About the Game
Roguefort is a turn-based open-world roguelike RPG where magic is cultivated through cheesemaking. You play as an affineur, exploring a continent contested by five great Guilds on the verge of war. Crawl dungeons, build a homestead, tame and ride animals, or sail with friends. There's also Fortress mode, where you build and manage a colony of your own.

Raise livestock, forage for ingredients and experiment with recipes. Blind your enemies with a smoked gouda fog, then heal yourself with a sunberry tomme. Or just wail on them with a two-handed sword.
Choose Guild disciplines, perks and keystones as you develop your character. The land and the ingredients you gather shape your magic, so where you settle matters too.

Start a settlement on a generated continent in Fortress mode. Give your settlers work, build workshops, dig underground and keep everyone fed through the seasons. Grow crops, raise livestock, make cheese and trade what you produce.
Your settlers have their own skills, needs and relationships. Send expeditions out into the world and prepare your colony's defences. Time keeps moving while people work, and you can pause whenever you need to plan.

Cantal's landscape is handcrafted, while its dungeons, encounters, weather and ecology change between runs. The Crossing gives you a newly generated continent each time, with its own history.
Meet people who work, grow old and remember your deeds (and misdeeds). Take on Guild quests, build a reputation and decide who you'll stand with as war approaches. Your choices lead to branching quests and different endings.

Sail past coastal cities, go below deck and make the ship your own. Build a workbench, store your supplies and fish from the railing. You can take your home with you.

Play your adventure in classic ASCII, pixel art, 2.5D isometric or first-person 3D, all powered by the custom-made Opthalis Engine. Switch between them whenever you like.

Choose Permadeath for a traditional roguelike challenge, or pick Wayfarer mode, where death has consequences, but you can continue onwards with your character.

Play co-op with up to four players in one world. Explore, build, raid dungeons, sail and quest together. In single player, visit the Old Mouth trading hub to meet other players, trade, chat and send in-game mail.
Screenshots
17 imagesVersion Information
Steam Patch Notes
Official update history
I'm excited to announce that the new solo competitive dungeon - HALLWAYS OF THE INFINITE - is now open for business.
It is an "endless mode" trial that you can access in the Plane of Heroes (in The Old Mouth trading hub just head north-east and go down the stairs). This competitive dungeon is available for everyone, though it does not scale to player levels or equipment (unlike the Monadic Descent dungeon). You try to go as far north as you can, while the floor falls away behind you in the void that Mahargekdar has constructed in this otherworldly Plane deep in the terroir of Cantal.
The Plane of Heroes also gets a big glow-up - it appears that Mahargekdar has been busy with the decor and layout. Also, you may notice that the people in the Old Mouth now talk about player runs and various happenings in the Plane, giving a sense of the "news" from down there, much to Mahargekdar's liking I am sure.
I also spent a lot of time on improving and fixing the co-op experience, especially in worlds that have a lot of turns racked up, where a host or guest could freeze for several seconds. Most of those freezes should be much shorter now but please tell me how it runs and I'll try to fix anything that isn't quite right still.
As always, thanks to everyone for the bug reports (lots fixed in here as well, see below) and suggestions, and for being part of this project.
Thanks for reading and happy dungeon crawling,
Tim
The Hallways of the Infinite
- The Hallways of the Infinite is a new endless trial at the north end of the Plane of Heroes. Your companions come with you (no co-op though for this as it's a solo dungeon)
- Enemies get stronger with each Hallway and they don't scale to your level. XP per kill stops rising after Hallway 5 (so it's not a grind fest for leveling up)
- You can't die here, even in Permadeath and Hardcore. If your health reaches 0 or you fall into the void, you go back to the Plane with everything you carried.
- There are eleven hall types, and each has its own shape and rule. For example, you slide on ice in the Frost Hall, and salt crust falls after you step on it in the Salt Hall.
- At the end of each Hallway, you choose the next one. Each choice shows the hall, its foes, any Trial (an extra rule, such as "Every bridge is one tile wide.") and its whey and manna fountains.
- To open a foe's card (its health, damage, armour and powers), hover over that foe or select it.
- Each Hallway splits into two lanes, or three from Hallway 5. When you reach the far side, the other lanes fall into the void.
- A Warden guards Hallways 5, 15, 25 and so on, and a Great Warden guards Hallways 10, 20, 30 and so on. The way ahead stays shut until that guard is gone.
- You can shove foes into the void for XP. Champions, Wardens and Great Wardens can catch the edge, and a foe's card shows if it can. Some champions can shove you in too.
- The floor behind you starts to fall 25 turns after you enter a Hallway. If you stand on a falling row, your run ends.
- Foes leave no loot, and you can't forage. You can chop trees and mine rock and crystal for their usual materials.
- Rewards are cosmetic: titles, five outfits and four mounts. You can't get them anywhere else, and other players can't see your outfit yet (but I'm working on it!)
- A defeated Great Warden has one chance to give an outfit piece and another to give a mount. Each chance rises at that Hallway number until you get that reward. You get a title the first time you reach Hallway 5, 10, 15 and later Hallways
- All your characters share these rewards. At the entrance to the Hallways, each character can claim mounts and titles. The outfit you choose there shows on all your characters, for now at least
- This week's Hallways is the same for everyone until Monday 00:00 UTC. So you can run it repeatedly and learn from each run, as opposed to the normal mode where it's different each time. So, it's kind of a weekly challenge. The leaderboard has boards that record scores for each mode
- There are six new achievements in the game's Achievements window. They aren't on Steam as I ran out of official Steam slots (you can only do 100, at least from what I can see currently)
The Plane of Heroes and the Old Mouth
- The Plane of Heroes has a new layout with a larger statue of Mahargekdar at the centre. It has a lot more carpet and stuff - it's more befitting a raid area that a god-like entity has constructed, sort of thing
- People in the Old Mouth and on the Plane talk about recent runs in the Monadic Descent and the Hallways, yours and other players
- The Town Crier, the Herald of Mahargekdar and the Keeper of Deeds call out news as it happens, including a top-ten place on an all-time leaderboard etc. If you retry within 10 minutes and get no deeper, they don't call that run, so it won't spam too much
- IF you get sick of the news updates in the hub you can turn it all off, or even to stop sharing your own runs, you can just do it in the settings
- New signposts in the Old Mouth and on the Plane say what lies in each direction. Probably should have done this ages ago
- The Postmaster has his own blue outfit so you can tell him and the Exchange Broker apart. (tthfry)
- Dungeon mushrooms no longer appear in the Old Mouth (__hariel__)
- Gear from another player's game now shows in your language in the Community Chest. (bancheis)
HUD and interface
- Edit HUD has a new Compact preset. Most panels shrink to three quarters their size, and your buffs show as icons (enwehr)
- A new Minimap click setting has three choices: Look, Walk and Off. Off passes the click to the world under the map. (madness5520, bobinhedgeorge)
- In Edit HUD, you can now fade the background of the minimap and the companion panels. (madness5520)
- Interface size now has 50% and 60% steps, except on Steam Deck. The maps shrink with it (enwehr)
- With the Standard font and an Interface size below 100%, titles, labels and buttons no longer all show at the same size. At the Large text size, labels and buttons grow one step. (tthfry).
- The hint strip now lines up with the log and the boxes on the HUD's top row are all one height. (tthfry)
- The Edit HUD padlock no longer shows over other windows. When a window opens, Edit HUD closes and saves your changes, except a move or resize you are still dragging. (pineapplethief4584)
- The Nearby actions menu closes when another window opens over it. (tthfry)
- Escape on a chest's label no longer deletes the label. (jojoknob)
- An Exalted standing bar shows full. (jojoknob)
- Minimap Tracking lists each creature by its bestiary name. (tthfry)
Co-op
- When a guest joins a late-game world, the host's freeze is now much shorter. (hyperx69, bobinhedgeorge)
- After a guest joins, the people in far towns can take several minutes to appear. The people in your party's towns come first.
- Regular autosaves no longer freeze the host and guest for several seconds. (hyperx69, bobinhedgeorge, takumayote)
- A guest in a city no longer makes the game re-send the whole world every few seconds. (hyperx69, bobinhedgeorge)
- "Save party" no longer freezes anyone for several seconds. It takes longer on some connections.
- When a guest picks Introduce, Share some food, an ingredient kit or boat repair, it now also works in the host's game.
- When someone breaks off a courtship with a guest, it now also ends in the host's game.
- Guests see their own quest progress lines again.
- When a party fells a massive tree, every player now sees it fall.
- A guest's step past a notice board can no longer hand in that guest's parcels.
- A guest on a slow connection now sees kill and XP lines.
Companions, creatures and raids
- Soldiers no longer stand on your pets' tiles. (bancheis)
- You can now befriend any wild hen. (.socran)
- The beast handler's Pack Mule companion is now the Farm Mule. (.socran)
- Creatures drawn by noise now reach the noise. Before, many got stuck on trees or had no way across water. (madness5520)
- Night raiders no longer appear on ground closed off by your walls, if those walls are within 96 tiles of your home. (zvnxtt)
- If a raid has no land route to your home, it turns back and the game says so.
- War-drum raids now come from any side, in different group sizes. Before, they all came from the north.
- Raiders no longer vanish when you walk away. They stay until dawn.
- Hired hands who are unpaid or refuse to work now still go to bed. (Queen Memory)
- Workers on gathering jobs report "can't find any" at most once a day. (thesquirrel_74982)
Combat
- A cleave, chain or bounce that kills several creatures of one kind now shows every kill and XP line. You always got the XP and loot. (madness5520)
- When your trap or defence kills a creature, you now get full loot and on-kill perks. The log says when a trap kills.
- When a berserk foe kills another foe, you get XP, loot and on-kill perks.
- If you play a vampire, the 2 blood that a ranged hit costs now shows, and Help explains it. (thewanderingpoet)
- Tend, Relay and Gather now work when you stand in a doorway. (.socran)
- Your pets and soldiers now fight a ghost in a doorway, and the ghost can hit from there.
Items and cheese
- Spoiled Milk and Gilded Idols of the same worth now stack. (soulman, bancheis)
- The Stormbow has a bow icon. (enwehr)
- A ready recipe cheese can go back in your Cheese Cave or on a dungeon ageing rack. It comes back as the same cheese, older, and stronger if it stayed long enough. (.socran)
- Materials that say to sell them now sit under To Sell with the SELL ui element. (jojoknob)
- A Wanted request can ask for cultures, ales and teas, but not rare goods or better. (madness5520)
- The Cheese Vat shows what each milk and culture adds to quality. (bancheis)
- Grain's card and gHelp say that some herders and cheese merchants sell grain (steelbender34)
- The log now lists what a container held before it says what went in your pack (tthfry)
- The loot filter now works on caches and barrels outside dungeons. An item that it rejects stays beside the container. (tthfry)
- A Waywheel used from the pack closes the pack. (tthfry)
- If you use another Cinder Bolt Yogurt scoop with a bolt in hand you aim the bolt again and keep the scoop (tthfry)
- The card for Grand Affineur's Ward says that it also covers companions beside you. (tthfry)
Building and ships
- A house you build on open ground near a town now stays as yours The town no longer takes the house's storage or moves a family in. A family already there moves out if it has somewhere to go, and your bonds stay. (Goose)
- Inside a house you built in a town, you can now place a Storeroom, a Well and some other buildings. (valdrrak, xaintrix)
- To change a Tree Farm's or a Carpet's material, press [ ] or LB and RB. The card shows the price for the material you pick. (thesquirrel_74982)
- Furniture in a ship's hold shows its own picture and name. (thesquirrel_74982)
- When you follow a route, you now walk past your cows and other milk animals. To milk one, walk into it or click it. (jojoknob)
- The Harvest Area, Plant Field, orchard and stockpile boxes now follow the pointer over unseen ground. The preview counts only ground you have seen (bancheis)
World map and travel
- The world map now fills in much faster in a late game world, and it no longer flickers. Sea you have sailed no longer shows in lake colour. (madness5520, tthfry)
- The Sector Journal now opens at once in a late-game world (tthfry)
- The Biomes filter shows a faint shade over uncharted regions, with an "Uncharted lands" row in the legend. (thesquirrel_74982, tthfry)
- If you give a Travel order during a walk it now replaces that walk. Shift+X also resumes a stopped trip while you walk to a clicked tile. (tthfry)
- You can Stop tracking a waypoint on the map's list and on its pin. (tthfry)
- An automatic walk now stops when a mythic beast comes on screen. A mythic beast's map mark says where and when it can appear. Rumours no longer mention one one that your world doesn't have (notcaleb6070, madness5520)
- A voyage's lines follow the "Show travel steps in the log" setting. (madness5520)
Graphics
- In 2.5D and first person, lava lies flat in the same pixels as 2D, and it glows at night, as it well should (milotor)
- In 2.5D and first person, falling leaves, blown sand and heat strands no longer move with you (palpablebrush26)
- In 2.5D, far snow and wet ground no longer end in a line that jumps when you zoom. They also stay off lakes and lava. (palpablebrush26)
- Plants in a roofed room no longer get winter snow. (thesquirrel_74982)
Other fixes
- A merchant camp's stall no longer stands empty by day (datsheeptho)
- Dungeon doors no longer start with low health. Before, a rock you hit on one floor damaged a door on the next. (inkykrillie)
- You can no longer mine the Undermaw's central crystal, and any piece you already mined is restored. (ravenor.)
