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Version 3.4.2

Just a small impromptu update to get that crash fix out.

FIXED IN THIS UPDATE:
-Crash that would occur when loading a save in classic mode

CHANGED IN THIS UPDATE:
-Improved thumbstick feel slightly
-Simplified how halls are laid down -small optimization and fix
-Optimized how new wall and roof collision shapes are put down after an explosion
-Max wall height is now 3 tiles high -didn't have time to adjust the shader though

Please let me know if you come across any bugs or crashes in the bug report thread! Thanks!
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Post edited April 01, 2025 by Organguy
Version 3.4.3

Just another small update to get a crash fix out.

FIXED IN THIS UPDATE:
-Crash that would occur if you read a scroll of Identify Potion but didn't have any to identify

If you find any bugs or crashes please let me know in the bug report thread! Thanks!
Version 3.4.4

FIXED IN THIS UPDATE:
-A crash that would occur if you used a wand of Magic Missile
-A crash that could occur if you used a scroll of Summon Monster but there was no where to put it

If you come across any bugs or crashes please let me know in the bug report thread. Thanks!
Version 3.4.5

FIXED IN THIS UPDATE:
-Liches were spawning 99 percent of the time -Reported by REDGENERALANT on Steam

Just a small update to get that fix out. Sometimes when I'm working on the next version for enough time I'll end up making a small fix but I can't remember if I'm fixing something I broke while working on the new version or if I'm fixing something that was broken before. In this case I was testing liches when the last update released and forgot to turn the percent chance back down.

But enough about that. I've been working on version 3.5 for a while and so I'll use this as an opportunity to show off what I've been working on. Here's a small video showing some of it in action.
https://www.youtube.com/watch?v=raRoUi1U5ho


The priority log meant to remedy the problem of the log scrolling too fast when there's too much going on, usually during combat. How it works is if a line is set to have a higher priority in the games code and it scrolls out of the visible area too fast, it will show up below the log and stay there for a few seconds. Now no one should be realizing all of a sudden that their armor has rusted down to nothing or that their strength is down to 3.
The auto-namer I think will be a nice QoL feature for controller players playing on the ROGUE difficulty. It will be on by default in 3.5 so no need to look for it in the settings when it's out.
The room setups I think will add some nice flavor to exploring the dungeons. Some of them simply make the terrain a bit more treacherous but many have a good weapon or item as a reward for surviving some type of large trap: cave ins, or a monster ambush, or explosions/fire, and so on. I have about 12 coded in right now but I'd like to have at least 20 ready to go for the update.

If everything goes well, version 3.5 should be out in about 2 weeks.

If you come across any bugs or crashes please let me know in the bug report thread. Thanks!
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Post edited May 18, 2025 by Organguy
Version 3.5

NEW IN THIS UPDATE:
-Priority log -helps ensure you don't miss important info
-Items will now auto name themselves on the ROGUE difficulty -they can still be named after the fact if you want to
-Room based traps -showing up one per floor past the 3rd floor
-Two new terrain types: acid and mud
-Items may now have effects that activate when picked up -a work around since items can't be directly placed on traps
-New item: monsterbones -gives a random monster bit regardless of which floor you're on
-New monster: Rattle-bones -shows up rarely but is quite dangerous, ASCII symbol is 8
-Rare times where monster bodies will raise from the dead -sliced monsters will not
-Nymphs can now cause status effects when stealing from you if you fail a saving throw vs magic, rings of protection will increase your chance of succeeding
-Venus Flytraps put down some acid when they're killed
-Bestiary now loops

FIXED IN THIS UPDATE:
-A bug where ice may end up slowing you down
-A number of typos
-A crash that would occur if you were wielding something that isn't a weapon and then used a scroll of enchant weapon
-The log should now properly say you were hit my “something” if the monster attacking you in invisible
-Bats will no longer die if they fly too low
-Both monsters and the player can slip off of icy tiles into pits easier now -there was a point where a monster would be far enough over the edge of a pit that it wouldn't' be considered on an icy tile anymore and that would cause them to regain their footing at the last instant
-Bug where neither enchanted nor cursed armor would generate
-Certain rings had their effect called every frame instead of every turn like the ring of searching
-Bonfires were not loading properly the second time a floor was saved and loaded
-Bug where the game would not properly reconnect all of the areas cut off by a pit
-Scroll of food detection used to say you smell food even if there wasn't any around
-Secret doors on the ROGUE difficulty on classic mode with the ASCII graphics on were being not so secret
-A crash caused by a nymph not reloading the item in its inventory properly if it had stolen one from you before you had saved

CHANGED IN THIS UPDATE:
On the ROGUE difficulty, the potion of confusion identifies itself after you quaff if when you aren't hallucinating
Roof collapse traps can spawn in rooms with a low ceiling
Decided to rehide the phantoms sprite in the bestiary -its meant to be a hint that its an invisible monster
Gas spores don't show up on the first floor anymore
Reduced the damage falling tiles caused from 25 to 20
Large room sizes have been tweaked to make things a little easier overall
Tile layers like ice will no longer show up over the stairs
Dragon scales now also grant resitance to normal fire damage
Drinking a potion of hallucination will negate the effects of a potion of monster detection
Drinking two potions of haste will cause the player character to pass out for a few turns

