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RoguefortNewsRoguefort Demo 0.5.14
Game update

Roguefort Demo 0.5.14

Roguefort · published 5 Jun 2026, 10:15 UTC

All newsPlayers around this dateRead on Steam

New Features and Fixes

  • 30 new creature sprites - Added 12 community pixel art submissions from iramrahman64, plus an 18-creature backlog now integrated across dungeon enemies and bosses.

  • Experimental 3D render modes - Opt-in under Settings → Display (classic 2D remains the default). 2.5D presents the world in a tilted voxel view, while First-Person transforms it into a 90s-style grid crawler (Left/Right turn in place, Up/Down step forward and back). Includes a Draw Distance setting (distant peaks, river meshes, far-field forests, god-rays - lower it on Steam Deck), an optional height-aware traversal mode that turns cliffs and highland mesas into real terrain, plus combat and spell VFX, per-weapon attack animations, dungeon portals, healing auras, and real point-light emission from light sources in 3D. Still experimental - feedback welcome.

  • Cheese Mastery abilities fully wired - 31 mastery flags that previously did nothing now function correctly, including AOE and status synergies, on-death effects, damage zones and shields, armour buffs, beam geometry (pierce, fork, ricochet), double-cast, fear, reflect, Exploding Rind, mastery pulse, and invisibility. Previously unlocked masteries may have been partially inert - now they all work as intended.

  • Cave NPCs accept generic quests - Cave-dwellers can now turn in ordinary fetch and gathering commissions (such as collecting feathers), not just their unique quest lines.

Steam Deck & Gamepad

  • In-UI controller glyphs - When a controller is active, the UI displays the correct A/B/X/Y/L1/R1 button prompts instead of keyboard keys. Keyboard keycaps hide automatically, and harvest prompts now display controller-specific instructions.

  • Fully navigable Settings on controller - The Settings menu, including Render Mode, Draw Distance, and keybinding screens, can now be fully navigated with keyboard or gamepad using a tracked focus ring.

Various Fixes

  • Crash fixes - Fixed crashes and render failures when opening Help sub-pages, the Paint editor, or the Statue ceremony. Also fixed Panel Hub freezes that could lock player input.

  • Save data-loss fixes - Overworld creature rosters no longer disappear after reloading and exiting a dungeon. "Set as Home" and endgame-seal saves that silently failed in previous builds now persist correctly.

  • Economy exploits closed - Fixed gold duplication from rapid selling and removed an infinite-gold exploit involving raw materials. Materials now sell for 0.25× value. Gather quests correctly count stacked drops, and cross-class quivers are no longer overwritten when firing backpack ammunition.

  • Combat & spells - Fixed spell status damage applying twice, AOE synergies triggering twice, armour shred (MELTED) failing to reduce armour, rot statuses (PUTREFIED and MAGGOTED) not stopping regeneration, inactive Skirmisher evasion, and incorrect dragon resistance and immunity calculations.

  • Custom paintings stay put - Player-created artwork no longer disappears, duplicates, or changes unexpectedly across save/load cycles and terrain updates. Fixed at the underlying system level.

  • NPC behaviour - NPCs now return home to sleep instead of standing in roads. Town and city spawning recovers NPCs that were previously overwritten, overflow NPCs move to available road spaces instead of disappearing, and building furniture can no longer block doorways.

  • Cave commissions completable - Fixed cave delivery and commission quests that could not previously be turned in.

  • HUD wraps cleanly - The top HUD now expands to two rows on narrow screens instead of overlapping interface elements.

  • Tutorial pacing - Fixed the Deep Dream tutorial generating large stacks of catch-up popups when players advanced ahead of the guide.

  • First-person & gamepad input - Left Trigger no longer unintentionally undoes builds during interaction. First-person placement, firing, and interaction now use the crosshair rather than the last movement direction.

  • Visual polish - Oak walls now read correctly as wood rather than brick through species-specific wall faces. Moving creatures no longer flicker to incorrect sprites over water. Terroir perk cards stop bouncing while hovered, the attunement modal no longer clips its title, and custom caret/glyph cues replace generic colour-bar accents.

  • Under-the-hood robustness - Fixed NPC mood recovery after long absences, homestead workers being lost under certain load orders, beam attacks missing oblique targets, incorrect zone-damage knockback directions, and a sprite-cache memory leak caused by day/night colour cycling.

That's all for this update - have a good weekend!

Tim Graham

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