- When you use dungeon stairs, your character no longer shows in the wrong place for a moment. (trespiratesque, .socran)
- All Character Voices play at the same loudness. (madness5520)
- The scroll-wheel zoom keeps working after an ending. (sleepysva)
- If you step back from the choice of endings, the log and Quest Log say how to open it again. (.rarehuman)
- The Notice Board's ? and ! badges have a dark edge, and its notes say "golden" for the badge colour. (tthfry)
- The Thymerock quest step says "in or near Thymerock". (sleepysva)
- Fortress colonies no longer fail to save after meat rots. Saving also repairs a colony that already has this fault (sleepysva)
Known issues
- A co-op guest's bonds aren't saved yet. "Settle your account" isn't offered to a guest after the party breaks out of a lock-up
- Some folks reported that the host and guest see the guest in different places in some towns. I can't reproduce this yet but working on it
- With Detailed characters off (Settings, Gameplay, Character and HUD), long sessions don't get all of 0.36.0's smoother play yet. I'm not sure how many people have Detailed characters off though - there's not really a reason for it I don't think, so I might remove it at some point
- With Show full item cards on, a few cards can still be cut off at 1024x640 with large text
Hang on to your cheesebelts because spellcasting in Roguefort gets a huge buff and deepening in this update.
Too long have "quesomancers" played second fiddle to melee focussed builds. But today, this all changes. Spells now have their own stat known as Spell Power, which adds, well, power to spells (more below). Manna also gets passive regen when enemies are not around. Also, rare cheeses are much stronger and have deeper and more rewarding synergies. This all means that spellcasting builds are viable in and of themselves, as they should be.
The wilds are quite a bit calmer too, depending where you are located, and especially at night and on main roads. I've also added a pile of the things you've been asking for, like a Ready tab in the Quest Log and a way to see full item cards all the time, for those players who want more detail.
I've also been working on tracking down and fixing the source of the slowdown that some players reported during long play sessions. I think I've got a handle on the causes, but it's an ongoing process and requires a lot of testing, so I hope the fixes in this update help.
The game is in the first few weeks of Early Access, so thanks for your input and understanding as I work to make it the best game possible, which will take time. I've learned a lot in a really short space of time. One of those things is that players are diverse and want different things - many of which are, unfortunately, mutually incompatible. I try my best to navigate the pros and cons of every decision in this game and I'll work as hard as I can to decipher the best path forward for the game design and development.
The roadmap aims at a 1.0 release in about one year from now, so there's a great deal more to come. I'm mentioning this here because if you are reading this then you are one of the people who cares enough about the game to read patch notes, which is wonderful to me (hi), but it also means I take your feedback seriously because I know how passionate/interested many of you are about this project. Every bit of positive feedback makes my day and I also appreciate any constructive critical feedback, where "constructive" means something I can work with, like a concrete suggestion or an example of another game or mechanic I can go research and learn from. If you've left feedback and I've been able to address it, I hope that it improves your experience of the game.
Thanks for reading and playing,
Tim
Spells
- As mentioned above, there's a new stat called Spell Power. Each level adds 2%, and each Spell Mastery tier lets 2 more of your levels count. A character who never casts stays at the plain numbers.
- The Spell Belt window, your character sheet and every war cheese card show your Spell Power, including in heals, Mend war cheeses, marks and rinds. "How it adds up" shows your build too, so you can see why a spell hits as hard as it does. A cloud's card says what it does each turn.
- Spells can crit now, at three quarters of your Crit Chance, and crit damage works on them too.
- Fire, cold and poison damage on your gear now add to Heat, Cold and Rot spells.
- Manna comes back on its own while nothing hostile is in sight. A full pool takes 200 turns, or 100 turns at 20 mastery tiers. In co-op, each player goes by what they can see.
- Staves are caster weapons now. Each point of staff damage adds 3% Spell Power, and each hit gives you 2 Manna.
- Tier 3 spells cost 6 Manna (was 7) and hit at x1.25. Tier 4 spells cost 8 (was 9) and hit at x1.5.
- Eleven weak spells are cheaper: Camembert Haze, Washed Rind Wave, Limburger Lob, Reek Cone, Aged Filament, Amnesia Cloud, Putrid Arc, Permafrost Rind, Moonlit Masterwork, Silenceshell and Frostfire Reserve.
- Inkwell's Gift is back on the Scholar branch, with +8% Spell Power on spell hits and +8% status duration, up to 5 times. Oracle's Eye adds 25% Spell Power.
- Damage, heals, shields, summons, zones and Ward all grow with Spell Power. Ward's ceiling is still 40.
- Spell Power, a war cheese's Strength and Inkwell's Gift add together, so they don't multiply each other. A synergy like Putrid Inferno multiplies your build, but not Strength.
- Your own blast and friendly fire use a war cheese's plain damage, before Strength.
- Life Drain now heals 20% of the damage that gets through, so a hit stopped by armour or a shield heals less or nothing.
- Caster runs in the Monadic Descent will be faster now. Old rows on the boards stay.
Stronger cheese
- Rare milk, cultures and flora now make a cheese much stronger. One rare is x2, two are x3.5, three are x6, four x8, five x10, and six or more x12. Epic and legendary ingredients count as two rares, and mythic as three. Each kind counts once, and Arcane Rennet doesn't count.
- Age multiplies that. A cheese with a rare is x1.5 at 7 days, x2 at 20 days, x3 at 40 days, x4 at a year and x5 at two years, so three rares aged 40 days comes to x18.
- Strength raises a war cheese's damage, healing, shield and summons, and what you get from eating a cheese. It stops at x40, and sale value doesn't rise with it.
- A cheese with no rare is the same as before. Rind Wall, Smoked Gouda Fog and the Riftcheese take no strength.
- A Season Wheel's timed effect can run up to 4 days. Its lasting gift hasn't changed.
- Bench cheeses you already have get stronger now. A recipe war cheese or table cheese you finished before this patch stays as it is.
- A cheese with a rare keeps ageing on a rack or in your cave until you take it, and walking into your own cave won't take it by accident.
- The vat, press, bench, cave, Recipe Book and Help all show how many rares a cheese holds and what its age adds. A cheese on the Cave's rack shows what you'll really take, with its rares, its age and the cave's quality.
- Speed, damage and armour from food and drink don't stack any more. Only your strongest of each counts, so a second damage cheese adds nothing unless it's stronger. A weaker one counts again when the stronger one ends, but a new meal still replaces the last meal's buffs. Living Apothecary keeps the larger amount and adds the turns for these three. Comet Curd's and the Starwheel's night speed don't add to a food speed buff either. Books, a perfect ale pairing and the Grand Opus's lasting damage and armour still add on top. (__hariel__)
- A strong cheese raises the Monadic Descent's difficulty. x18 makes it at least 6 of 8, and x30 or more makes it 8. It counts in your pack, in a quick slot, and after you eat it while the effect lasts.
- In the Cheese Cave, a click now places or takes out a cheese, and the window stays open so you can lay down several in one visit. (cecilia2020, .socran, Dr_Bicinium)
- Two grades of one cheese sit side by side in your pack again, so a bought Stilton and the Fine one you made stay apart. (madness5520, tthfry, __hariel__)
- An ageing cheese's card says what it does, such as "When you eat it at Standard quality: +4 vision for 150 turns". (madness5520)
Calmer wilds
- Nights have about a third as many encounters as before, and they come in waves. After an encounter you get a quiet spell, so a kill isn't replaced straight away.
- Roads are much safer, with about a quarter of the wild's encounters and usually no more than 2 creatures at a time.
- Dangerous country has shorter quiet spells, bigger groups (up to 6) and worse monsters.
- Where you are matters more. Deserts, tundra and snow are the quietest, plains and hills are calmer, forests are busier, and swamps are the busiest.
- Chopping, mining and fighting make noise for up to 30 turns, and whatever turns up walks to the sound. Sneaking keeps you quieter.
- Fewer creatures at night also means night-only creatures are a lot rarer, and night hunting gives less XP.
- The creature an open bounty names turns up more often while the bounty is open.
- Quest givers near home don't ask for wolves that don't live there any more.
- The danger line now says Night: more hostiles.
- Rest until dawn ends when it's really light and the night's creatures are leaving. A vampire wakes before sunrise, with a line that says so. (fozzyorb, _shim_panze_)
Item cards
- The first card you see now shows every stat, every loss in a comparison and every rule. Cheese, food and materials show in full, with nothing left behind More. (zvnxtt, tthfry, .socran)
- New setting, Settings -> Gameplay -> "Show full item cards". The pack, chests, trade, the forge, the spell belt and the quick slots all show the whole card straight away. If you keep opening More, the game points you to it once. (samv123, madness5520, moonmoon, zvnxtt, y0l042)
- Every weapon rule has its own line. A whey blade's card now says it deals less damage the more Manna you hold.
- A tall card on a small screen stands in two columns, and a card taller than the screen stops at the window instead of running off it.
- The trader keeps a comparison on screen while you read.
- Chests and cheese stations open cards in a quarter of a second. (zvnxtt, tthfry)
- The Vat, the Cave's rack, the cooking pot and the Germinator show item cards. (madness5520)
- The ? key opens More on stat tips, on AZERTY keyboards too. The / key opens More in item windows. (zvnxtt, tthfry)
- Ctrl+Shift+I used to turn every item card off. It doesn't now. (Socran)
World map, quests and finding things
- On the world map, pick a row in the legend to hide that kind of mark, and Show all brings them back. The game keeps your choice between sessions. (avocado8716, .socran, tthfry)
- The Quest Log has a Ready tab with a count, listing the quests you can turn in now. (czarek_ekler)
- The workbench and forge have a Craftable only check that lists just what you can make right now. (jerf3246)
- New setting, Show travel steps in the log. Turn it off to hide the walking lines. (.socran)
- Wanderer's Guides now mark the beast they the mention, and they work from the Old Mouth, a dungeon or a ship. (_shim_panze_, .socran)
- If a guide's beast isn't in your world, the book says so and marks the nearest one you haven't met. A book with nothing of its kind in your world says so and marks a place instead. (_shim_panze_)
- Ask the way now covers the library, herder, chandler, herbalist and guild hall, and if there's more than one, "Where is the other one?" tells you where the next is. A building nobody keeps still gets you directions. (dakkadakkawagh, .socran, y0l042, ghraemdal)
- When an animal or friendly person blocks a narrow lane, auto travel takes another route, up to twice a trip. (madness5520, tthfry)
- If you press towards a river's shallows with only a big ship in your pack, the game now says "The water here is too shallow for any boat you carry." (zvnxtt)
- The Stormcaller and Ironwall Schematics now say that no forge or workbench makes their sets. (.socran, tthfry)
Animals and your homestead
- You can cull animals from the Animals panel (P). Mark a whole kind or a few, confirm, and it takes one turn. (pcspiker)
- Breeding stops when a pen is full, at one animal per tile, and the Animals panel shows how full each pen is. Calves stay inside the fence. (madness5520)
- An animal at a gate steps aside to let you in, if it has room. (madness5520)
- A taming rope doesn't work on a wild Moon Hare, Frost Ewe or Ember Auroch any more. You have to befriend them. (tthfry)
- A hired farmhand now works at your home, and one you hired earlier moves there. The Hire Farmhand row says how far they reach and what they cost. (gobeers, Socran, Formerly Dr Kang)
- Woodcutters don't get boxed in by their own tree farm any more, and anyone already stuck walks out when you load. Tired woodcutters go home to their cottage, and town woodcutters stay out of your base. (bancheis, yjn1405, bdubya, madness5520)
- Undo Build now takes back a worker cottage, and most builds from one sitting (up to ten) while Build stays open. You get back what you paid yourself, and anything taken from a nearby chest stays spent. (madness5520)
- Sow turns a comet crater's scorched earth into tall grass, so you can build there again. (madness5520)
- A small pond now holds one fisherman for every ten tiles of water, and the rest fish somewhere else. One pond could end up with about 40 of them. (pcspiker, _shim_panze_)
- You can see past a planted tree until it's fully grown. Arrows, spells and creature sight pass it too, so it's no cover yet. (datsheeptho)
- Harvest Area skips plants you can't pick right now. (bancheis)
- When the game lagged, holding a direction into a drying rack or a dungeon plant could harvest it over and over and duplicate your hay or mushrooms. It now takes one. (thesquirrel_74982)
Co-op
- Everyone in a party needs to be on 0.36.0.
