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Rogue Elements Demo›Events›Rogue Elements 1.012r - Village Simulation & Dungeon Perks
Major update

Rogue Elements 1.012r - Village Simulation & Dungeon Perks

Rogue Elements Demo · published 5 days ago

All eventsPlayers around this dateRead on Steam

Heya,

this is a pretty significant update, as I implemented a optional progression system/mode where you can unlock bonusses to make the dungeon runs easier. Pure Roguelike runs are still the only way to submit scores to the leaderboard, as I never want to dilute the accomplishment from beating these runs without help. The added systems are sort of a grindable difficulty setting as an extra puzzle. It is planned to also include unlocks for "pure Roguelike" fans, such as unlocking new dungeons through this mode, but that is all still in the planning phase.

I still am not entirely sure if these mechanics will stay in the game and would absolutely need feedback from people reading/playing it. Please do feel free to comment here or contact me via [email protected] 

The entire system is a proof of concept and will receive more tutorializing/ more specific implementation in the future if I develop this mechanic further.

New Features:

- Village Simulation

The village  is an additional mode where residents have their own daily schedule and needs that they follow. They will go to work, sleep, eat and visit community spaces. To make progress, players will need to optimize the setup of their village as distance and time travelled matters a lot to fulfill specific villager

- Village Building
You will find village orbs in the dungeon runs, which unlock buildings, residents and other items to place. You will need to decide which villagers go into which building and have which sleeping place to optimize their schedules as fulfilling certain requirements or giving some residents the right job will double their movement speed. The mode currently contains a "Debug" button that allows you unlock village content more quickly for testing/feedback purposes. 

- Dungeon Perks & Bonusses in Progression mode
If you satisfy enough resident requests, you will unlock Dungeon Perk Choices for your entire runs. If you fulfill 10 resident requests, you will get a dungeon perk choice on level 1. If you fulfill 20 requests, you will also get one on level 2, making it continuously rewarding to work on your village progression. Placing buildings and  inhabitants also gives minor health bonusses for instant rewards for unlocks. 

- Villager Interactions 
This is only a first way to play with the idea, but I do want to add ways to interact with your villagers, which also is affected by their schedule. The first one is the shopkeeper, that can sell you village resources during this work hours. You need to walk to him in this shop to open the shop window. 

- Added Villager Sympathy/Relationships for Requests

Villagers can develop likes/dislikes for other residents, giving additional requests for living/working together.

So yeah, if you have any feedback or would love to be a more active part of development through your play impressions, please do feel free to poke me!

Gameplay Adjustments:

- Removed Flame Spirits from Beginner Dungeon

- Added Villager Requests
Added some Villager Requests and fixed the ones that werent working as prototypes.
Full list:

Requests:

  • Live in a specific type of home

  • Have the home connected to the village exit by road

  • Live alone or with a specified number of other residents

  • Work alone or with other residents

  • Have the smallest or largest home in the village

  • Have home and workplace connected by road

  • Have one type of decoration placed next to another type

Likes / Dislikes:

  • Have the home near the village centre

  • Have the home near the village edge

  • Have the home’s door face a walkable road

  • Have the home near a road

  • Have the home away from roads

  • Have a church in the village

  • Have one decoration next to another decoration

  • Have a particular decoration near the home

  • Have no particular decoration near the home

  • Have a particular decoration between home and workplace

  • Have a particular decoration inside the home

  • Have a minimum number of a particular decoration in the village

  • Have the home next to a particular building or decoration

  • Have the workplace next to a particular building or decoration

  • Have no particular biome around the home

  • Have at least a specified number of particular biome tiles around the home

  • Have exactly a specified number of particular biome tiles around the home

  • Have a particular decoration next to biome tiles

  • Work near the home

  • Work far from the home

  • Avoid a particular biome during the most recent food or community journey

  • Pass directly beside a particular decoration while travelling to work

  • Have more of one decoration type than another

  • Work together with a liked resident

  • Live together with a liked resident

  • Work and live together with a liked resident

  • Not work with a disliked resident

  • Not live with a disliked resident

  • Neither work nor live with a disliked resident

Minor Fixes:

- Leaderboard highlights your own best scores now
- Made the choose your run progression mode start with 1 perk, unlock more every 20 villager requests 
- Listening Mode now has its own icon over the log to show when its active
- Change pot wont change items into traps anymore
- On top of the sidebar, the main map now can also spawn hover info boxes with a 0.5 second delay.
- Added a "pick up" context option in the inventory if the item is on the ground and you have space again
- Lists the amount of current Inventory spaces at the top of the inventory now
- Bosses shouldnt be able to die unless the player sees them first.
- Trees are visible again when the player moves into it
- Made the character unlocks show again after winning the game
- Added a classic controls option to the menu
- Removed the item tags behind the names in the inventory description
- Remove the debug starting pot
- After death, the starting fire potion should be int he inventory again
- Environments are now properly highlighted even if they are below a dungeon feature.
- Added proper scaling for hover info boxes

- Fixed a text in the choose your run mode box
- Adjusted tutorial text to make "Open the inventory with i or q" all green
- Scroll of vapor lock says "Elemental" instead of elementary now

More from Rogue Elements Demo

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In-game event3 Sep 2026Rogue Elements 1.015f - Advanced Enemies & Dedicated Tutorial MissionsI finally went back to expand the Roguelike dungeons some more and added 24 new enemies for the dungeons, that have a lot more unique and advanced characteristics. With these, I moved on from standard damage types and the dungeon honestly for the first time feels like I was hoping it would when I started making this game. If you want to experience all of them, play the "Complete" Dungeon. New F…In-game event3 Sep 2026Rogue Elements - 1.013e - Fishing Minigame and Aquarium in the VillageI might have gone a bit on a weird tangent to include my favourite Minigame system: Fishing! Its a collection of minigames with increasingly difficult challenges, different fish rarities, unique fish colours per player and an Aquarium mode to watch your rare fish swim around and nibble on their food pallets. The way it ties into the current game: It doubles the speed in the village, so if you n…In-game event26 Jul 2026Rogue Elements v1.010k - Noise and Behaviour SystemsI wanted to make the dungeon a bit more reactive, so I added observable Idle behaviours, so the dungeon can be observed and reacted to, instead of only having monsters move randomly. Also, added a noise system, to make enemies react more directly to what the player does. New Features: - Noise System Certain actions now make noises that enemies can hear and then investigate. Enemies have differe…