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RoguefortNewsRoguefort launches into Early Access on October 13
In-game event

Roguefort launches into Early Access on October 13

Roguefort · published 10 Sep 2026, 07:58 UTC

All newsPlayers around this dateRead on Steam

Hey everyone,

What a day! I woke up this morning to discover that Splattercat streamed Roguefort, and really enjoyed it! He had high praise for the game and loved the depth and quality-of-life features as well as the combat and simulation mechanics.

You can see the video here:

This has brought a lot of new players to the game and I'm delighted to welcome you all. Thanks for wishlisting and letting people know about it.

Early Access and the Close of the Playtest

In other news, I'm excited to announce that Roguefort will go into Early Access on Tuesday October 13!

This also means the playtest closes at the end of Sunday, September 13 - midnight US Eastern time, which is 9pm Pacific and 2pm Monday here in Brisbane (Australia). So there's one more weekend to play before the final stretch to launch.

Your playtest progress can carry over to the full game after launch. Before Sunday, export your save via in-game settings > backup > export save, and you'll be able to import it into the Early Access build. I'm also looking at automatic detection of playtest saves, but export is the reliable route - please do it before Sunday just to be sure.

Also, if you haven't wishlisted yet, please do. It helps with making the game visible, plus you'll get an email notification when the game is out.

Thanks for contributing to the playtest

I want to take a moment to say a big thank you to all the playtesters who contributed over the past couple of months.

By "contributed" what I really mean is thousands of bug reports and suggestions and comments, which have made the game what it is today, and made it possible for a solo developer like me to make the game as smooth, solid, and accessible as it is today.

I also want to thank the amazing team (yes we have a team now!) of pixel artists on Discord who have vastly improved and expanded the game's tileset, which started off largely as a bunch of placeholder sprites that I had drawn crudely just to get the programming side of things done. Not to mention everyone who contributed to the in-game book writing and to the lore development and consistency across the game.

To make a game like this as a solo dev would take an order of magnitude longer without the community passion and support, so I'm here today writing this post because of all your support and contributions to the project.

What's next

From here, I'll continue to iron out bugs, improve the UI, and get the visuals as polished as possible before the Early Access launch. Big ticket items include co-op play, improving the visuals, and developing the competitive dungeons.

(Yes, did you know you can access a dungeon with a leaderboard in The Old Mouth trading hub? It's in the top-right corner of the hub, down the staircase).

I'll be sending out a post in the coming weeks with the planned roadmap for Early Access leading up to the 1.0 launch, including what you can expect in the game and when.

If you got this far please pop in and join the Roguefort Discord!

Thanks for reading and I hope you enjoy the last weekend of the playtest,

Tim

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