets relentlessly pursue you. You will need every bit of damage and survivability you can find in the 10 minutes leading up to the confrontation.[/p][h2]Interactables[/h2][p]Interactable objects are scattered throughout the map and will offer either temporary or permanent upgrades for the rest of your run.[/p][p][/p][p]A lot of these have been rebalanced or reworked to offer a better experience that still rewards exploration without turning overpowered too quickly.[/p][h2]Miscellaneous Improvements[/h2][p]More visual and audio feedback has been added when hitting enemies.[/p][p]Improved object pooling to improve performance in general.[/p][p]You will now always get a selection of weapons on your first Level Up.[/p][h2]Bugfixes[/h2][p]Fixed a bug where you could permanently acquire roughly 98% evasion for the entire duration of the run.[/p][p][/p]