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Rogue CardsNewsRogue Cards - State of development
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Rogue Cards - State of development

Rogue Cards · published 30 Jan 2022, 11:51 UTC

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Been a while since we've posted anything, so I though I'd get you guys up to speed.

Since the demo on Steam Next Fest, there have been quite a lot of changes to the core game. We've digested the feedback and we've added several new features into the game and we're working on testing them at the moment. I'll list them here in order of coolness (as judged by me):

Rival System

If you've ever played Middle-Earth: Shadow of ... games, you are pretty much up to speed. Certain bosses and mini-bosses in the game will develop different stacks and attacks as you get beaten by them, and this will also affect their card drops.

Card realms

Each realm will now have unique card drops (with unique graphics too) specific to that realm. So it will matter a LOT which path you take. And in order to collect those really wanted cards, you need to think more roguelite and less roguelike. We feel this adds greatly to the replayability of the game and adds a further twist into the decision making.

Stats

This was always a-coming, but you will now have access to a wide variety of stats from previous runs. For gloating or for personal interest, you decide.

In addition to those cool new things, there's been a lot of bug fixing, a complete rewrite of the core loop of the game (which took quite a lot of work!) so that the whole experience should be smoother and more intuitive.

We're still working on a tutorial and some graphics, and the music collection is getting a few pieces added to it. And of course, a lot of testing.

Stay tuned, I'll be announcing a semi-public beta in the upcoming months, before our Q2 (fingers crossed) release.

Best,
Grim Dapper

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