Full notes
Full Roguefort update
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What changed
- Gameplay
- Balance
- UI and audio
- Performance
- Security
Roguefort changes
G'day fellow affineurs,
First up, there's new pixel art for the splash screen and logo! A huge thanks to artist Bladimir (aka @imkingsfool on Fiverr) who has produced awe-inspiring imagery, and gone far beyond what I could even possibly imagine. It evokes such a magical feeling and captures so many subtleties in the game and its graphical identity. If you're in the market for a pixel artist, I highly recommend :-) . There’s also over 30 new sprites in the game, this time thanks to pixel artist ArkHaven. Check out the new trees! The weeping willow is my particular fav.
Second, there's a huge number of improvements and polish for the demo (and of course the full game, which is set to release in August). They are almost all from player feedback, and I want to specifically thank the folks who submitted feedback in the Steam Community Discussions and/or on Discord.
Big demo improvements (from player feedback)
Water management - build a Well and craft a Waterskin so you're never stranded dry
No more soft-locks - unidentified items always have a route to identification
Inventory relief - more backpack space, "Homing Whey" to ship loot home, and bulk-salvage for junk
Tougher, fairer dungeons - tactical combat pass (enemy counters, telegraphed AoE), clearer threats
Readable status effects - resist them via gear & cheese, with on-screen debuff chips
Homestead raids overhauled - multi-direction pincers, siege towers, war-horn telegraphs
Exploration cues - a subtle breadcrumb trail toward undiscovered dungeons
Economy tuning - diminishing returns on mines + a new "Homestead Ledger" gold sink
Charge & terroir balance - spending charges now pays off (afterglow), and perks tell you why you earned them
Quality of life
Customizable HUD - move, resize, and hide widgets; vertical spell belt; layout presets
Accessibility font option (eye-strain friendly)
Auto-equip the right tool (pick/axe/rod) on the fly
Smoother inventory reordering; clearer build mode (true range + outlines); readable chest menus; plantable trees
Fixes & performance
Kill credit fixed - damage-over-time spells (Blue Vein Bolt, Melt, etc) now count kills, progress quests, and drop loot
Boss and ground loot no longer vanishes when it lands on a busy tile
Performance pass on the deep dungeon (memory-leak fixes - no more slowdown over long runs)
Numerous exploit/dupe fixes + Steam Deck / DualSense controller support
If you got this far, I also have some exciting news: online co-op multiplayer is coming to Roguefort!
I didn't get it working fully for this version release, but it's coming very soon - hopefully in the next update. You can host games and allow another person to join it! If you take a turn in the game, the whole world takes a turn. So it could possibly bring friends closer together and also potentially tear them apart - with great power comes...
Thanks for reading and see you in the wild.
Tim and the Roguefort team
Source
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