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Rogue Night›Events›Rogue Night Update - v1.1.4
In-game event

Rogue Night Update - v1.1.4

Rogue Night · published 5 months ago

All eventsPlayers around this dateRead on Steam

Changes:

  • Weapon XP requirements reduced by 20% (levels now require 20, 40, 60 XP)

  • Removed key drops from zombies, skeletons, and wights

  • Keys now only drop from chests and specific sources, making lockpicking more valuable

  • Chests now retry their blueprint roll up to 20 times if the first pick is already learned, reducing empty blueprint drops

  • Weapon pickups now display clearly in the gain notice with a NEW badge. The weapon bar slot flashes until equipped

  • Added secondary proximity spawning: zombies now spawn off-screen around the player starting day 2, keeping cleared areas from feeling empty

  • Added horde mechanic: every 5th night from 9pm to 5am, existing spawners produce zombies at 2× rate

  • Raised total zombie cap to accommodate both systems

  • Added new in-world book objects throughout the world that teach mechanics when read

  • Rewrote the text quest of multiple quests

Bug Fixes:

  • Fixed merchant purchases occasionally deducting gold without marking the item as sold out, allowing repeat purchases of the same blueprint

  • Fixed potion upgrade purchases deducting the wrong gold amount

  • Fixed blue chest lockpick (Fang dagger) consuming attempts without opening the chest, leaving it permanently uninteractable

  • Failed lockpick attempts now correctly reset the chest so it can be retried

  • Fixed 25-day survival achievement not triggering

  • Fixed "All NPCs Recruited" achievement not triggering

  • NPCs now scan for a valid spawn position in expanding rings instead of falling back to 0,0

  • Fixed learned blueprints randomly locking mid-session when Gearforge lost power or when Electromagnet, Power Supply, Obelisk, or Divine Crystal were destroyed

  • Fixed block pushing clipping through adjacent blocks

  • Push now uses directional raycast to select a single target. Player snaps to grid alignment while pushing blocks

  • Fixed rain rendering behind trees in southern parts of the map

  • Bats now properly retreat to corners and despawn when the player is sleeping

  • Skeleton bones that fall within the light radius of a completed campfire or brazier now dissolve without respawning the skeleton

  • Removed the nearby-zombie-count condition that was blocking wight summons during mixed enemy groups

  • Mushrooms and weapon pickups now use distance-based pickup instead of mask-shape collision, eliminating cases where items couldn't be collected

More from Rogue Night

Other announcements

All events
Community16 Apr 2026Next Update Is In The Works!Thanks everyone for your feedback on the game. I'm currently in the process of boiling down this feedback to address any issues and implement any fixes/changes to the game. There's quite a bit, so it may take some time, but wanted to let you all know I've heard you and am actively working on it. Thanks for playing!In-game event10 Apr 2026Rogue Night Update - v1.1.3Changes: · Slightly increased zombie damage to increase difficulty. · Slightly increased zombie speed to increase difficulty. · The spear (and all weapon attacks) should not miss when hitting the heads of enemies. · Bats now despawn while off of the screen while the player is sleeping. · Bats are much less frequent at night. · Poison damage has been increased from 2 HP per tick, to 3. · Slightl…In-game event5 Apr 2026Rogue Night Update - v1.1.2Changes: · Windowed mode is now the default mode, but can be toggled in the options menu at the title screen or in game. · Pressing F5 at the options menu will reset the display to defaults. · large displays are no longer locked to windowed mode, but this may cause issues with button alignment. · Slightly changed the tick boxes in the menu to better reflect which is enabled/disabled. Enabled ha…