SPSTEAMPULSELIVE ANALYTICS
Rogue Rhythm

Rogue Rhythm Steam news

SLASH@HEART | Feb 21, 2025 | game

Released

0players observed · 22 September 2026 - 10:10:06 UTC

AdventureIndieRPGSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score75% positive

Rogue Rhythm news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score75% positive
  • Total reviews4
  • Release dateFeb 21, 2025
  • DeveloperSLASH@HEART
  • PublisherSLASH@HEART

Genres: Adventure, Indie, RPG

Company pages: Developer: SLASH@HEARTPublisher: SLASH@HEART

Top Steam chartsTop 100 gamesGame directorySteam Store page

Rogue Rhythm Steam news

Rogue Rhythm news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Brightness Setting, QoL, Fixes - 24 March 2025

    Changes - Added a battle background brightness setting - Gave the player invincibility for the first half beat of the fight so if you are spamming keys while waiting for the countdown and you go a bit over the countdown, it wont affect you - Changed "collect" on loot screen to "return" if you didn't get anything Fixes - Boss' doing damage animation no longer overlaps onto the attack bar - You no longer see the final boss' mechanic upon first opening the help menu - You can no longer take damage while spamming keys before the first boss

  • OST, Silhouettes, 2 Volume Bars - 16 March 2025

    Changes - Anywhere there were question marks for items or enemy variants, it's now black silhouettes - There are now separate setting volume sliders for music and sfx, if you find something that seems wrong or unaffected, let me know on discord - Added link to the Spotify OST in the credits Fixes - Mini collection now displays items correctly - Fixed more issues with mini and main collection log if you had started a 2nd save file or deleted 1 of the 2 save files - More volume inconsistencies fixed where if you changed the slider, it would be louder or quieter than normal

  • Hotfix - 4 March 2025

    If you were unable to create a new save file, that should now be fixed from the last patch. And there was a visual issue with the loot screen where the equipment wouldn't display which is now fixed.

  • Bug Fixes and More Tutorials - 2 March 2025

    Important - the next note after pausing is no longer stacked on top of another note - windowed mode is now always 16:9, fullscreen should look better for widescreen users too A NEW STAT - the adrenaline stat is back from older versions of the game. it is only found on the floor6 boss unique and it's explanation can be found in the help menu under the nature boss/unique tab including math TUTORIALS - various stats are now explained (with math) under the first tab in the help page that weren't explained before. these stats exclude unique-exclusive stats and weakness stats - powerlevel math is now explained under the equipment help menu tab - weakness math is now explained under the weakness tab in the help menu - accuracy stat and math are now explained under the uniques that provide them - there is now a WASD to move minitutorial on new save creation - there is now a dungeon splits minit…

  • Important Bug Fixes, Volume Changes, and Balancing Patch - 25 February 2025

    Important - loot screen should always come up after winning a battle, this caused a rare softlock before - enemy max per floor was broken so it should be much better now Volume Changes - there is now a settings button on the main menu screen instead of just inside the dungeon ui - volume setting is now properly perceived linear - changing volume is now instantly saved - volume now changes properly even while music is fading in - battle hit, misses, and quarter warnings sfx are now affected by volume - layered transition sfx are now affected by volume Gameplay - removed half notes and dodge notes from floor 3 boss cause "you made it too hard" and "its the hardest boss in the game" - vitality is very nerfed as it was too op but its still really good ngl so play around with it - accuracy is now a stat on two uniques, this increases the hit area - snake now properly displays in collection l…

  • Important Patch - 22 February 2025

    Important - Fixed volume issues: if you were experiencing things like music being quiet while hit sfx being loud, then mess with the volume bar in settings and that should fix it. For everyone else just starting the game, then it should be fixed already - Known bug: the next note is stacked on top of each other after you pause and resume during battle. This isn't fixed but it's on the list Other Changes - Kills required for a lich gem charge increased from 8 -> 13 - Increased halfnote warning sound effect volume - Discord rich presence is now compatible

  • Rogue Rhythm is Released. What now? - 21 February 2025

    What this means to me After almost a year of development, Rogue Rhythm is now available. I have only developed one other game before and it was a subway surfers clone that took 2 weeks. I do not know how this began or how it finished. The release of this game makes it a success. I have learned so much and met such amazing people that made this into something that I can be proud of no matter its commercial success. What now? The main thing the game needs still is Freemode. This gamemode will allow you to fight against any enemy you have met before using any gear you have obtained before. It also allows you to create a fight by changing the stats of the enemy you want to fight. There are also a couple more quality of life features that will come soon. Next? I don't know. I want to make games but I'm graduating from University in a couple months and also need to focus on getting a job. Hop…

