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Steam News24 November 20214y ago

EARLY ACCESS UPDATE (v0.6)

Spirits, it’s time! 🙏 November’s update is here and we’re excited to finally show you what we’ve been working on. OK, let's GO! Firstly, let us introduce you to Deadeye and Slicer!

Full notes

Full Rogue Spirit update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix4 additions3 changes1 removal
  • Gameplay
  • Balance
  • UI and audio
addedYep, these new playable characters are now available to play and we can’t wait for you to get your hands on them
changedDeadeye is a ranged fighter that uses a powerful bow. She can be slower than other range characters - BUT her arrows are faster, more accurate and do much more damage.
changedShe’s perfect for picking off her foes from a distance using her primary attack - a 2-shot combo. But if the action gets too close, her secondary is a rain of arrows that can deal damage to multiple enemies in front of her.
changedAs promised, we’ve also made major improvements to the combat in the game that we feel helps to make the gameplay more interesting, tactical and unpredictable - we’d love to hear your thoughts.
addedTwo new playable characters: Slicer and Deadeye, Fighting: Added charged (unblockable) attacks for all melee characters. Fighting: AI characters are using all primary attacks and combos. Fighting: Elite attacks are UNBLOCKABLE. Fighting: Hit reaction rules; where only stronger characters can always give hit reactions to weaker characters. If characters are the same "size" hit reaction is triggered only if another character is not currently attacking, and there is no hit reaction chaining. Fighting: Dash can break other actions (expect hit reaction) - same as block already can do Fighting: Stamina regenerates faster for all characters. Fighting: Block has an increased time to parry, Fighting: Block indicators were removed, Fighting: Added stop frames when a player hits the enemy, Fighting: VFX reimplementation,
addedAdded portals - instead of triggers - to the end level so players need to interact to move to the next level.

Rogue Spirit changes

addedYep, these new playable characters are now available to play and we can’t wait for you to get your hands on them
changedDeadeye is a ranged fighter that uses a powerful bow. She can be slower than other range characters - BUT her arrows are faster, more accurate and do much more damage.
changedShe’s perfect for picking off her foes from a distance using her primary attack - a 2-shot combo. But if the action gets too close, her secondary is a rain of arrows that can deal damage to multiple enemies in front of her.
changedAs promised, we’ve also made major improvements to the combat in the game that we feel helps to make the gameplay more interesting, tactical and unpredictable - we’d love to hear your thoughts.
addedTwo new playable characters: Slicer and Deadeye, Fighting: Added charged (unblockable) attacks for all melee characters. Fighting: AI characters are using all primary attacks and combos. Fighting: Elite attacks are UNBLOCKABLE. Fighting: Hit reaction rules; where only stronger characters can always give hit reactions to weaker characters. If characters are the same "size" hit reaction is triggered only if another character is not currently attacking, and there is no hit reaction chaining. Fighting: Dash can break other actions (expect hit reaction) - same as block already can do Fighting: Stamina regenerates faster for all characters. Fighting: Block has an increased time to parry, Fighting: Block indicators were removed, Fighting: Added stop frames when a player hits the enemy, Fighting: VFX reimplementation,

Spirits, it’s time! 🙏

November’s update is here and we’re excited to finally show you what we’ve been working on.

OK, let's GO!

Firstly, let us introduce you to Deadeye and Slicer!

Yep, these new playable characters are now available to play and we can’t wait for you to get your hands on them

Deadeye is a ranged fighter that uses a powerful bow. She can be slower than other range characters - BUT her arrows are faster, more accurate and do much more damage.

She’s perfect for picking off her foes from a distance using her primary attack - a 2-shot combo. But if the action gets too close, her secondary is a rain of arrows that can deal damage to multiple enemies in front of her.

Next, we have Slicer. She uses 2 War Fans which makes her faster and more agile than the Slasher.

Her primary attack s a 4-hit combo. However, to help to control the Chaos you’ll need her secondary. She uses her fans as a shield, that circles around to help to protect her - but, should you dash into a group of enemies during this, then whoever gets caught up in her fans should expect a nasty cut.

As promised, we’ve also made major improvements to the combat in the game that we feel helps to make the gameplay more interesting, tactical and unpredictable - we’d love to hear your thoughts.

Want to know more about the Deadeye and Slicer, then check out Episode 2 of A Journey Through Midra NOW...

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v0.6 (Nov 24th)

Two new playable characters

Slicer and Deadeye, Fighting: Added charged (unblockable) attacks for all melee characters.

Fighting

AI characters are using all primary attacks and combos.

Fighting

Elite attacks are UNBLOCKABLE.

Fighting

Hit reaction rules; where only stronger characters can always give hit reactions to weaker characters. If characters are the same "size" hit reaction is triggered only if another character is not currently attacking, and there is no hit reaction chaining.

Fighting

Dash can break other actions (expect hit reaction) - same as block already can do Fighting: Stamina regenerates faster for all characters.

Fighting

Block has an increased time to parry, Fighting: Block indicators were removed, Fighting: Added stop frames when a player hits the enemy, Fighting: VFX reimplementation,

Added portals - instead of triggers - to the end level so players need to interact to move to the next level.

Quest tracking is using save now. Quest tracking will not be disabled after levelling the quest up.

Fixed issues with Ghost Vision not showing the valid path. Fixed issues with save after killing the boss. UI: added level stats during a run (can be toggled). Moved to the new engine version 4.27.

Various bug fixes and combat balancing.

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Phew! I told you we’ve been busy.

We can’t wait for you to get your hands on Deadeye and Slicer, as well as experience the new combat first-hand. We’ve been having a lot of fun behind the scenes and challenging each other’s high scores and can’t wait to see if the Community can beat ours!

Also, don’t forget, you can get 40% OFF Rogue Spirit in the Steam Autumn Sale NOW: http://505.games/RogueSpiritAutumnSale21

  • James (Brand Community Manager, 505 Games)

Source

Steam News / 24 November 2021

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