- Going through a dungeon mouth, a cheese cave, a holdfast gate, an inn door or a stair no longer pulls your party along. Everyone else gets a Go together / Not now card, and you all go once everyone says yes. One Not now and nobody moves. A downed player is still carried along, and an arrest still takes partners with it.
- At a dungeon mouth, a guest can also choose to go in alone, and the party keeps playing above with no card. Take the stairs up from floor 1 to come back with what you found. Nobody can follow you in until you come back out, and the party can't go in anywhere together while you're inside. If you quit or the host saves and quits, what you found is lost. The host can't go in alone yet, because the host's machine runs the world above.
- In a long-played world, a guest could get stuck on "Save not confirmed" with Alt+F4 as the only way out. Save party should now work on big worlds, the wait matches the size of the world, and a failed save gives you Leave anyway. (hyperx69)
- In a party, Wayfarer's Whey or a Riftcheese used inside a dungeon or building you're sharing now shows Go together first and takes everyone with you. Nothing is spent until everyone agrees. A guest has to use it from a quick slot, and it's refused while a partner is in a cell.
- Any player can cull the shared herd, and the log names who did it.
Going home, quest rewards and gear
- Riftcheese now takes you home from a cheese cave, a dungeon, a ship or the Old Mouth. Eating it in a cave used to leave you stranded on a void tile with the cheese gone. (sleepysva)
- Wayfarer's Whey sets you down beside your campfire. Its hotkey now refuses the Old Mouth and Mahargekdar's Plane, as the pack does, and spends nothing.
- New setting, Homing Whey skips seeds. Seeds stay in your pack when you drink one. It's off by default. (ravenor., nalathnidragon, everyzig314)
- If your pack is full when a quest hands you something, the line tells you where the item lies, and it can't be lost. (inkykrillie)
- Cheese commissions now take the ingredients they ask for. They used to stay in your pack. (_shim_panze_)
- A legendary dropped by a roaming boss now shows its real name, and ones you already carry are fixed when you load. (.socran)
- Your cheese fire and poison auras leave your own summons and hired hands alone now. (trespiratesque, .socran)
Bestiary
- The Wild tab lists every creature it counts again, including the Mythic Beasts and roaming bosses that 0.35.0 dropped. Sorry about that one. (.socran, sleepysva)
- A creature now needs to be within 4 tiles and in your line of sight to go in your bestiary. A creature behind a wall used to count, so bosses you never met could show up there. (.socran)
- Most creatures' descriptions now show in a pane beside the list, and I've corrected some text that mentions some legacy systems and experimental features / items that are either in development or were removed from the game during earlier stages of development for whatever reason (sleepysva)
Controllers
- The Notice Board's Hand in here rows take the D-pad now. With nothing else on the board, you couldn't reach a ready contract. (tthfry)
- The pause menu answers the D-pad, A and the arrow keys during auto travel. (tthfry)
- RT now hides or shows the item card in the trader, the mailbox, the auction house, a player trade and the cheese stations. In the trader it used to buy or sell the row you were on. (tthfry)
- Amelia's Grace chapter closes on A and RT. (tthfry)
- Holding A won't answer Cull, Release, a Confirm menu or a letter's Pay button by itself any more.
Voices and first person
- New setting, Settings -> Audio -> Character Voice. Pick from five voices, A to E, for your character's hurt sounds. A is the voice you already know, and selecting another plays it so you can hear it.
- In first person, land no longer tears through a far shore as broken dashes.
- In first person, names over people's heads are crisp at any screen size, and that goes for co-op partners too.
Long sessions
- Long sessions should stay smoother, especially in towns and by water. Please tell me whether it helps. (moonmoon, .socran, dimensional_ouroboros)
- Leaving 2.5D gives its graphics memory back. (moonmoon)
- A growing pet, a silk spinner or a baby in the stable used to add an extra full redraw on every turn. Now it only happens on a turn when something changes. (dimensional_ouroboros)
Cards, tooltips and Help
- Point at your wood, stone or crystal and the tooltip says what it's for. The crystal tooltip also says how to get more. (vitokinator)
- Material cards say what each material is used in. If all it's good for is selling, the card says that too. (fladelade, torentarra)
- Tool cards say what a better tool really does. An Iron Hatchet's strike on a tree counts as two from a plain hatchet.
- Build cards use plain words, so a Woodcutter says "Wages: 1 gold every 5 turns" and a Trap says who sets it off.
- When you can't afford something, the game says what you need, such as "You need 6 wood and 2 stone."
- Quest objectives name who to bring goods to, and a fine names the settlement whose notice board takes the payment.
- Spell upgrades, perks and Arts spell out what they do. "+50% evasion → crit" is now "+50% of evasion added to crit chance". (madness5520)
- Help's Build page has a Your Home section. You don't need a deed and you can't buy a house. Your home is the campfire or hearth you set as home. That fire can heal you, and Homing Whey sends your goods to chests close to it. (enwehr)
- The Glossary has new entries for the Home campfire, the Homestead Ledger, the Reserve Cellar, Level and the Monadic Descent. (zenoshi, naikhou., bobinhedgeorge, enwehr, juh9870, hmliveira)
- Help now covers shearing wool, how a mine pays you, where hay comes from, and paying off a blood-debt. (deadcatbf, trevelyanheart, berserkr666, zvnxtt, .rarehuman, valdrrak)
- The Old Homestead Deed does nothing, and its card says so. It's off the Wanted board too. (enwehr)
- The rack and the bench use the same place names for a long lay, so the Winter sleep lay says tundra or taiga in both. (madness5520)
- Look text on water tells you that you can swim deep water at half pace, and that items can float out of your pack.
Smaller fixes
- Wheels of War crashed the game at 90% Interface size. Fixed. (heckinred)
- A town could be drawn wrong until you reloaded, such as Roquelle showing as a different city. I've fixed one cause of this. If you still see it, please send me your save. (sleepysva, hyperx69)
- The Forge's reroll card now shows the chance every stat gets better, as well as each stat on its own. (bancheis)
- Monadic Descent run times show seconds. (trespiratesque, ultramoist)
- The Mastery board's haul only counts what a descent gives you now. Buying back something you sold, catching an item that floated away, fetching a thrown javelin, studying a scroll and buying from a shelf don't add to it. (__hariel__)
- The Status tab shows Botany's XP to the next level, and Botany and Sneak show (Max) at the cap. (.socran, tthfry)
- A Sporeling marks plants within 5 tiles on the minimap. (.socran)
- Take Wing is listed on the wyvern's card, and PageUp and PageDown scroll the card. (.socran)
- Scrolling over a dialogue doesn't zoom the map when it closes any more. (jojoknob)
- In 2D, anyone asleep on the floor keeps their head now. A sleeping child used to read as a blue rat. (ravenor., jonaway1988, __hariel__)
- A carried shield stands in front of your armour. (zvnxtt)
- In the cooking window, a click on a row ticks it and the row's cook button cooks it. Before, a near miss could cook by accident and waste your ingredients. (valkreign, tthfry)
- Someone standing on a lantern or torch used to get its description on their hover card. Now the card is about them. (datsheeptho)
- A ship could double in your pack or vanish if the game ate food for you on the same turn you boarded or landed. Boarding and landing now move the ship exactly once. (.socran)
- Brewmaster's save now works on food and drink you use from your pack. (bancheis, madness5520)
- A vampire who dies of thirst wakes with 80 blood, the amount they were turned with, so the thirst can't kill them again straight away. (.socran)
- Vertical bars are gone from the sides of cards and rows. Changed numbers at the affineur's bench get a stepped outline, and the world map legend shows each biome's colour as a square.
- Chests don't show Protected or EXPOSED any more. Nothing steals from a chest, so a roof over one doesn't matter. (torentarra)
- Demolishing a town's building warns you when it would cost you the right to build in that faction's settlements. Before, the warning came at the wrong reputation.
- The Affinage Arts button stops counting Insights you've already spent on perk reroll tokens. (tthfry)
- Striking a tavern patron shows AFRAID! rather than HOSTILE! and WANTED, because only that tavern's patrons react, and the Attack menu says so before you swing.
- The worker wage tooltip includes your Counting House discount.
- Toggle Build Placement in Controls is now Build Cursor On or Off, the same name the Panels menu and Help use.
Known issues
- With Detailed characters off in the display settings, long sessions don't get the full improvement yet.
- With Show full item cards on, a few cards can still be cut off at 1024x640 with Large text. I don't quite know how to fix that (yet)
This is a hotfix update that irons out some issues with the world map changes in 0.35.0 and does a bit of polishing at the same time to the map.
The big headline for this is that I made a big design decision today. For a long time the world map has had a fog of war, so you had to explore it to reveal the map. While intended to give a sense of completion and revelation of the unknown, at the end of the day it just isn't that great of a design choice. I mulled over this for a few weeks since the launch, and today it is going in, so the full map will be visible.
Rest assured that it only reveals the names and icons for things in the world once you've explored that area. So you still need to explore to places to see what's there (or get a rumour pin if you hear about them), but the world map makes the terrain type clearer, and you get to see the whole continent, which to my eyes looks nicer and doesn't drastically change gameplay.
A few more notes on various fixes below as well as credits for those who reported them - thanks so much everyone.
Thanks for reading and playing,
Tim
- When zoomed in on the map, it now shows the buildings you've seen and every building near a place you've found. Other buildings stay hidden until you see them.
- Place names (i.e. the text for them on the map) should be much crisper and cleaner at every zoom level and a city's name is bigger than a village's so it stands out better and signifies importance (madness5520)
- If two names need the same spot due to the locations being close together on the map, the map hides one of them but it keeps every icon so you still know they are there
- Zoomed in, flower meadows show as patches with flowers in rows instead of loose specks and also grass is one colour. This should make things less splotchy (madness5520)
- Woods and flower meadows stay in the same place when you zoom in close, whereas before they had a bit of jitter going on
- Roads stand out on every kind of ground, from snow to desert etc. A road that you have discovered will has a dark outline, and a footpath is a row of grey dots. I think that looks OK, or at least better contrast. A road that you haven't uncovered yet is a thin dashed line. (Umbral Reaver, Socran)
- Roads show at every zoom straight away instead of a after a delay when you stop moving the map. (FozzyOrb)
- After you choose an ending where one side something something [handwaving due to spoilers], the map now shows that side's colour as a light tint instead of a grid of dots. (sleepysva)
- I did some optimisation while I was at it. If you are on a slower machine or device when you are zoomed out on the map, it should move more smoothly I hope.