  • Demo Update 2.1 & Announcement - 13 October 2024

    Update 2.1 This update changes so many things that I'm not even going to bother typing it all out because you probably won't notice most of them anyway. What you will notice is the new combat UI and the new monster sprites. I have gotten some help from a couple pixel artists and I worked hard implementing them. We are redoing all the monster sprites and all of the enemies that you see in the demo should be updated. The Demo's Future The demo will not be here forever. Sometime after Steam Next Fest 2024 I will be removing the demo. I don't think that it provides a good enough understanding of the game by just playing the first 3 floors. There is more to it than even just that but that's the important part. If you haven't had the chance, play it while it lasts. I'm really excited to finish this game and am grateful for the recent help I have received. /@

  • The Demo is Finished and Gameplay is BRAND NEW - 8 August 2024

    As I said before, I thought this was going to be a pretty simple update with some cosmetic changes. It ended up completely changing how this game is played and how it will continue to evolve in the future. This was going to be update 1.4 but now it's more like 2.0. I uploaded a video about the combat revamp here: For yall who want to read the changes or see what else there is (as there is a lot), then here you go New Save System As promised there is now a save system for dungeons. This is useful for fighting bosses as losing to one will spawn you right outside the boss room. Save in this state to take a break if needed without losing progress. Combat Revamp I completely redesigned the way that the battle is programmed for the second time to implement many interesting mechanics. The combat revamp is more meaningful to later floors, but for the demo, there are still a lot of positive chan…

  • Demo Update 1.3: Windows & Mac - 31 July 2024

    What's Next? The last update will be mostly full of cosmetic and small changes that don't affect gameplay too much. But there is one feature I will be adding in the last update that is fairly important and that is a save system for while you are in the middle of a dungeon. Right now, if you were to save the game in the middle of a dungeon and close the game, upon reopening it would just regenerate the floor that you were previously on. I will be implementing a save system that will keep track of the floor generation including enemies and the boss. This way you can tackle the boss as many times as you want while being able to take a break between fights. ------------------------- Mac Support All previous updates and changes made in this update are in the mac version right now Data Fixed the bug that randomly deleted your save file Battle Fixed player randomly taking damage at the start o…

  • Windows Demo 1.2 Update - 22 July 2024

    Battle Red/dodge bar can no longer be the 2nd bar that comes up, only 3+ Made unique items rarer SFX Added SFX to all highlightable Buttons Added an open right click menu SFX Added a destroy item SFX Added an enemy encounter SFX Added a travel SFX Adjusted all sfx and music volume UI Added a Quit to Main Menu button at the bottom right of the dungeon screen Added a save button at the bottom right of the dungeon screen Fixed not being able to delete items in loot screen or tutorial inventory If you have something on right click menu and start dragging it, right click menu now goes away If you enter right click menu, hover over delete, then go back to the item, right click menu no longer disappears When hovering over destroy in right click menu, if there is a different item behind the text, will now actually destroy instead of equip other item In-loot-screen collection log now updates wit…

  • Windows Demo 1.1 Update - 16 July 2024

    Battle HP can no longer get above %100 when dodging Added an enter SFX for boss 1 Attack borders now line up with spider Items Iron Platebody now equips as it should Bronze Leggings now equips as it should Iron Med Helm now equips as it should UI Added fade transition after pressing load on main menu Inventory item highlights are working (again) Improved feeling of dragging 1x2 and 2x2 items in inventory (again...) Collection log max item counter increased to 28 from 24 Raised spider in collection log view After destroying item, make tile highlight white

  • DEMO OUT NOW!! - 12 July 2024

    The demo just released earlier today and some immediate issues were found so I updated everything that was important and released patch 1.01 which is ready for download. This patch includes: Fixed soft-lock if you deleted your sword from the tutorial before the stats screen is displayed Fixed issue where the tutorial would show the first game's boss' sprite instead of the intended slime Fixed damage indicator to actually indicate Fixed the sword from the tutorial disappearing after equipping it Made the tutorial flow better if the player was speedrunning it Other small changes There are still many more bugs on the list to fix but still please let me know if you encounter them. You can do that on discord. That's also the best place to keep up with the project.

Patch notes and updates

S.noRelease datePatch nameGID number
124 March 2025Brightness Setting, QoL, Fixes1794830910998534
216 March 2025OST, Silhouettes, 2 Volume Bars1794102528178216
34 March 2025Hotfix1792751526175835
42 March 2025Bug Fixes and More Tutorials1792751526107741
525 February 2025Important Bug Fixes, Volume Changes, and Balancing Patch1792116353357024
622 February 2025Important Patch1792116353260717

Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.