- Rogue Fable IV Alpha - 21 August 2023
Hello everyone! After the first month of testing I feel Rogue Fable IV is now ready for open alpha testing. Everyone is welcome to join in at the following links: Game: https://justin-wang123.itch.io/rogue-fable-iv Discord: https://discord.gg/dsKHHuFqkN Overview: https://sites.google.com/view/roguefableiv/home
- Rogue Fable is a traditional roguelike you might ever actually finish - 2 January 2022
Hello! Do you love the idea of traditional roguelikes such as Nethack , ADOM , Caves of Qud , or Cogmind ?.. Read more.
- Post Release Hot-Fixes - 28 December 2021
Will be logging hot-fixes here for the next few weeks as I deal with any remaining bugs, crashes or issues. If you find any new issues please let me know either here on Steam or on the Discord. Hot-Fix 2.0.1: Fixed victory achievements (derped out hard on this one and never even called the function on victory :P Fixed a bug in the main menu where the random scrolling backgrounds would eventually go black. Corrosive slimes now have a description of their weapon corroding attribute. Added descriptions to runes. Added descriptions to all unstable and slipper terrain. Hot-Fix 2.0.2: Looking at the code regarding achievements, I swear I must have suffered some sort of dropbox sync error at some point. A bunch of these problems have been literally missing function calls on stuff I know I tested at some point. Either that or I was drunk AF one night and carefully deleted a bunch of stuff for s…
- Full Release! - 27 December 2021
Hello everyone! Well, we finally did it! On December 22, 2021, after 3 and a half long years of work, Rogue Fable III finally reached full release status! I want to take this opportunity to give a big, from the bottom of my heart, THANK YOU to all of you have supported and encouraged me over the years, this would never have been possible without you! Over the course of this project, I've gotten married, had my first child, and had to deal with all the stress and uncertainty of the last 2 years, but throughout all of this, the project, and the community built up around it has been a stable anchor in my life. The positive reviews, the comments and feedback, the banter on Discord, its really kept me going through all the ups and downs, so again thank you all! Moving forward, the past week and the next few days have been very busy. Releasing around the holidays was always going to be a bit…
- Update 1.41 - 27 November 2021
Hello everyone! After nearly 3 years of development this is it, the final major update! Its been quite the journey and I'd like to thank everyone who has followed the game throughout its long and sometimes chaotic development. I can't fully express how much all of your continued feedback, support and just general enthusiasm has meant to me all these years. So thank you! I'll be hitting the final release button sometime in mid to late December at the start of the Steam Winter sales. Until then I'm going to be devoting my time to getting every last bug squashed and whatever final pieces of balance, polish or content I can fit in. I was planning adding achievements for this update but other things ended up taking more time than expected and I'd like a good month or so to just really focus on getting the game completely debugged before release. I will be continuing with the occasional updat…
- Update 1.40 - 31 October 2021
Hello everyone! Getting close to the end of development and I’m pleased to say that everything is going according to schedule. The main theme of this update is a complete overhaul of the player races along with some final balancing and tuning. I was a bit nervous going into this update as I had not touched races since they were very hastily added way back in alpha. Until now I’ve almost exclusively done all my playtesting with human and so this felt like less of a rework and more like starting completely from scratch. I’m happy to say that it went very smoothly and I’m quite pleased with the results, so much so that now I find myself wondering why I’d ever play human when there is so much more interesting complexity with the various race/class combinations. I think this should really add a nice additional layer of depth to the game. Going forward the next update which should be done by…
- Update 1.39 - 19 September 2021
Hello everyone! It’s finally here! The last major zone rework in what's ended up being a nearly 2 year long journey. This time its The Vault of Yendor so for the first time, the game actually has a proper end game that doesn't make me wince every time I reach it! I'm quite excited :) The next few months will be a lot of clean-up and polish as well as lots of additional content filling in obvious holes. A complete race rework is the first major priority and I’d also like to add an additional class or two. Achievements are definitely also on my ‘must have’ list and I'm sure there's some other important stuff. The current plan is to have the game totally finished with an official end to Early Access by mid December in time for the Steam winter sale. I'd love to hear from you all what sort of things you'd like to see in these next updates that you think should really be in the final game. S…
- Update 1.38 - 6 August 2021
Hello everyone! Another big update today. Last time I mentioned I was ready to start working on completely reworking The Vault of Yendor and I figured that I'd spend the first week or two cleaning up some bits and pieces across the rest of the game. Well those bits and pieces sort of grew, as they always seem to do, and as the weeks turned into months I figured it would be better to just make this a big clean up and all around content update. I had a bunch of help this time from a friend who's worked with me before (Zellyna on the Discord server). He did a ton of new vaults and levels, vastly increasing the amount of dungeon content in the game. So big shout out to him, we'll be continuing to work together for future updates as we wrap this project up. I also want to give a big shout out to Random595 (also on Discord) who has recently posted some quite frankly insane challenge runs to Y…