It's been a long week. I don't have much left in me for these patch notes, so they're a bit bare bones sorry. I have spent all my dev time this week improving the UI and removing flavour from the in-game text to make it clearer. I hope it helps. Thanks everyone who has given support and constructive feedback. The reality is that I'm one man doing all this. I have a full time job and a young family and the game has been out in Early Access for 2 weeks now. I try my best and I hope the game brings you some joy.
Have a nice weekend,
Tim
Clearer words
- I've reworded text across the game to make it easier to read - a lot of flavoursome language has been reworded just to focus on mechanics and information. When I set out to write the text in the game I envisioned it could be something Tolkienesque, specifically the Silmarillion in tone. Since I'm not much of writer, I've shelved that for now because it hasn't worked out and has caused a lot of problems. If I can find someone who can actually write well and employ them, I'll do that later on. For now, I'm just going to keep rewriting stuff as I go through it, so that it's at least clear even if it's not as interesting maybe.
- Character creation is also easier to read and some of the UI boxes have changes to help them be clearer
- Did a bunch of search and replacing to make sure terminology in the game is always consistent. Various parts of the world used to call things differently because it's not a monoculture on Cantal, but now they just use the same terms, and so does the game UI.
- When you walk into the village, the main story's first stage now completes whereas before it waited for you to stand near one spot, which could be a river or some other unexpected/weird spot.
Edit HUD
- The Edit HUD bar has three layouts at the top: Minimal, Standard and Full. If you made your own layout, the Custom button brings it back. (nokturnal)
- Edit HUD is now in the pause menu and in Settings, as well as behind the padlock at the top left. (nokturnal)
- You can move and resize panels in Edit HUD with a keyboard or controller too
- If you hide a panel with its red x, the Hidden UI elements always bring it bac even when the bar is tucked away. (nokturnal)
- Your cursor's name card sits beneath the HUD panels now so it stops covering the quest tracker. A new setting turns it off - "Show the name under the cursor" (nokturnal)
- The Tab and ? UI elements under the log used to walk your character when you clicked them. Both are real buttons now. (nokturnal)
- The hint strip stays on one line and off your character's tile, the log shows whole lines, and hover cards keep clear of the HUD panels.
Settings and controls
- Settings has a search box at the top. You can a word to find a setting on any tab and go straight to it.
- Each row in Settings fits on one line. A pane beside the list explains the row you're on and shows its default
- Controls are grouped by where they work, such as Moving, Spells and Building. Use Show to see one group at a time.
- You can search the Controls by key just like Shift+F. Or select Press a key, then press any key or controller button to see what it does. (nokturnal)
- A new Conflicts view lists the controls that share a key or button in the same place
- When Controls asks you to press a button for a control, Escape now cancels that instead of closing Settings.
First time tips
- The first time you encounter a a new part of the game, a one line note with "learn more" now appears at the top left. It replaces the card that used to pop up over play. A note waits if you're in a fight or have a window open. (.knifee)
- The cards behind Learn more are much shorter. The Lessons panel keeps every one you've seen, so you can read it again.
- On first-time cards and war cheese cards, words from the Glossary are marked in orange. Point at one, or step through them with the arrow keys or D-pad, to read what it means in one sentence. (nokturnal, Keyo)
- Notes you haven't read are still there after Save and Quit, and in co-op each guest gets their own ones
- If travel keeps stopping for hostiles, a tip tells you, and Learn more takes you straight to "Stop travelling when threatened" in Settings. (Break it down Bob)
Cards, spells and traders
- Every war cheese has a plain line under its name that says what it does, on its card on the belt and in the Spell Belt window. The names haven't changed. (nokturnal, Keyo)
- Item cards in the pack, chests and the forge show a short summary first. More (? on a keyboard, View on a controller) opens the whole card. On a Steam Deck a long card used to run off the screen.
- Stat UI elements on the character sheet open their breakdown with the same More.
- Traders now show a list with a detail pane beside it. Each row has a name, one fact and a price. The pane shows the item's card and what buying it would change, like how much gold you'll have left.
- Cursed pieces show both halves of their pact on the summary: what the curse took and what it gave you.
- If a perk gives you a charge that none of your perks uses yet such as Ember, it now says what happens next i.e. "None of your perks uses Ember yet. Level-ups now favour perks that do." (Vomgnar)
The world map
- Roads are back on the world map, drawn over the fog as clear lines so it's yellow for main roads, peach for tracks and dots for paths. For terrain you haven't explored yet a road shows as a dotted hint (palpablebrush26)
- Clearing one dungeon no longer dims the whole map. (palpablebrush26)
- The Factions and Biomes filters show their regions on the world map again. (sleepysva)
- Every kind of tile now shows on the world map, including your mine, barns, comet craters and houses. The map updates when you build something or the world changes. (madness5520)
- On slower machines and very large screens, the map opens much faster. If a machine can't keep up, the map draws at half scale, still in whole pixels. (kendacity)
- An ending you commit to at the Undermaw shows on the world map, as it did on the old map
- With a keyboard or controller, you can now pick a single biome or guild in the map's legend. Press J (View on a controller) to move into the legend.
Controllers, keys and first person
- In first person on a controller, swap weapons with L2+RB and switch to your harvest tool with L2+LB. RB and LB work the hotbar in first person, so before there was no way to do either.
- In first person, the Interact key now opens the same menu as a right-click, so you can Fish, Tame and Enter the Rift from the keyboard. On a controller, Plan a build opens the same build wheel as in 2D.
- When the look cursor is up, Confirm walks you to the tile under it. You can send your character a long way with a keyboard or controller, the way a click does.
- You can sort your pack with a keyboard or controller too. Press Up from the first row to reach the Type, Rar, Val and Name buttons.
- When you hold L2, the legend lists only what works in the view you're in. If you play with a controller, prompts show controller buttons.
- If you rebind a key, the toolbar, its tips and How to Play show your key instead of the default.
- The Cheese Vat, Cheese Press, Cheese Cave and Germinator now have the Use row their hint mentions, from right-click, the Interact key and a controller.
Screen reader
- In Settings, the screen reader reads each row's name and then its one-line summary. also, it reads the tab's name when you change tabs.
- In the Controls, the screen reader reads the row you're on with its key and button, and tells you how many controls a search found.
- The screen reader reads first-time notes when they appear on screen. It reads a marked Glossary word with its meaning when you move onto it.
Companions and travel
- A pet standing on a pressure plate, the ship's wheel, the Old Mouth's stairs, a raid arch or a victory stone now steps aside when you bump it, so you can use the tile. Before, you and the pet swapped places. (trespiratesque)
- Summons, pets, ballistae and traps now fight a patrol that has turned on you. Curd Golems used to just stand there. (valdrrak)
- Hired soldiers now come with you when you travel by waystone, Waywheel, wyvern, riftstone, faerie ring or Wayfarer's Whey, as pets and herds already did. (bancheis)
- When you travel by waystone, Waywheel, wyvern or riftstone, the ship you were steering now comes along as one ship in your pack. Before it could be doubled or lost. (pcspiker)
- Press Alt+C to pet the nearest companion. For other devices/input it's in the Panels menu. (raider-363)
- Co-op guests can now ping any spot on the world map. A guest can show the host the X from a treasure map even on unexplored ground. (warrat106)
Towns, building and the Notebook
- The Mine's build card shows what one, two and three mines pay, what your current mines pay right now and what adding one more would add. Keyboard and controller players now see build cards too. (blackbird806)
- Demolish can now also demolish a Tree Farm, and the trees stay standing. (madness5520)
- The Crew Roster now says why a crop tender is idle. Either their chest has no seeds, or no farm plot is within reach of the chest. (gobeers, Grumolch)
- Clicking a cottage door to place a hired worker now puts them beside the door, not in it. (Grumolch)
- On the notice board, the cottage row now says what's missing. Its Fund It button stays greyed out, and its tip says why. (fredc)
- Journal and Notes is now in the pause menu, with the same name in the Panels menu and the Controls (chewer, SGM)
- for people who couldn't find their notebook in the game, the Cheese Press and a few places other now tell you it's a page on the affineur's bench. (Vomgnar)
Quests and fixes
- If you abandon the main story's second stage, you can now get it back. Before, it was getting lost for good. I'm sorry about that in particular, if it caused you problems in the game
- Caseine's quest now takes any war cheese you've made. It used to take only one from the Rot family.
- After you beat a dungeon's boss the dungeon keeps its other monsters when you save and quit the game. They used to vanish when the the game loaded back in. (pcspiker)
- A road caravan's merchant now stays with their mule and caravan hand. Before, the merchant could vanish and leave the other two stranded. (trespiratesque)
- The Tres Piratesque achievement now counts a cache dug from a map you've since dropped, sold or destroyed. (pcspiker)
- The gold count on the top bar now goes past 9.9m, so it can read 10m, 123m or 1.2b. (__hariel__)
- The Wild tab in your bestiary now lists every creature it counts, including dungeon creatures, bosses and raiders. (ghraemdal)
- When you pick Fish beside your boat, you now cast into the deep sea, the same as pressing F. (4pt)
- In co-op, a player knocked to 0 HP by a dart plate now goes down and can be revived. So does a vampire burnt by a shrine or garlic. They used to stand frozen at 0 HP. (C0deRen)
- If a waystone in an old save has lost its owner, bump it to make it yours.
- RIND WARS now draws its crossed swords as a pixel icon because an ascii fallback char was causing rendering issues before
- Pointing at the spell belt's mastery strip now shows its tip, and a count of one reads "1 tile", not "1 tiles".
I hope you've had a nice weekend. This is largely a hotfix type of update, with a focus on fixing critical bugs and polishing parts of the game that were either a bit too rough around the edges still, as well as adding one or two features that I want to get a start on.
A heartfelt thanks to everyone who submitted bug reports and making suggestions. I am working hard to get as many as I can done each day, so if yours isn't in here please know that I have it jotted down, and I will be getting to it as soon as I possibly can.
Tim
Fixing issues with loading the game on some machines
- On some PCs, 0.34.0 played the title music but never opened its window. The window now always opens and the new Interface size is applied once it's up. (jetkhoo, flowkclab, iceblink, Dustlight_, tyloraw, Darkful)
Sailing
- You can now auto travel by boat. While you’re sailing, pressing Shift+X, or using the world map’s “Travel here” or clicking the minimap will all plan a route over water your ship can sail, and then of course take you there
- A voyage to a place inland stops at the nearest shore you can you step onto and tells you how far you still have to walk.
- On a river, "Travel" tells you to steer your Skiff by hand.
- On a ship's deck, Travel takes the helm for you
- Boarding a ship no longer sets it moving. It holds its position until you set a heading at the helm wheel, which now offers Hold position and Sail ahead. (bobinhedgeorge, danekjovaxutc5)
- A voyage stops if your hull takes a hit and sails past a predator that leaves your ship alone. A co-op passenger is told who has control of the helm.
- Big ships no longer get turned back in open sea where a river flows out. A river's size limits now only apply on on the river itself. (Zephyrus)
- Help now says the deck autopilot sails at about a third of the hull's speed, whereas before it used to say full speed.
Saves
- Importing a save always makes a new world now. It used to write over your newest one. I'm so sorry about this for anyone it affected. A name that clashes gets "· imported" added. (samv123)
- A world you deleted on one machine or a Permadeath character who died no longer comes back from Steam Cloud on your other machine (_ohyou)
The Old Mouth and Settings
- A statue now stands in the Old Mouth for every supporter of the game, in a gallery in the north cave above the plaza. Each one is named on its plaque, on Look and on its hover card. This is the first of a few in-game perk "thank yous" for the people who supported the game on Ko-fi. If you're reading this and you supported the game on itch.io back in the alpha days, please get in touch with me because I'd like to add a monument to you as well, with your permission.
- The first time you go into the Old Mouth, the game asks first: Enter, Enter offline, or Not now. (__hariel__, tthfry, enwehr, moonmoon)
- New setting, Settings -> Gameplay -> Online -> "Keep the Old Mouth offline". You join no hall, nobody sees you and you see nobody. The Exchange, Wanted board, Post Office and chests say they're closed while offline, and the stalls still sell. (__hariel__, tthfry, enwehr, moonmoon)
- New setting, Settings -> Audio -> "Mute in the background". Every sound goes quiet while the game's window is in the background. Off by default. (proteinpauly, naikhou.)
