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Full notes
Full Rogue Quest update
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What changed
- Gameplay
- Balance
- Fixes
- Events
- Maps
- UI and audio
Rogue Quest changes
Patch 0.10.0: The Run Now Ends
Three days ago we shipped a roguelike. Today we shipped one with an actual ending. Progress.
A small (large) collection of fixes, reworks, and quality-of-life nudges informed by everyone who politely told us our pacing was a slow descent into existential dread. Strap in.
🏁 Runs Now End: 9 Floors, 3 Acts
The biggest thing in this patch. Runs are no longer infinite. Every adventure is exactly nine floors across three acts:
Act I, The Dungeon (floors 1 to 3)
Act II, The Catacombs (floors 4 to 6)
Act III, The Abyss (floors 7 to 9)
Bosses recycle across acts at escalating tiers, and their mechanics actually mean something now:
The Lich revives a specific number of times before staying dead.
Arcane Empress enrages at an HP threshold instead of after a turn timer no one was tracking.
Demon King raises shields on a fixed cadence.
Finishing the run grants a +200 stone completion bonus on top of your banked stones, plus an actual reward screen instead of "hope you enjoyed the void."
⚔️ Combat Now Feels Like Combat
Map generation was rebuilt around pacing invariants. We did a lot of math.
Every path to the boss now has at least 6 combat nodes.
You can no longer string 3 or more non-combat nodes in a row. The wandering merchant cinematic universe is over.
Monster and elite weights are up. Event and treasure weights are down.
We added a validator that ran on 1,000 generated maps × 9 floors and found zero invariant violations. That is 330,000 paths. Yes we are bragging.
📍 Floor-Complete Got a Progress Bar
After each floor, you now see a 9-pip × 3-act run-progress bar. Cleared floors fill gold, the current floor glows, upcoming floors sit as dim outlines. Acts are labeled and the active act is highlighted in parchment. You will finally know how close you are to the end without having to count.
🗝️ Class Unlocks Now Reward The Way You Play
Class unlock conditions moved from "reach floor X" to identity-metric gates matched to each class's signature hand:
Rogue: play 50 Pairs as the Warrior.
Wizard: land 30 critical strikes as the Rogue.
Paladin: play 25 Straights as the Wizard.
Warlock: play 15 Full Houses as the Paladin.
Class mastery now takes 3 clears with that class (down from 5). Cross-run hand and crit counts persist on your profile.
💀 Elite Defeats Always Grant a Power Card
With fewer elites per run in the new 9-floor format, the 50/50 elite reward was a tax. Every elite kill now guarantees a power-card pick, matching the boss flow. The dramatic orb-reveal screen has been retired with full honors.
🔮 Mythics Now Tell You Why They Exist
The 9 mythic cards are no longer "discovered" via mysterious vibes. They unlock by specific feats:
Five mythics are tied to clearing a run with a specific class.
Three more unlock at 3, 10, and 20 lifetime wins.
The final capstone, Godslayer, unlocks only when every class is mastered. We do not negotiate.
The Codex has been renamed to MYTHICS. Every sealed card now shows its unlock condition and a progress bar. The title screen carries a tappable Next Mythic inscription so you always know what to chase, plus small badges on every destination button showing your progress at a glance. Per-boss mythic injection chance was also raised from "5 to 35 percent" to "15 to 50 percent." Your hard-earned mythics will actually show up in your boss reward pool now, instead of waiting for the heat death of the universe.
🏆 Run-Complete Got a Real Reward Beat
The end-of-run screen now includes:
A card-flip reveal when your run satisfies a new mythic condition.
A "Next Mythic" preview line, so the dopamine never has to fully settle.
A mastery progress bar for the class you just ran, plus the class-only power cards that unlock at tier 1.
A row of compact pips for the other four classes, so you can feel quietly judged for never playing the Paladin.
🎵 Polish
New sounds for card selection, coin drops, and card placement.
Tightening passes on the Gold Shower, Hand View, Floor Complete, and Game Over screens.
Power Card reward tile widened so long titles like "Compound Interest" stop getting truncated.
Locked Codex entries no longer read UNDISCOVERED. They now read SEALED, which is the same concept but with significantly more candle wax.
All 215+ card and environment art assets restored from a botched compression pass. The mythics look like mythics again.
🧹 Cleanup
Removed the trial-focus and re-roll stone-sinks left over from the old mythic flow.
Map generator now enforces pacing invariants in the correct order. You do not want to know how many times this was wrong.
As always, thanks for the screenshots, the bug reports, and the well-meaning but slightly threatening Discord messages about Warlock balance. We see you. We are working on it. Probably.
— The Rogue Quest team
Source
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