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Steam News23 August 20241y ago

Future ideas and plans

With many structural issues being resolved, we are getting closer to the point where additional content updates will be added to the game.

Full notes

Full Catacomb Rogue Clawsaders update

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What changed

1 fix6 additions2 changes0 removals
  • Fixes
  • Gameplay
fixedWith many structural issues being resolved, we are getting closer to the point where additional content updates will be added to the game. Mechanics like accessory effects or card rerolls don't count as additional content to me, so I want to emphasize what will be added in the long term from now on. The goals I will mention here won’t necessarily be implemented in this order, but they will definitely be implemented over time.
added3 NEW MINI BOSSES
addedEach with a different combat mechanic. Currently, there is only one mini-boss, which can make the game monotonous and predictable over time. By adding more mini-bosses, not only will there be more content, but it will also enhance the randomness factor I want to bring to the game.
addedAdding 2 More Game Modes: Endless and Shadow Mode (Name May Change)
changedThe current game mode has the objective of reaching wave 100, and the player is rewarded for making it to the end. In this mode, there will be no wave limits, and scaling will be continuous. It will be a mode entirely focused on challenging yourself to see how far you can go. For this mode to work, more adjustments will need to be made to the game’s scaling and enemy spawn times, as I’ve noticed that spawn times are too short at the beginning, making the gameplay too slow initially and only moderate at the end.
changedThis was the main focus from the beginning, but due to my technical limitations, it had to be put on the back burner, leaving only the current game mode that goes up to wave 100. The way I’m considering implementing this is by having missions assigned by Riggs in the lobby, and the player will need to complete objectives within the game to fulfill the mission. Once the player completes the objective, they will be able to access a certain door in the gameplay that will advance the main storyline.

Catacomb Rogue Clawsaders changes

fixedWith many structural issues being resolved, we are getting closer to the point where additional content updates will be added to the game. Mechanics like accessory effects or card rerolls don't count as additional content to me, so I want to emphasize what will be added in the long term from now on. The goals I will mention here won’t necessarily be implemented in this order, but they will definitely be implemented over time.
added3 NEW MINI BOSSES
addedEach with a different combat mechanic. Currently, there is only one mini-boss, which can make the game monotonous and predictable over time. By adding more mini-bosses, not only will there be more content, but it will also enhance the randomness factor I want to bring to the game.
addedAdding 2 More Game Modes: Endless and Shadow Mode (Name May Change)
changedThe current game mode has the objective of reaching wave 100, and the player is rewarded for making it to the end. In this mode, there will be no wave limits, and scaling will be continuous. It will be a mode entirely focused on challenging yourself to see how far you can go. For this mode to work, more adjustments will need to be made to the game’s scaling and enemy spawn times, as I’ve noticed that spawn times are too short at the beginning, making the gameplay too slow initially and only moderate at the end.

With many structural issues being resolved, we are getting closer to the point where additional content updates will be added to the game. Mechanics like accessory effects or card rerolls don't count as additional content to me, so I want to emphasize what will be added in the long term from now on. The goals I will mention here won’t necessarily be implemented in this order, but they will definitely be implemented over time.

3 NEW MINI BOSSES

Each with a different combat mechanic. Currently, there is only one mini-boss, which can make the game monotonous and predictable over time. By adding more mini-bosses, not only will there be more content, but it will also enhance the randomness factor I want to bring to the game.

Adding 2 More Game Modes: Endless and Shadow Mode (Name May Change)

SHADOW MODE

As the name suggests, this will be a dark game mode, where the main sources of light will be enemy projectiles, your own projectiles, and torches in the environment. I've been working on this occasionally to see if it's feasible, and it seems like it is, so I’d like to list it here as a possible future game mode.

ENDLESS MODE

The current game mode has the objective of reaching wave 100, and the player is rewarded for making it to the end. In this mode, there will be no wave limits, and scaling will be continuous. It will be a mode entirely focused on challenging yourself to see how far you can go. For this mode to work, more adjustments will need to be made to the game’s scaling and enemy spawn times, as I’ve noticed that spawn times are too short at the beginning, making the gameplay too slow initially and only moderate at the end.

STORY MODE

This was the main focus from the beginning, but due to my technical limitations, it had to be put on the back burner, leaving only the current game mode that goes up to wave 100. The way I’m considering implementing this is by having missions assigned by Riggs in the lobby, and the player will need to complete objectives within the game to fulfill the mission. Once the player completes the objective, they will be able to access a certain door in the gameplay that will advance the main storyline.

MORE CARDS

This is an essential part of a roguelite game, right? Currently, the game has 27 cards (13 of which are specific to staves), which can be a low number considering the repetitive gameplay nature of the game. I'm working on new cards that will have dual effects (e.g., "increase x, decrease y") to make for a riskier but more impactful trade-off in the player's gameplay.

FINAL BOSS

I won’t lie, I plan to leave this as one of the last things to be added to the game, as my primary focus is on creating a fun/functional gameplay experience with the fewest bugs possible. The final boss implementation will likely be added along with story mode.

UPDATE SCHEDULE

I am following a routine of publishing the changes made during the week every Friday/Saturday. In weeks when the game won’t be altered, there will be updates like this, with a proposal to inform about future content planned for the game.

This is all the news I can think of at the moment. It may seem like a small amount, but I assure you that many of the things that have been added to the game were carefully considered, suggested, and implemented based on feedback from friends and players. This means that this won’t necessarily be all the updates for the game, as everything is subject to change, most likely for a positive and even better outcome than those mentioned above.

Source

Steam News / 23 August 2024

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