- The pause menu shows the game's version. (tthfry)
Frame rate
- At a 30 or 60 frame rate limit, the menus and the HUD now animate on the same beat as the game. Before, they kept the window drawing at your screen's full rate, so Steam's counter read well above the limit. (moleuk, tthfry, shtacks, ghraemdal)
Combat
- A Mirror Sentinel reflects a share of the health your blow actually took off it, not the size of the swing. A 4,000 crit used to send 1,600 back. Its bestiary entry now says what it really does. (ghraemdal, naikhou.)
- In co-op, a player knocked to 0 by a reflected blow is now down and can be revived. They used to stand at 0 HP.
- A Rind Cultist's red patch disappears when the cultist dies or stops casting. (jojoknob)
The Monadic Descent
- Picking up loot that's lying on the way home no longer makes the way home vanish and leave you stranded. (pcspiker)
- The dragon sees you with its whole body and aims its breath through gaps, so standing beside it is no longer safe. (pcspiker)
Finding things
- The Moonwell shows on the world map and the minimap once you've found it.
- The line about a mythic beast nearby only appears once the beast is actually on your screen. It used to fire for beasts far out of sight. (isthataesy, ghraemdal, trespiratesque, thesquirrel_74982)
- Fresh Blood and a filled Glass Vial join the stack on your quick slots the way potions do. (ghraemdal)
Trading, chests and crafting
- A trader's Buy tab has the same category filter as your pack. (petter7980)
- In a chest, Backpack, Seed Pouch, Wheel Belt and Tool Roll are buttons that show one holder's things at a time. (y0l042)
- Each chest remembers your filters until you close the game. (jojoknob)
- VS EQUIPPED counts the set bonus a swap would turn on or off. (winekasra)
- At the workbench and the Cheese Press, "You have" also counts what's in the storage they craft from.
- The workbench's compare card shows the recipe your cursor is on, past the first group too.
- A Working Cheese Cave rack takes a Deepvault Reserve. (pcspiker)
Words, cards and lessons
- The five story cards at the start read as one story in order, not as a choice to pick from. So hopefully it's less confusing for new players - sorry about this one. (matakusis, ghraemdal)
- The Shadow says what his lesson is before anything about lockpicks. (pcspiker)
- The Angler hands over one lure of each kind, since lures are never used up. (pcspiker)
- The Drillmaster's training dummies stay off lanes and out of doorways. (pcspiker)
- The Rind Wall's card says what it stops: nothing can walk or be pushed through it for 10 turns, and spells and arrows fly over it. (enwehr)
- A legendary tool's card shows its yield. The Heartwood Axe and the Earthsplitter say how hard they hit and how much more they gather. (pcspiker)
- Greaves of Valor and Seawalker Greaves show a greaves icon, not a boot. (pcspiker)
- Walking away from the water menu (Drink, Fill pouch, Fish, Swim) closes it and takes your step. (danekjovaxutc5)
Other items
- In The Crossing, cultists and Marsh-Walkers keep their own names now. They were picking up body and size words meant for animals. (trespiratesque)
- The arrows on the opening story cards sit under the caption now, so the five cards read as one story you page through, not a choice.
I'm thrilled to be bringing you Roguefort 0.34.0, jam packed with a few things I couldn't get done before Early Access launched, as well as a whole bunch of bug fixes and QoL changes, along with some community suggestions fulfilled.
Thanks to everyone who has submitted a bug report or suggestion. I'm sorry I can't reply to each one but I am grateful for every single one and if I haven't gotten back to you, I'll drop a note as soon as I can, or just check the patch notes below for your name :-)
The next week I will continue with bug fixing, but I am going to start research in earnest how to get MOD SUPPORT going for the game. This will provide something for the modders who are already doing mind-bending unofficial mods, and provide the level of moddability and creative freedom to modify the game that I promised in the roadmap as we chug along to 1.0 in October next year.
Thanks for playing and have a safe and happy weekend.
Tim
A new map of the world
- The world map is now a pixel art fantasy map rather than the placeholder vector-y looking map I had in there before. While easier to draw and render, it was not what I wanted. BUT NOW the map has proper pixelated mountain ranges, forests, coastlines and towns. It's the new default for every save and doesn't affect anything other than how the map looks and feels.
- Zooming glides with the mouse wheel or trackpad and settles on whole pixels, from the whole continent right down to the tiles around you. The map has four levels of detail and fades from one to the next as you go in, hopefully smooth as butter
- Quest marks on the world map are solid pins with a gold rim now where they used to be to small faint symbols that weren't that readable. (todesbart)
- The new map style works across other games modes too so it's no just Adventure mode
- Some technical stuff to make map rendering smoother and snappier in the old feel department
- Oh and also you can always switch back to the old map, if you really want to, as it's in the settings.
The minimap
- The minimap shows an arrow for the way you're facing, which should make first person a lot easier to find your way around in. (Bamboodium, Val, JLOST, juh9870)
- Places, waystones, your home and quest pins on the minimap use the same pixel icons as the world map. It's all about consistency, if I can remember to do it
- The arrow at the minimap's edge that points to something off the screen used to sit on top of its own distance at large text size, but now the distance sits beside it now.
Big screens and small screens
- Playing on a 4K screen at 100% Windows scaling the maps used to shrink into a corner while the world grew. The new map size setting (Settings -> Display -> Maps) fixes that, such that "auto" doubles the minimap, the world map and everything on them at 4K, or you can pick anything from 100% to 300%. At 1080p, on laptops and on the Steam Deck nothing changes. (todesbart)
- The new Interface size setting (Settings -> Display -> Interface) grows the whole interface, including the top bar, the quick bar, the log and every menu, while the world view keeps its size. Auto picks 200% on a 4K screen at 100% scaling and 100% at 1080p and on the Deck. (todesbart)
- Interface size goes down to 75% and 90% as well, for a small screen at a high Windows scaling where the skill slots took up half the screen. (Lodin)
Learning to make cheese
- One of the most dense and confusing systems of the game got a glow up! Cheesemaking is taught in a much more accessible and easy to understand way now. The Cheesewright's lesson tutorial provides players six steps from building a Cheese Vat to eating your first Herb Curd (GMJoe, xxturiflower47xx)
- If you already did the totes then a travelling affineur will walk up to you once and offer the course and you can do it or decline it
- Every village in a new world has a herder, so the goat milk the course sends you for is always somewhere to be found, where before it wasn't so reliable to find
The Cheese Vat, the Cheese Press and the bench
- The Cheese Vat gets a glow up too. Now it lets the player know the milk and the culture it's about to use, says both get used up and how often the culture comes back, and has a Start button. (danekjovaxutc5, rovingrover, obiwankentucky, tthfry)
- Hover or Inspect any recipe in the Cheese Press to see the card of the cheese it makes at your curd's quality before you press it. The press has a Press button too. (danekjovaxutc5, hyperx69, rovingrover)
- On the affineur's bench, the recipe sits beside a fixed "What this wheel does" card with the cost underneath. Every field explains itself by hover, keys or pad, and the bench has its own first-time card and Help page. (jojoknob, tetraphyte, tthfry, ungyhy)
- Your wheels, a new page on the bench, lists the wheels you've pressed, and they sit at the top of the press's known cheeses list as well.
- When the bench hides a heart herb it tells you which curd that herb needs. (madness5520, ghraemdal, nalathnidragon)
- Fine and better cheeses show on their cards how long the effect really lasts at that quality. (hyperx69)
- One bump of a milking stool milks every ready animal of yours in a 5x5 square, unless a wall is in the way, and also it tells you once what you got. (madness5520, ghraemdal)
Cheese recipes and the Recipe Book
- Herbalists teach the meadow cheeses earlier. A village herbalist's Herb Curd or Blossom Curd commission also teaches the Wrinkled, Vanilla and Shimmerleaf Chevres
- In the Recipe Book, the Cheesemaking page shows the curd styles each press takes, ticks off the flora you're carrying and gives the press and ageing times. Pick any cheese you know to read how it's made from start to finish. (danekjovaxutc5, hyperx69, Hlord)
- Help's Cheesemaking page is a bit more of a proper reference manual now and has new page for the affineur's bench and a cheese section in the glossary.
- Every cheese item in your pack says what it's for. A vat curd names the press and the quality it makes, a Herb Curd says no press takes it, and a culture also states which curd it makes.
- Vat curds are filed under Materials in the pack, chests and shops, since they go into a press and aren't for eating.
- Castable cheese is called War Cheese everywhere and the build list calls the stations the Cheese Vat, Cheese Press and Cheese Cave like everything else does
Ageing and affineur rank
- Every finished cheese counts once toward affineur rank, including wheels off an ageing rack or a moon rack and cheese made at a workbench.
- Finishing a tier 4 wheel's ageing in your pack earns A Wheel Takes Its Voice, and a Master Affineur cheese aged in the pack counts toward the set. A war wheel pressed at a press can't stand in for a set cheese any more.
- "Your X has finished ageing!" shows once when a wheel finishes in your pack. In co-op it shows only on the screen of the player whose wheel it is.
- Two grades of the same cheese stay in two stacks, so a Masterwork wheel can't join a Fine stack and change its grade. The Old Mouth vault keeps them apart too. Stacks that already merged in a save stay merged. (tthfry)
- Cheese that finishes ageing in your pack joins the stack you already carry, and a padlocked wheel stays padlocked. (pcspiker)
- Arcane Rennet is always used up as its card has always said.
- "Learned a cheese recipe" only shows when you've actually learned one.
- The ageing rack tells you when its spot doesn't count for the long lay. Only a rack in tundra or taiga moves a Winter sleep wheel. (madness5520)
The Hall of the Fallen
- Every Permadeath and Hardcore character you lose gets a grave in the Hall of the Fallen, a new page in Records on the title screen. Pick a grave to see its card, with the character drawn in their own gear. Graves are kept apart from your saves and shared through Steam Cloud.
- A one-life game over is a grave of its own now: GAME OVER, your character beside a gravestone, "Here lies" with their name and level, the run's figures, and Final moments, the last ten turns of the fight that killed them. (ravenor.)
- Game over screens name what killed you now. They used to show the last line of the log, which is how a character killed in their sleep ended up with "Too dangerous to rest" as the cause. (corestar)
- Return to Menu stays on screen on a Steam Deck however long the character's name is.
Skills, pets and powers
- Vampires can store blood now. Fill an empty Glass Vial from your blood meter to make Bottled Blood, 25 in and 25 out, and it never takes you below Starving.
- Charm someone as a vampire and they ignore your trespassing for a while. Thick forest halves the sun's damage too.
- Stealth ranks all work now: Skulker's cover bonus, Shadow's sight while sneaking, Phantom slipping past sleepers and making a searching foe give up after 3 turns, and Nightblade getting past keen senses (but not a boss's).
- Eight companion abilities work now: the dog's bark, the hound's swimming, the canary's warning, the cat slipping through trees and rocks, the wolf's night damage, the stag's ring, the golem's cheese heal and the sporeling's map.
- Killing cave folk costs you standing, and cave staff see you steal.
- Every aura you wear ticks, and Terroir Attunement always adds at least 1.
Sleeping, now quite a bit safer
- Any hit wakes you from a rest now no matter where it comes from. A slinger shooting through a hut's door could kill a sleeper at full health without waking them. In co-op, a hurt partner wakes the whole party. All for one and one for all!!! (corestar, moleuk, ghraemdal)
Smoother movement
- Holding a direction key in 2D could sort of jerk the view every few steps. Your character now stays put on screen while the world moves under them.
- Held movement used to rubber-band, worst when zoomed out and in a long save. Fixed. (4pt)
- With Hop or Slide movement, the first step after standing still skipped its animation on slower PCs, but now it glides now. (shtacks, madness5520)
- Walking past a townsperson who's asleep, hiding or on their way somewhere swaps places with a glide, where it used to jump a tile.
