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ROGUE-FPNewsVersion 3.9
In-game event

Version 3.9

ROGUE-FP · published 28 Jan 2026, 00:55 UTC · build 21673130

All newsPlayers around this dateRead on Steam

NEW IN THIS UPDATE:

  • Monsters can level up from fighting other monsters

  • Recruited monsters now heal near bonfires like the player

  • Map can now be controlled with either toggle or hold modes set from the options menu

  • Phylactery monster bits can now resurrect and recruit any dead monster as well as recruit living undead ones

  • Monsters that are within your line of sight now appear above your compass

  • Sprites for arrows when firing

  • One new hint

FIXED IN THIS UPDATE:

  • Venus fly trap damage is now also saved when the level is saved

  • Dead monsters no longer phase through stairs tiles

  • Xerocs no longer light up the aiming reticle when they are still disguised

  • Invisible monsters no longer light up the aiming reticle when they are outside of your striking distance

  • Fixed a crash that could occur if a monster was killed by a falling roof tile

  • Log no longer says you defeated a monster when another monster did

  • No longer possible to do negative damage to a monster if your strength was low enough and you rolled badly on your damage -minimum is now 0

  • A bug introduced in 3.8 where monsters had a bit of extra hp (really sorry about that)

CHANGED IN THIS UPDATE:

  • The minimap updates more frequently now

Version 3.9 is here!

While you might think the main feature this time is that recruited monsters can level up and heal, I actually consider it to be that visible monsters are now tracked on your compass. Since ROGUE-FP is still supposed to be played similarily to Rogue it means that very often monsters will spawn behind the player. This isn't an issue in a regular top down roguelike because there is no “behind” the player in those games and the player is easily made aware of all monsters in their line of sight.

Here however it's pretty likely that if you're not keeping a close eye on your minimap (which IS a good thing to do) every monster that attacks you from behind will get a free shot in before you even know they're there. Now that problem should be mostly solved. If a kestral comes flying up behind you in a dark room or hallway then it may still get that free shot if you can't react fast enough but in all other cases you should be made well aware of what enemies are in your vicinity.

Unfortunately, life piled up on me this month and I didn't have nearly the time I was hoping I would have to put in new features. But some of that has been dealt with so hopefully I can get back to something like normal.

As always, if you find a bug or a crash please let me know in the bug report thread. Thanks!

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