*I believe those last two above were in the game at one point but must have been lost during a big code rewrite

Version 3.5 is finally out!
Mainly this update adds some nice QoL features and some extra spice to dungeon generation.
If you didn't see it before, here is a short video I posted last update that goes over the features.

https://www.youtube.com/watch?v=raRoUi1U5ho

There are 20 room based traps so far, ranging from simple to more elaborate setups. Some of them make the room they're applied to more dangerous to navigate while other bait you in with an item only to have either an effect activate when you pick it up or have you step on a special trap right next to the item. There are a few that involve an invisible monster or two so be prepared.
The new monster is meant to be quite rare but also quite strong. Strength wise its comparable to a troll but it shows up earlier and thus is more dangerous. If you hear it coming down the hall after you, you may need to have some trick up your sleeve to defeat it.
The new monsterbones item is simply to open up late floor monster bits to players to have trouble getting that far. It also makes some of the rarer ones slightly easier to get.

The next update may take a decent bit longer to come out or be reasonably smaller since, as we're already coming up to the half way point of 2025, I really need to get to work on ROGUE-FP's sequel. Though “sequel” probably isn't the best word since I feel they will be different enough that they will be able to exist side by side and I don't plan on stopping updates for ROGUE-FP either even when its sequel is out. They may slow down but I don't really plan on stopping.
If all goes well, I'll have enough groundwork laid to have something nice to show in a couple months. The next update for ROGUE-FP may be out around that same time, not counting bug fix updates which I'm sure there will be.
See you then!

If you find any bugs or crashes let me know in the but report thread! Thanks!
Post edited May 18, 2025 by JuraxGames
Version 3.5.1

NEW IN THIS UPDATE:
-A quick run-through of the buttons and modes of the main menu will appear the game is first launched

FIXED IN THIS UPDATE:
-Venus Flytraps could slide away from you they were on ice, softlocking the game if you had no projectiles to kill it with
-Gold not being tallied properly if you won
-Rattle-bones was not being counted as an undead monster

CHANGED IN THIS UPDATE:
-Increased the volume of the gold clink sound effect for gold piles
-Increased the time it takes for a wandering monster to show up in standard mode
-Altered a machine that places a flytrap right next to a room entrance to make it a bit more fair

This is a small update to get that softlock fix out and includes some code to get the game ready for a demo version that will be out soon. It also explains what the different modes are when the game is first launched which seemed to be a source of confusion for some people so hopefully this clears everything up for good.

As always, if you come across any bugs or crashes, please let me know in the bug report thread! THANKS!
Version 3.6

NEW IN THIS UPDATE:
-Bonus Dungons -infinite dungeons that unlock gold statues for your gold pile if you reach a certain floor (usually 15). Size of the statues increases with the difficulty you clear the dungeon on
1. Icy -Entire dungeon has icy floors
2. Polymorph -Every time a monster is killed one of your items is polymorphed, including items you have equipped!
3. Hallucinate -hallucination side effect is permanently enabled, how far can you get while never truly knowing what you're fighting?
4. Realtime -a mode where this game truly crosses the like/lite threshold, even in menus!
5. Practice -start on floor 12 at level 7 with a random assortment of items, practice the harder floors of the standard mode dungeon.
-Rattle-bones monster bit was given a placeholder effect

CHANGED IN THIS UPDATE:

-Aquator sprite was slightly altered

FIXED IN THIS UPDATE:
-Bug where the if you killed a fairy and it tried to polymorph one of your dropped items the description text wouldn't display in the log
-Bug where the rattle-bones monster bit would spawn but had no name or description -reported by ZOONK on Steam
-Bug where the player could still perform certain actions while asleep from sleep gas
-Bug where the total number of monsters killed during your run wouldn't be kept track of in classic mode -reported by Max via email
-Description text didn't properly say you killed what the monster looked like when you killed it while hallucinating
-Description text didn't properly say you missed “something” if you attacked a monster while blinded
-Bug where xeroids would be invisible except on the map
-Secret doors in classic modes ROGUE difficulty weren't camouflaging themselves properly

Version 3.6 is finally out! The main new feature here being the bonus dungeons. There are no leaderboards for these and so they are just for fun. Each puts a twist on the dungeons that you have to deal with with the exception of the practice dungeon which is for people who are specifically gunning for the Amulet of Yendor.
The main goal of each is to get as far down as possible with a certain floor, usually floor 15, being the primary goal. Clearing a dungeon unlocks a corresponding gold statue for your gold pile and clearing on harder difficulties make the statue bigger and therefore more shiny.
5 dungeons are included in this update though I already have 3 more planned. You can see disabled buttons for them in the bonus dungeon menu.
This round of bonus dungeons is mostly about simple mechanical changes but the next batch may be much more wacky. I hope you guys enjoy them!

As always if you find any bugs or crashes please let me know in the bug report thread or via email! Thanks a lot to those who reported bugs!
Post edited August 09, 2025 by JuraxGames