- Sleeping through the night won't pop up "performance issue detected" any more. (pcspiker)
- Carrying a sealing wheel cost a whole extra redraw of the game on every step, and that's gone. Snow and leaves are worked out once a day instead of every turn, which helps most when you're zoomed out. (4pt, bobinhedgeorge, malmortical, harmonixer3811, moleuk)
- In first person and 2.5D, walking through a town lit by torches could freeze the game for a moment at each new light, noooo. But fixed now. (bobinhedgeorge)
- First person and 2.5D skip rebuilding the scene when nothing in it has changed, which cuts the work while travelling, in co-op most of all. (bobinhedgeorge)
- Opening the world map shows a LOADING window until it's ready, and it opens faster. The first open after a load used to show half a map. (madness5520, petter7980, ghraemdal)
2.5D and first person
- Tall grass, wild garlic, thyme and every other herb stand up in 2.5D and first person. You couldn't see them in either before. (dazawmbie, warrat106)
- Cages show the animal inside them in 2.5D and first person. (avocado8716)
- Clear weather in 2.5D has lost its grey haze over the world, and the moonlight round you at night is softer. (palpablebrush26)
- Rooms you've found by echolocation show in grey, the same as in 2D. (danekjovaxutc5)
- Arriving on a dungeon floor, the stair's glowing portal doesn't hide your character any more, and in first person you're not standing inside the arch.
- Ice in the Frozen Depths is a dark slate indigo where it was a bright cyan checkerboard, and underground pools take the light around them as they do in 2D.
- Townsfolk show their asleep, at work and walking bubbles, and stockpile zones and a building's reach show on the ground.
- In first person, the crosshair names the foe your spear can reach two tiles away, with F to strike. (rubberychicken, danekjovaxutc5)
- You arrow on the minimap and the world map turns with where you're looking in first person. (juh9870)
- Look sensitivity and Invert Look show in Settings for 2.5D as well as first person. (juh9870)
- The 2.5D compass keeps clear of the quest tracker and you can move or hide it in Customize HUD. (eisenherz8874)
- At a galleon's helm the sea stays steady when the wind gusts. It used to whip back and forth, and got worse the longer you'd been playing. (bobinhedgeorge)
Co-op
- Everyone in a party needs 0.34.0. <<<<<< SEE I'M SHOUTING JUST TO MAKE SURE PEOPLE SEE THIS, SO DEEP IN THE PATCH NOTES WE MAY BE.
- Guests keep their explored map, spell belt and map marks when they rejoin. They used to come back to a blank map every time. (.shexara, hyperx69, valdrrak, dyciliathered)
- Every player reads each book for themselves and gets its XP and stat. One player's read used to mark the book read for everyone. (hyperx69)
- A partner's pets wait in the stable when that partner leaves, and come back out with them when they rejoin. (bobinhedgeorge)
- Once one player has picked a house door, it opens for everyone. (bobinhedgeorge)
- Hosts and guests see the same town. Two players could end up looking at two different layouts. (trespiratesque)
- Guests get the host's dungeons and camp, so dungeons land on the map and "Discovered" doesn't keep repeating. (naikhou., pcspiker)
- Each player's forge prices go up only with their own rerolls, upgrades and affinage. (naikhou.)
- Two players waking at the same stone are set down on separate tiles. (warrat106)
- Guests can step past a sleeping or busy townsperson, the same as the host.
- Hosts used to send the same round to every guest again after each turn. They send it once now. (bobinhedgeorge)
- The attunement bench's list keeps its place while other players take their turns. (bobinhedgeorge)
Controller and Steam Deck
- Controllers the game didn't pick up until you held a button now wake after a few taps. (tthfry)
- L2 (or C on a keyboard) reaches walls, barricades and fences you built, animals you can rope, and what a village tutor teaches. All of these were right-click only. (_peanutbutler, tthfry, fozzyorb)
- L2 opens what you're facing, and holding the left stick picks the direction, corners included. (tthfry)
- RT hides and shows the item card in the pack, storage and the vault, and the card never covers the row you're on. RT doesn't equip in those windows any more, A does. (tthfry)
- In Build mode R1 cycles the structure instead of opening Panels, B backs out of the spell list L2+Y opened, and holding R2 keeps working at a tree or a rock like a held direction does. (jackswift11)
- A quick D-pad press after L2 could swap you with the townsperson you were about to talk to. Fixed. (tthfry)
- The world map's Waystones and Waypoints lists follow the D-pad, and A on the map opens Travel here and Set Waypoint Here. (tthfry, naikhou.)
- Every Sell button in a shop works by pad, with X opening the row's sell menu. (tthfry)
- LT+X on a quest offer opens the map, as its View on Map button says. (eisenherz8874)
- B on the rename keyboard deletes a letter and keeps the keyboard open. (tthfry)
- In the Terroir Shrine, B steps back a page, and every spell card fits on the Deck at Large text. (horth.panthur)
- Old Mouth chat works on a Deck. Scrolling the traveller list doesn't zoom the world, the box stays on screen with the emotes open, and the on-screen keyboard doesn't send after the first word. (tthfry)
Keys and controls
- Keys you rebind or clear in Settings > Controls stay that way after a restart, and every window follows them, so with Drop moved to X it's X that drops in the bag, not D. Every hint names the key that works. (jade.black)
- Pressing a button with its hotkey plays the button's click. (_shim_panze_)
- One trackpad swipe or wheel notch zooms the world map and the 2D view by one level. A swipe could fly the map out to the whole continent. (jojoknob)
Travel
- "Stop when threatened" stops for a creature that's hunting you and not for one you hit earlier that's only searching for you 20 tiles away. Resting follows the same rule. (tthfry, madness5520, lightdud)
- Auto-travel keeps out of inns and other buildings unless going round is much longer. (tthfry)
- Bat form can auto-travel through the trees. (ghraemdal)
- You can walk over a torch like a lantern. Every light's card says creatures can still appear near it, and that a torch keeps them away within 5 tiles at night. (madness5520)
- Wayfarer's Whey brings the animals you're leading home with you, and leaves your boat in your pack where it used to bring the whole ship along. (enwehr, madness5520)
- An escort's traveller stays with you through a defeat and a Wayfarer's Whey, and a traveller a save had lost comes back. When you put out in a boat they tell you they'll wait ashore. (urughak, danekjovaxutc5)
- Forts are announced when you find them and marked on the world map. (tthfry, ghraemdal)
- Each region's name on the world map sits on its own ground. Blackridge, Deepgrove and Larchfen were named inside their neighbours. (tthfry)
- Thymerock's south-east road runs all the way into the city, in existing worlds too. (bobinhedgeorge)
- Hovering where you stand on the world map names the same biome as the zone header. (__hariel__)
- Village waystones can be clicked on the world map even when the tutors' pins cover them. (danekjovaxutc5)
- Treasure map Xs sit on the cache, including an X that an older save put in the shallows. (moleuk)
- Two story lines won't send you to clear the same dungeon. (everyzig314)
Towns and townsfolk
- Shopkeepers now sell their best stock. The top tier of goods, including the legendary lure, never appeared on any shelf before due to a bug with top tier items getting restricted. Thanks to Naikhou and various others on Steam for the report.
- If you ask the way to something a town doesn't havethen you'll hear "the next town along will have one". Townsfolk used to say every town keeps one. An inn with no rooms just now tells you that's the case (logic_denier, bobinhedgeorge, bossman62)
- A household behind a shop sign won't tell you "This is my house, not a shop". (rovingrover, tthfry)
- Rumours just tell the the place in plain words e.g. "the Crystal Hound in the Snow Peaks" and never "snow_peak". (jojoknob)
- Herders work at their town's pens instead of all crowding into the stable. (madness5520, ghraemdal)
- Night raiders come in from the nearest open side of a town, never from inside its houses. (ghraemdal)
- Greenbridge's tavern says Indoors on the top bar, and keeps its barkeep, bard and patrons after a Continue. (bossman62)
- "Buy a round" stays on offer after you talk to the innkeeper. (tthfry)
- Patrol guards finish what they're saying and wait for you to ask the way. (datsheeptho, tthfry)
- When several villagers want the same goods, each of them takes their share. Only the first one could before. (diskhan)
Pack, chests and shops
- A sorted pack stays sorted when you swap or unequip gear, take from a chest, craft, or get a build refunded, and Pin moves a row to the top. (tthfry)
- Seeds go from storage into an empty seed pouch even when your pack is over its limit. (jojoknob)
- Homing Whey leaves dungeon keys, the Rindstone, Undermaw wheels and the Tent Kit in your pack. (tthfry)
- Your loot filter now decides what a dungeon chest or a searched barrel puts in your pack. Anything it turns away is set down beside the container, one Pick Up away, and with the default filter that includes common gear. (ghraemdal)
- Packing up a tent keeps its Retain, Lock and Pin. (valdrrak)
- The item card follows the row under the mouse after a key salvages or drops something. (danekjovaxutc5)
- Two-handed weapons compare against both of your hands on their cards. (naikhou.)
- The shop window keeps its size while you sell, on a Deck at Large text too. (juh9870)
- Identical books stack. (juh9870)
- Salvage Junk is now Salvage Unidentified, and its tip says what it takes. It always asked first. (tthfry)
- Items from other players in the Old Mouth show their names and descriptions in your game's language, so a gift from a Korean player doesn't arrive with a Korean name. (urughak, madness5520)
- Old Mouth trades have an "all" button for offering a whole stack. (__hariel__)
- The Personal Vault and the Community Chest won't turn down an item because another player stored one like it. (datsheeptho)
- Dungeon cages offer "Free the <animal> and let it go" as one choice. (everyzig314)
- In every item window, the row you're on is marked with the window's own outline instead of an orange bar down its left edge.
Your character
- The Character sheet shows your Stealth Range, and so does the pack's stat line.
- Rename your character from the Character sheet now, easy peasy
- Combat stats your perks give, like Damage Reflected, armour pierce and crit damage, show on the Character sheet. (ghraemdal)
- Guild picks count properly on the level-up screen and the Terroir tab. A card taken twice used to leave its branch's number where it was. (urughak, naikhou., danekjovaxutc5)
- The Speed card adds up. (tthfry)
- Each mount and pack animal in the pack's Transport section has its own Ride, Dismount, Stable and Bring out buttons. (danekjovaxutc5)
Farming and animals
- Penned animals graze the grass under and around them, eat as soon as food is in reach, and a hunger warning says what's missing. They used to starve standing on a path a step from grass, or after a trough ran dry. (madness5520, bobinhedgeorge, enwehr, trespiratesque, ghraemdal)
- Stepping into a pen from its gate won't push an animal out through it. (tthfry)
- G gathers wild mushrooms and ready crops, and Harvest Area brings in ripe crops. (madness5520)
- Farm plot cards and Help say that walls on every side roof a plot and keep the frost off it. (ghraemdal, zvnxtt)
- Snow stays off the floors of roofed rooms, like a smithy's packed earth, an inn kitchen and the ground under a stove. (tthfry)
- Golems keep their Night shift after a load, and a hewer lets a tree farm grow back instead of felling the saplings. (thesquirrel_74982, ravenor.)
- A chest set down inside a worker cottage can be moved on its own, and it stays standing with everything in it if the cottage comes down. (jojoknob)
- Bee Boxes, Yogurt Barrels and other builds take their honey, blossoms, curd and wood from nearby storage. (tthfry)
- Packing, clearing, paving or sowing burnt ground clears the char, and a wall rebuilt there can burn again. (tthfry)
Fights and creatures
- A Rind Wall holds foes back on the turn it goes up, and knockback, charges, tail swipes and swaps can't carry anyone through it. (horth.panthur)
- Step-swinging a spear reaches a foe over water and lava. (jojoknob)
- Bumping a portcullis, a lever, a door, a wall or a person turns your character to face it. (ravenor.)
