Full notes
Full Rogue Cards update
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What changed
- Compatibility
- Balance
- UI and audio
Rogue Cards changes
Steam Next Fest was a huge success for us, even with our slightly hurried prep for it (life happened a lot just before and we were a bit behind on various aspects that I wanted to include in the demo).
I did a short stream on Sunday that gained 10k unique viewers, which was a much larger than anticipated! Thanks to all who watched and listened to me ramble about deck management, tactics and strategy.
Our demo gathered a lot of interests, with 1000+ registrations for it, and 150 downloads. While that is nothing compared to the more advanced titles from higher profile studios, we got some dedicated players doing several rounds, and gathered a lot of data to analyze as we prepare to go into closed beta. A huge thanks to all who played!
What the data tells us, is that not many were able to get past the first boss: The Ogre. The difficulty level is high in the start, but it's a roguelite after all, and you're supposed to develop your character quite far before you can beat the game. A couple of players actually beat the demo. Well done!
Quite a lot of players also underutilized the selling of existing cards, which is a major part of the economy. In part, this also applies to other aspects of the shop, and we didn't see many players gearing up as much as they should have!
The demo is now down and will be forever.
Coming up:
We're currently working hard on updating the GUI from the placeholder graphics. We will be replacing the HUD, deck manager, shop and village with something cool as beans, and are also working on some promotional art to update the Steam page.
We're also going to add a lot of new music.
Current balance of the game is yet quite untested on bigger audiences, and that's next on our agenda.
We're announcing the closed beta in a few months, so stay tuned!
-Grim Dapper
Source
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