In this update10
Full notes
Full Arrogue update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- UI and audio
Arrogue changes
We have reached 1000 sales! Thank you to everyone who has been playing Arrogue, seeing so many players playing the game really make me happy and confident in my game dev journey!
If you are enjoying the game please leave a review on Steam because it really boost the visibility and will help me to develop the game as long as I can!
Here's the roadmap:
Updates
Every month there will be a content update with at least 10 relics and 2 arrows Every 2 months there will be a themed update (+ content drop)
The goal of these updates is to improve the game to make it to the 1.0 release! In any of these update there might be some bugfixes, balancing, QOL or unplanned features/mechanics
Experimental branch
There's a new experimental branch on Steam to try future updates a few days before release (for feedback and bug hunting before release)
The next update (first content update of the roadmap) is now available on this branch for you to try it!
To use it: Go to your Steam library -> Right click on Arrogue -> Properties -> Betas -> Beta Participation -> Choose "experimental"
There's a dedicated role and channel in the discord server to be notified and to discuss about these experimental updates
Discord
There's a new channel in the discord server to make suggestions about things to add to the game Since I need to add new content every month I might run out of ideas so I'd love if you can do some brainstorming here
Themed updates descriptions
The descriptions below are non-exhaustive
April: QOL Update
Improve tooltip to show all arrow upgrade levels - Improve tooltip to show flat arrow stats - Improve status readability with bigger text and icon - Improve tutorial - Improve accessibility
June: New Levels
Add missing levels/enemies/mechanics that was not finished on time for the release
August: New Characters
Add 1-2 Characters (One is already imagined, need to test if it is fun/balanced) - Improve existing characters by banning some relics for each of them in order to improve character synergies
October: Endless Mode
Add endless mode: after winning a run you will be able to choose to continue it in endless mode (The whole game will scale accordingly to the endless loop but achievements will be locked)
December: Difficulty
Add 5-10 difficulties to each characters - Fix all balancing issues remaining (Community will be really needed for this one)
February: Daily Run
Add daily run: randomly generated runs common for every player with a leaderboard to compare score against other players
After all these updates, in 1 year, we will decide if the game is good enough to release in 1.0 or if it needs more time in early access!
Source
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