- Update 1.37 - 7 May 2021
Hello everyone! Update 1.37 is finally here after a long development cycle but I'm very pleased with this one. The main thrust of this update is a complete rework of the Branch-II zones (Forge, Arcane, Crypt) and the addition of new end zone bosses. Along the way I added an absurd number of new vaults and special levels throughout the game and generally fine tuned the balance in many places. After this, I'm planning a final major update for The-Vault-Of-Yendor which is looking pretty lame now in comparison to all the levels that come before it and then its just a number of final clean-up updates before I'm calling the project complete. Dungeon Generation and Content: Zone Expansion: Due to the new boss levels generally consisting of a single large room, I've expanded the length of the two branch zones (Sewer/Core/Ice and Arcane/Forge/Arcane) to 5 levels. So there are now 4 standard leve…
- Update 1.36 - 25 September 2020
Hello everyone! Big update today with lots of new content, talent reworks, balance tweaks and general improvements. The big focus of this update was to finish the bosses for The Core, The Ice Caves, and The Sewers, continuing my slow march through the dungeon, finalizing all the content for the finished game. Along the way I did a bunch of balancing and tweaking to player attributes and talents, trying to get everything pretty close to how I'd like it for the final version. Of course lots of bug fixes, interface improvements and general clean up. NEW-BOSSES: All bosses have been given unique drops and at least 3 variations of their boss levels. The old end-levels have either been removed or have been reworked to be standard static levels that can generate anywhere. The Sewers - The Krakken: has a bunch of tentacles that act as independent monsters but move alongside the main body. The S…
- Update 1.35 - 30 June 2020
Hello everyone! Another pretty big update with some new content and lots of bug fixes and general polishing. The main area I was focusing on with this update was The Orc Fortress and The Dark Temple, getting their bosses setup with appropriate new loot, adding a few additional enemies, vaults, special levels etc. This continues the work I've being doing in the past few updates, going down the dungeon from top to bottem and filling in any content 'holes'. At the same time I'm working hard to get the game as bug free as possible and trying to catch any little details that need polishing. As is always the case, I'll be spending the next week or so responding to any new bugs or issues that have cropped up with this update so please let me know if you spot anything, or something doesn't seem right. With that out of the way, onto the update! Dungeon Structure: A lot of this is just reintroduc…
- Update 1.34 - 23 May 2020
Hello everyone! Update 1.34 is here with a bunch of new content, bug fixes and some changes (reverts really) to character development. Thank you everyone who commented on the recent feedback request regarding which char-dev system we should use going forward. Much like my own thoughts on the issue, it looked like there were some mixed opinions with a reasonable bias towards the old attribute system. So that being said and since, after a bunch of playthroughs I think I prefer the old system as well myself, we'l be reverting to attributes and working with them going forward. Obviously there's a lot of kinks to work out and balancing to be done but I think the game definitely feels better overall with the attributes rather than the skills. I'll be continuing to release updates reasonably quickly I think going forward, each one with a bit more content, bug fixes, and polish. Since we're get…
- Attribute Feedback Request - 21 May 2020
Hello everyone! Been reading through a lot of the comments on the latest update and many people have raised issues w/ the changes made to character development specifically with regards to the removal of attributes. Since this was already something that I was back and forth on myself I figured it'd be great to just get some specific feedback on this aspect of the game. There's definitely a balance I'm trying to hit here between having builds feel distinct and requiring a little bit of planning and strategy on the players part vs being able to adapt to and utilize whatever loot the RNG is throwing at you. I'm trying to avoid the situation where 50% of the equipment or talents that drop are just immediately useless if they don't fit within your build. So the main question is really just: Do you prefer the game w/ attributes, encumbrance, and talent requirements or do you prefer the new, l…
- Update 1.33 - 2 May 2020
Hello everyone! Update 1.33 is finally here after nearly 4 months of work! This one is pretty massive so I won't be going into full details on all the changes and additions since this post would just turn into a wall of text. We're getting pretty close to the point where I'll be calling the game complete with a tentative final release date of August 30th 2020, so I'm working hard on cleaning everything up, adding lots of little bits of content and just generally balancing and finalizing things. So there's a massive amount of new content, tweaks and improvements but generally speaking they fall into two categories: Level Generation and Dungeon Content: This is really the bulk of the update and what I spent the vast majority of time on. All of January and February were spent overhauling the mess of spaghetti code that level-gen had devolved into and I now have a pretty clean system in whi…