- Vampires don't burn during the Dimming or the Long Night. (thesquirrel_74982)
- The Moon Hare looks like a hare and the White Hart like a stag. They were showing up as an archer and a hydra, just old placeholder sprites getting through there due to a bug (ghraemdal)
- Hired soldiers' killing blows on a boss pay out the boss's loot and clear the dungeon. (pcspiker)
- The First Spark and the other hit and crit spends say on their cards that a killing blow keeps the charges. (isthataesy)
- Casting Tend with nobody to heal names the hurt pets out of its reach and how far it reaches. (thesquirrel_74982)
- The Terroir Shrine says the name of the wheel it passed over and why. (horth.panthur)
- The War Cheese lesson asks you to cast a wheel that can actually kill and says the spell has to land the last blow. (corestar, danekjovaxutc5)
The Wilds
- You can gut a fish, so the Worm Lure can be made. Arrows are one stack, and the pot boils up to 200 water whenever you carry it. (pcspiker)
- Shooting a bow loaded from the pack could delete the next row of the pack, in Adventure too, and this is fixed. (pcspiker)
Fortress
- Colonies with a shield beside a two-handed spear can save again, and saving fixes any forge or armoury record that used to stop it. (greysonwhy)
- Dismissed and snoozed letters stay put away after Save and exit. (datsheeptho)
- Sleep under a roof says what the room is missing, and a garden's card says why it isn't sown. (datsheeptho)
- Goods nobody can reach stay where they are when their haul is cancelled instead of being flagged again and again. (datsheeptho)
Fixes
- On a Mac launched from Steam, the save and open dialogs show again. Steam's overlay was covering them. (datsheeptho)
- Under Proton, saving a report when its folder can't be made cancels the save, where it used to open a black dialog. (naikhou.)
- Settings keeps its place when you click an option. (danekjovaxutc5)
- Join codes in the co-op panel can be copied. (danekjovaxutc5)
- The Fresh Curd recipe card and a soured pail say where they're made. (horth.panthur, danekjovaxutc5)
- Also fixed, rain in 2D riding along with the screen (jojoknob), fence shadows drawn as solid blocks (juh9870), swimmers casting a reflection as if they hovered over the water (jojoknob), a shy mushroom leaving a patch of grass on a grove floor when it ducked away (tthfry), the build radial chiming twice (tthfry), and the screen reader reading a pad player's hints as keyboard keys.
I'm thrilled to ship another patch today - welcome to Roguefort 0.33.0.
The first big update is that overworld travel just got a big change, because every village, town and city now has a waystone. It's an actual stone, too, which is always spawned close to the market stone. More than that, you can now build AS MANY WAYSTONES AS YOU LIKE. So, you can create a supermassive portal network, not only in Cantal in Adventure Mode, but also in the infinite worlds available in The Crossing mode. The cost of them gets higher with each portal, but there's now a sink for crystal, so save up your crystal.
The second is that I have implemented the first foundations of screen reader support in the game. I am grateful to community member chronos_sacaria for raising this in the Steam discussion forums and providing helpful information for me to work with. The end goal is to provide a complete and AAA level of screen reader support for Roguefort, so that people with any level of sight can play it. If you are a blind player, please get in touch if there are features you'd like to see or particular reader support you require.
There's also a few fixes bundled into this patch, but it's not as a bug fix focussed as the previous two. I took a "break" from the bug fixing to focus on feature development again, to keep things moving along.
Thanks for playing and for your time,
Tim
Waystones in every settlement
- Every village, town and city now has its own waystone, which a real standing stone on the square, on the main continent and on every Crossing shore. Your current save gets them too, so the places that never had one have one now. (bobinhedgeorge, madness5520, nalathnidragon, jamesjamesjames666, coffexu, nastytoxic, rexymoo22., rovingrover, uwumagnet, pocketnuts, ravenor., everyzig314)
- A waystone looks like one at long last... it is a rough standing stone with a crystal in its face and three rune dots, dark while it sleeps and lit blue once it's a awake, in 2D, 2.5D and first person.
- The market stone is gold now too so you can tell it from a waystone at a glance. Riftstones stay violet, waystones are blue. (bobinhedgeorge, tetraphyte)
- you can walk into a sleeping waystone to wake it. Passing within 30 tiles still wakes it too, the same as before. Walk into an awake one and the world map opens on its Waystones list.
- Fast travel, a defeat or loading a save sets you down beside the stone, and (I hope) never on top of it.
- An awake stone sends blue motes up off its crystal, glints now and then and glows faintly at night. When a stone wakes its runes light up from the bottom, a trip lands in a flash of blue and the stone at the far end answers. All of it follows your Comfort settings and Sensory-friendly mode.
- The Look command tell you the name of the stone (e.g. "Winterford Waystone") and tells you whether it's awake or not
Build as many waystones as you like (powerrrrr overwhelmingggg)
- Building a second waystone no longer knocks down your first. Raise as many as you can pay for, anywhere on the overworld, as long as each one stands 10 tiles or more from any other stone. (coffexu, tthfry, ravenor., calandro, naikhou.)
- Crystal is the price: the first stone costs 20 crystal, the second 40, the third 60 and so on, on top of the wood, stone and gold it always took. A stone you build is awake the moment it stands.
- Each of your stones gets its own name, like "Odelette's Waystone 2", and you can rename it from the map. Demolish one of your own and you get a quarter of its base cost back.
- Undoing a build now gives back crystal and stone you paid from your pack. Only the counters used to come back.
The world map
- The world map has a Waystones list (the chip on the map, T, or Menu on a controller): your own stones, the awake settlement stones and the sleeping ones you've found, nearest first, each with Travel, Centre and Rename. It says "You are here" when you're standing at one.
- When a trip can't happen, the list tells you why in one sentence. Trying to travel from a dungeon or from a ship's deck used to do nothing at all.
- Your own stones have their own map icon, indigo while asleep and blue when awake, and the minimap marks every stone in view.
- Rivers no longer cover towns on the world map. The Fen's mouth used to hide half of Fennmarche, and riverside towns lost their bridges and quays under the river's band. (everyzig314)
Screen reader support
- The game now talks to screen readers properly. New log lines, Look command readouts, each line of dialogue and the menu row under your cursor are all read out, and a window that opens is read by its title first. (chronos_sacaria)
- Pronouns now show in brackets after a name, "Odelette (she/her)", everywhere a name shows its pronouns. The old dot between the name and the pronouns was skipped by screen readers, so they heard "Odeletteshe/her". (chronos_sacaria)
- Settings -> Gameplay has a new Screen reader box. "Read the game to a screen reader" is on by default, because a blind player can't find a setting they can't hear. It also lets NVDA and JAWS pass your keys straight to the game. If your screen reader isn't picked up, tick "Always turn on screen reader support".
- Walking around a village used to read the whole "Location" line every time you crossed its edge. You now hear the full line on your first visit, the place's name on a return trip, and the danger level only when it changes.
- This is the first step, and there's more to come, including but no limited to a voice of its own for the Steam Deck, "read status" and "repeat last" keys, a way to read the map around you, audio cues and more settings for how much gets read. If you play with a screen reader, I'd love to hear how it goes, and like I said in the intro to this post please do let me know because I listen and I will implement stuff as best I can
Fixes
- Ground effects showed in 2.5D again. Level-up seals, scorch rings, frost and every other mark on the ground were being drawn under the ground itself. sorry to the 2.5D players :(
- The flash when you arrive from fast travel now shows. The camera jump used to wipe it before you saw it
- In co-op, a partner could attune your waystone from anywhere on the map. They have to stand at it now.
- The market stone could be demolished by a player in town. It's protected now, like the waystone beside it.
- In older saves, a few tutors and training dummies stood exactly where the new waystone goes. They've moved to the nearest free spot.
- Co-op partners need to be on 0.33.0 to play together, because the waystone changes are sent between you.
I've decided to go ham on the bugs and QoL stuff again, so this is another update focussed on the top issues reported across the Steam forum and Discord.
I want to say thanks first of all for all the reports and suggestions, and I'm sorry that I don't have the time to reply to every single one. But I work night and day to try and get to as many as I can, and I have been staying across them as much as possible to triage them. So even if I haven't replied yet, I see you, and I'm really grateful!
Cutting to the chase, I have picked out the top 10 most impactful bugs/issues and focussed hard on them, then fixed anything I found along the way that was easy enough to do. If your bug isn't in here, please rest assured that I will get to it eventually, but I'd rather ship frequent updates that improve player experience immediately, rather than holding out and trying to do like 100 at once in a mega update.
Also, I'd like to share some info here about the way Roguefort gets made, in terms of the development process. As some players have mentioned on Discord, it's a bit unique because I credit everyone in the patch notes, as much as possible. I've always done this, even since the early days of the itch.io alpha version almost a year ago now.
The truth is that you can't make a game like this as a "solo dev", in the sense of a single person walled off from the world doing it in a vacuum. It takes a group of passionate players (myself included) who collaboratively and constructively work together to shape, hammer, mould, trim, expand, cogitate, disagree, agree, and so on, in relation to the game.
I think of it as a bit like what I understood the development of the OG 1980s roguelikes (e.g. Moria, UMoria, Angband, etc), and of course Rogue itself (the most roguelike of all). The difference is that we have a new technological and media environment, different development spaces, and different emergent tools and technical opportunities to figure out together how to use or not use, and so on. But I feel that the spirit and social process of collaboration is alive and well, and it's playing out right here for this game and its contribution to the roguelike lineage. Instead of being in a university lab, we are on Discord and the Steam forums. Instead of a README file with patch notes dumped in a server folder, it's coming out to you live on platforms, etc, etc.
I just thought it might be nice to add a few insights to the patch notes when I have the chance, in terms of how Roguefort has been developed and will continue to be developed. Concretely, it also explains why there's a whole bunch of names at the end of the dot points in these posts. The game is a collective human effort and not just Tim by himself. That's not to diminish my role or anything, but the reality is that I couldn't find all these bugs, come up with all these suggestions for QoL and features, and still have time to develop it.
Anyway, this turned into an essay, so if you got this far thanks for reading. The outpouring of love and passion for the game is infectious. Lots more updates coming this week.
Tim
Crashes and damaged files
- Picking a perk on the level-up screen could drop you back to the main menu and end the session. If that screen ever runs into trouble now, it closes and keeps your pick, and Shift+T opens it again. (jojoknob)
- A damaged file in your install used to crash the game on start or leave a blank window. The game now tells you to verify the game files in Steam and walks you through it, and that screen works with a keyboard or a controller. (nonchalantdragon)
Main story and the capitals
- Stages that sent you to a capital could put the quest marker out on open water. Each capital stage now leads to the city's market stone, and the leader you're looking for waits there. (escapeplans)
- On most worlds the main story pointed into the lake in the middle of Fennmarche. It now sends you to the market, where Madame Caille is waiting, and the notice boards in Fennmarche and other big cities open properly again instead of reading "weathered and bare". (jamesvagabond)
- After a Save and Continue, the main story could hand you a stage you'd already finished, at a place an earlier stage had already sent you. Every stage keeps its place now, and each new stage goes somewhere you haven't been for that story. (bobinhedgeorge)
Combat, perks and keystones
- Last Stand is now a true 50% less damage taken below 25% HP, at every depth. Your armour used to eat into it, so deep down it came to about a fifth.
- Salt Aegis is now a true 15% less damage taken above half HP, at every depth. It used to be a flat 10 points, which shrank to about 5% on deep floors. Below half HP it still gives +5 armour.
- When more than one thing gives you "less damage taken", they multiply now instead of adding together. Last Stand with The Settled Vein takes 75% off, where the two used to add up to the 90% cap. They're also taken off after your armour, so the number on each card is what you get over any armour.
- Forge-Souled ignores armour on melee hits only, as its card says. Bow shots and spells meet armour again.
- Some Lattice builds became impossible to kill from around level 15, because Lattice Initiate and The Settled Vein healed a body that was already at 0 HP. A killing blow kills now, including one from thorns, Lattice Spike, a summon or your own aura. (darnisart)
- The Living Brine did nothing when it spent its Brines on Wait. It now gives you a Brine Ward that raises your resists for a while, shown on your character sheet and in the HUD. (.tagek)
- Lattice Spike now actually hits a melee attacker back when it spends its Lattice. A shot or a breath attack leaves your Lattice alone.
- Chip the Vein's follow-up pierces armour, as its card says.
- Status resistance, damage reduction, block and evasion showed a "%" on cards, items and the Status tab, but those are points, and they show as points now. Wardmilk Curd's "+25% status resist" was always 25 points, for instance.
