In this update8
Full notes
Full Rogue Souls update
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What changed
- Balance
- Store
- Gameplay
- UI and audio
- Maps
Rogue Souls changes
- Roguehero
Final demo version
What was implemented in this latest version?
Combat:
Dodging without stamina: A major change when it comes to evading hits in disadvantageous situations, it allows dodging at the full speed of a normal roll, but hits will still deal damage if they connect, removing the speed debuff that existed when dodging without stamina.
- Damage and stamina balanceThis is a change aimed at rewarding well-aimed hits and punishing unnecessary stamina expenditure during combat, where attack damage was increased but so was stamina consumption when performing them.
Secondary weapons: The Scavenger now sells weapons that can be purchased in the shop for a price of 15 souls. These serve as combat support, providing flexibility to fight at range or in melee depending on the weapons we have.
- Targeted hitsNow every enemy and every weapon in the game will target specific parts of the body. This was added because, for example: Rats could break helmets, spike traps could hit you in the head, and other things that didn’t make sense.
Charge-free abilities: It is no longer necessary to charge abilities to reach their maximum damage. Most players did not use this mechanic, so I chose to remove it. Now the ability alone will reach full charge and be released, or we can hold it until we release the ability button.
Map and rooms:
Dynamic rooms: Rooms are now generated completely randomly, resulting in different combinations of enemies, obstacles, and terrain each time you enter a combat room.
Gameplay:
Mouse support: It is now possible to play with keyboard and mouse in the game. Left click is used to attack and right click is assigned to using the shield. Mouse is not compatible with the menu (for now).
Music:
- Music systemI added music to the game that will change depending on levels or situations, such as boss fights. However, it can be disabled and only the game’s ambient sound will be used, in case you want to listen to your own music while playing.
Shop:
Soul Bank: A lantern in which we can store up to 5 souls (later upgradable) that we can use in a future run. This lantern can be broken when completely filled to obtain the souls stored inside, but it can only be done once per run.
Interface:
Armor distinction: A small addition to armor on the ground, showing whether our current armor (if we have one) is better, worse, or equal to the one we are about to equip.
Inventory menu: Now in the item inventory we can see what each of our items does, being able to check it at any time during the run and avoiding headaches for not having read it before obtaining it.
Stats: By pressing >>Tab<< to open the information, health, and map menu, it will now also be possible to view the additional stats our character has as well as the stats of the weapon we have equipped.
In summary:
What was mentioned above is not all that was implemented; there were adjustments, new items, and things I probably ignored or forgot after all the development. For 2026, my goal is to launch the early access of Rogue Souls with a total of three zones, three bosses, and new characters. For this, I don’t have a clear date or certainty if it will be possible. I will try to provide a roadmap in January–February about development.
I also leave here the demo trailer:
I hope 2026 will be a
Source
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