- Update 1.33 News - 8 March 2020
Hello everyone! Update 1.33 is taking quite a bit longer then expected so I figured I'd let everyone know what I've been working on and what the delay is! For those who are just interested in knowing when it will release, I'm aiming for Friday, March 27th. As I think I mentioned in the previous update notes, my plan for 1.33 was to do a big clean up, improvement and expansion of all the dungeon content, namely: level-generation, unique vaults, special levels, terrain features, monster types and bosses. Basically make the stuff we already have better and add lots new stuff. So this is what I was working on for the better part of January until I got fed up with a lot of the underlying code that controls level generation, vault placement, population of levels etc. Some of this code was really old and had just sort of accumulated over the years without any real structure. Generally speaking…
- Update 1.32.1 - 2 January 2020
Just a bunch of bug fixes, should have some more tomorrow. Thanks everyone who's been reporting these! The following is now all fixed: Fixed shield wall always activating and making you effectively immune to melee. Equipping a Charm of Fire was causing a hard crash. Strafe attack was attacking Crystal Golems (or other reflective enemies) with range attack. Crossbow sprite was missing. Tough and fast elites were not getting the appropriate bonuses. Merchant was not spawning in his little throne room vault. The chest that spawned in the ant hill vault was causing a hard crash when opened. Trying to sprint while constricted was causing a soft lock. Same idea w/ bear traps. There was a missing portal in one of the Arcane Tower end levels. Changed the description of Swiftness to indicate it adds movement points. Additional levels of swiftness add more movement points. Thurg the High Shaman w…
- Update 1.32 - 24 December 2019
Hello everyone! Didn't have enough time to finish this one to the extent that I had planned but since I'm going to be quite busy in the next week or two with holiday and family stuff I figured I'd upload what I've currently got and finish up the remaining bits in the new year. The gist of this update is to clean up, rework and generally improve all aspects of character development and many of the core game mechanics. The project has now reached the point that I have enough of a mass of code and content that I feel like I can quite quickly and easily move stuff around and start trying to get everything into something at least vaguely resembling a finished form. This will be a continuing work in progress, likely with some missteps and experimentation along the way but generally speaking I'm feeling pretty good about many of the changes made with this update. There's a ton of stuff I haven…
- Update 1.31 - 8 November 2019
Just a big bunch of bug fixes with this one. Wanted to clear out some of these issues before moving onto the next major update. First major fix, that was seriously effecting a small number of people: There is some kind of issue that is causing save files to corrupt which made the game load to 99% then freeze. Console window would display something along the lines of 'failed to parse a token at '. Reinstalling would sometimes not fix this issue since depending on how the reinstall works, it might not clear the save files. So the game will now at least popup a window letting you know whats occurred and direct you to the directory where you can delete the offending file, and point you to the pinned bugs and crashes thread here in the forums where you can leave some information. I've never seen this occur myself so will need help tracking down the source of this issue from anyone who is eff…
- Hot Fix: 1.30.X - 2 November 2019
Just a quick hot fix to deal with a few critical crashing issues: 1.30.2 Switching to text based hit point display will no longer break the game i.e. crash on startup. Charm now works again Fixed crash with the Swamp Siren (she kept 'luring' the player onto occupied tiles) Fixed crash when mousing over hell portals 1.30.3 Fixed javelins (and other throwing weapons) consuming double ammo Fixed another crash regarding hp text (would occur when changing levels, also occurred on the main menu when the background would switch). Fear now working correctly on enchanter Fixed Elemental Magic Focus ex. Fire Focus, exceeding the III cap and displaying incorrectly. I'm thinking of devoting the next update (a quick 1-2 week one) to taking an axe to the overgrowth of bugs and crashes reported here on Steam and Discord. I figure its been awhile since I focused on 'stability' and I think its nice to t…
- Update 1.30 - 28 October 2019
Hello everyone! Absolutely massive update today, probably the largest I've ever done in terms of sheer content. As is generally the case, some of this stuff falls into the "changes or additions in preparation for future changes or additions" so I'll try to make it clear when this is the case. Also, as always, a ton of bug fixes, quality of life improvements and general polish. With that out of the, on to the update! Dungeon Expansion: This is the biggest piece of the update and also the piece that falls most into the "preparation for future updates category". I'll be slowly increasing the size of the game in the next couple of updates so this is mostly just laying out the backbone for this expansion. Extended the length of tier III zones (Orc Fortress and Dark Temple) to 6 levels. This gives more room for the entrance vaults, special levels, special branch levels etc. described below. T…