Aiming, controls and the HUD
- A creature standing behind the spell belt, the quick bar or another HUD button couldn't be clicked on. While you aim, the button over it now fades aside and your spell or shot goes to the creature. (Dying pancake, zawmbie, StrayCat, erandomone, Szyba, Lodin)
- Clicks on empty parts of the HUD, like the gaps in the toolbar, the quest tracker and the companion plaques, reach the map underneath.
- Help now says where to lock and move the HUD: Basics, under Panels.
- Rebinding a key now works properly. A new key used to show as "Q (menus)" and only work inside menus. (raider-363)
- The key you set for Inventory closes the bag as well as opening it, and the item card sits under the Legend instead of on top of it. (tthfry)
- Holding Shift and an arrow could keep you walking diagonally after you let go of Shift. The walk turns straight as soon as Shift comes up. (jojoknob)
- With a fishing rod in your pack, F could start fishing next to water and spend your turn while an enemy was in sight. F uses the weapon in your hand when there's a threat about. (mathematico)
- Auto-travel could cast a spell you'd readied without asking. Readying a spell or aiming now stops the trip, and Shift+X puts the spell away and carries on. Auto-explore, Follow, walking over to someone and taking the stairs all put a readied spell away and go. (juh9870)
- Walking along a one-tile road, you'd stop dead behind anyone in the way. You wait for them to step aside now, and Travel picks up again.
Loot and items
- Rare, Epic, Set and Legendary gear kept turning up around your home at night. That was a random "starfall" event from the alpha version and the demo, which was accidentally being included in the full game, but I had always planned to remove it because it was mainly there to test stuff and give players items they couldn't get because the game world was in development or gated (demo). Anyway, I hope that you enjoy it while it lasted. (juh9870, tthfry, Xaintrix, Candy Carrion)
- Loot from a dungeon floor could come back after it defeated you. A floor now stays as you left it after a defeat, the way it does when you take the stairs. (JLOST)
- Wayfarer's Whey carrying you home from a dungeon could lose what you'd set down on the overworld. It's all still there.
- After a dungeon defeat you wake at its entrance again, standing on the gear you dropped.
- When Tideberry Brie or Coral Cream runs out while you're out on deep water, the log says so before your pack gets wet, and the Status tab says the cheese keeps your pack dry. (tthfry)
- The Cheese-Wire Fence and other builds that ask for Fresh Curd take any plain curd now, including curd off your own vat. (jojoknob)
- Fresh Golden Curd and the other rare-animal curds count as curd for builds, the Forge, the Drover's Bun and quest board orders. They're used after your everyday curd, and a padlocked curd is never spent. (tthfry)
- Undoing or demolishing a Cheese-Wire Fence or a Yogurt Barrel gives you back what it cost.
Towns, guards and vampires
- Some townsfolk were sleeping on the floor next to their beds. They sleep in their own beds now and get up in the morning, probably much more rested... (aj01657, bossman62)
- A vampire feeding on a sleeper could watch them get up and wander off to bed mid-feed. They stay put now. A new take on takeaway food...
- Road patrols said "You're under arrest" and then let you go. They take you to a cell now, and a warning from one patrol doesn't make the next one arrest you on sight.
Co-op
- You can be arrested in co-op now, and your partner comes along to the lock-up. You serve your time, bribe your way out or break out as you would solo, your partner can bribe the gaoler or pick your lock, and you all leave together.
- A vampire playing as a guest couldn't drink Fresh Blood, because it came straight back into the pack. Guests can drink it now. (bobinhedgeorge)
- In co-op a shopkeeper could wander off mid-trade and leave the window refusing every buy and sell. They stay at the counter while anyone is trading with them. (John Wick, Val)
- Quicksilver's free action and the foes-skip from Relentless Pursuit and Apex Predator were shared by the whole party. Each player keeps their own now.
- When a guest's thorns, Lattice Spike, aura or summon killed something, the host's perks paid out. The guest's own perks do now, and a guest's thorns don't hit archers across the room any more.
- Right-clicking someone the moment they came into view showed a guest only Follow. Talk and the other options show straight away now.
Windows and menus
- First-time intros could open behind the window they were about and close along with it. They sit on top now, one Escape closes just the intro, and they also show when you open those windows from the controller's Panels menu. (juh9870)
- The Ranged Combat intro over the pack said "press Unbound to aim". It names your actual keys now.
- The Wheels of War window could grow in the middle of a match. It stays one size for the whole game, and the You strip fits at the largest text size. (juh9870)
Steam Deck
- Terroir perk tooltips ran off the bottom of a Steam Deck screen. They lay out in columns now and fit. On smaller windows, a tall tooltip scrolls with the right stick, PageUp and PageDown or the mouse wheel.
Performance
- The world map pans and zooms smoothly.
- The freeze when a waystone drops you into a big city is about half as long.
- The first chop or mine of a session in 2.5D and first person doesn't hitch any more.
- Turns in big towns take less time, with shadows, sight lines and the HUD doing less work every turn. (beanzy)
Known issues
- Smart App Control is still stopping the game from starting on some Windows 11 PCs, with error 0x11C7. The Windows build isn't code signed yet. I'm getting a certificate sorted.
This one is a big update for co-op. Over the last week a dedicated group on Discord have been testing a new co-op connection in the test branch, which now runs through Steam's relay network, and as of this update it's now in the main game for everyone. I played it for several hours last night on the Discord server live chat with DanekJovax and juh9870 and it held up really well (I'm in Australia and they are on the other side of the world, so it was a proper test, especially in terms of latency). A massive thank you to everyone who tested it and sent reports: DanekJovax, juh9870, tthfry, thesquirrel, bobinhedgeorge, naikhou, gambler_tarkell, pocketnuts, trevelyanheart, _blisse. Virtually every fix in the co-op (see details below) came from you all, so I want to say a big thanks up front here again.
A note for all players: if you are playing co-op, please ensure everyone's game is updated to this version (0.32.5) to ensure the best experience possible (and no weird bugs).
In other news this update there's also a new comfort setting, "Colour strength", for anyone who finds the game's colours need to be toned down. Visually, Roguefort is a vibrant and bright game and there are situations where having that option to tone it down is absolutely a must-have. So I was really happy to implement this. Thank you to Umbral Reaver and astralprogenitor for the suggestion and helping me to design it. I said it would be in this week, so here it is :-).
Thanks again for playing and have a wonderful terroirific weekend.
Tim
{STEAM_CLAN_IMAGE}/46040363/8e3ca2a43ac1f702155def9e2f53f0f120ee8805.png
Comfort
- There's a new Colour strength setting at the bottom of Settings > Comfort, for anyone who finds the game's colours too strong. Full, Soft (75%), Muted (50%) and Faint (25%) tone down everything in the game window (the world in every view, the HUD and the menus) without making any of it darker. It changes as you click, so you can try each level with Settings still open. (Umbral Reaver, astralprogenitor)
Co-op
- Co-op now connects through Steam's relay network whenever both players can, and uses the old connection when they can't. This is the version a group of you have been testing on the co-op test branch over the last few days. (danekjovaxutc5, bobinhedgeorge, tthfry)
- Everyone in a party needs 0.32.5. If you were on the co-op test branch, switch back to the default branch in Steam, because everything from it is in this update.
- A guest's whole pack could be swapped for a copy of the host's when a pet's turn redrew the screen mid-move, and rejoining could then save over the guest's good copy. Guests keep their own pack now. (gambler_tarkell)
- A map that dropped on the ground because a guest's pack was full could vanish when they went to pick it up. Fixed. (thesquirrel_74982)
- Enemies could take several turns for every one a guest took ("6 moves for my 1"). In the Strict turn modes each player now acts once per round, and in Simultaneous the host can set a Time between turns. (tthfry, danekjovaxutc5)
- Turn-based play only starts for an enemy someone can actually see, so one behind a closed door won't set it off, and every player gets a notice when it does start. (danekjovaxutc5)
- Move-to and auto-travel work in turn-based play now, for guests too. A trip waits for the round to finish, and a guest walks at the same pace as the host. (danekjovaxutc5, thesquirrel_74982)
- Aimed spells, shots and throws follow the creature you aimed at, so they stop hitting the empty tile it just stepped off. (danekjovaxutc5)
- Signs, conversations and shrine choices open on the screen of the player who used them, and a guest can't close the host's windows any more. (danekjovaxutc5)
- Guests can see enemy wind-ups and the ground a blast or a bear's charge is about to hit. (pocketnuts)
- Guests can spend a perk point after taking a keystone. (trevelyanheart)
- Every player can sit and Rest & Recover in a chair, including one a partner built. (thesquirrel_74982, danekjovaxutc5)
- Guests could only see some of the furniture in a house until someone moved it. They see all of it now. (danekjovaxutc5)
- A full drying rack shows its bottom slot on every screen. (thesquirrel_74982)
- Peaceful animals you've provoked into attacking can be targeted like any enemy, and they count as a threat when you rest, sleep or travel. (danekjovaxutc5)
- Every player who fought a boss gets their own loot roll, straight into their own pack. (danekjovaxutc5)
- The host can choose whether a whey font is shared by the party, as before, or drunk from once by each player. (tthfry)
- Guests can take the village tutors' lessons and read their dialogue. (danekjovaxutc5, _blisse)
- In big towns, townsfolk stop rubberbanding on a guest's screen, and a guest isn't left frozen for seconds while a town loads in or after a dropped connection. (bobinhedgeorge)
- "Curd ready" and the other station messages show for the whole party, as well as the player who started the vat or press. (naikhou.)
- Each turn mode in the co-op panel has one plain line saying how it works. (zenoshi, andu7360)
- Also fixed: a downed player's Wait passing no time, a townsperson snapping back onto a guest who had just stepped past, a guest's night in Greenbridge's upstairs room being charged and then taken back, and partners facing different ways on different screens.
The Old Mouth
- Anything you set down on the Old Mouth floor is still there when you come back. (horth.panthur)
- In the Old Mouth trade window, the vault and the community chest you can now set a quantity with the pad. The D-pad changes it by one and the bumpers by ten. (tthfry)
- The community chest's note spells "donating" correctly.
Steam Deck and Linux
- Saving a performance report on Linux could black-screen the game. On the Steam Deck and Linux, reports and save exports now go straight to the reports folder with no file dialog, and the screen tells you where they went. Import offers the newest save in that folder. (naikhou.)
- The Post Office, the Traders' Exchange and the co-op trade window fit on a 1024x640 screen.
Fixes
- With a pet out, a held key, a pad step or auto-travel could lose the item a kill had just dropped, or put something you'd just picked up back on the ground. Fixed.
- Tidying the reports folder could delete colony exports and exported saves along with the old reports. It only removes the game's own reports now.
- During a homestead raid, a standing siege tower made every turn fail with "A processing error occurred". Fixed.
- The Portable Pocket Dimension, the biggest backpack, holds 100 slots now, up from 88, after a suggestion for a roomier pack. (jerf3246)
Known issues
- Smart App Control is still stopping the game from starting on some Windows 11 PCs, with error 0x11C7. The Windows build isn't code signed yet. I'm getting a certificate sorted.
This patch is the first volume in a very long series of patches where it's less about new content or features and more (or pretty much all) about polishing the game and fixing bugs.
As you'll see from the notes below, most of this is from your own reports and comments across Discord and Steam. So I just want to say thank you! And also to keep an eye out in the patch notes for your name, as I try to ensure everyone is credited. (If I ever get something wrong or miss someone or you just don't want to be mentioned, just let me know and I'll fix it right away).
I'm also loving to see the screenshots on the Community Hub - please keep them coming.
Over the coming week I'll continue to work night and day to reply to people, keep track of all the suggestions and reports, and keep the update cadence sustainable but humming along. Sorry if I haven't replied to you yet - I will get there as soon as I can.
I've also been doing work on the co-op netcode at the same time as progressing the bug fixes and polish, and I am incredibly grateful to the community members who've been playtesting co-op play in the experimental branch. More on that in the next patch, all going well. I'm also having some fun developing a creative art marketplace in The Old Mouth, where players can showcase their artistic work in the game, and potentially even put stuff up for sale (as copies or originals, and maybe even as blueprints...). More on that soon.
I want to cap off by reassuring that my focus is 100% on developing the best game possible, and giving everything I can back for the faith you placed in me by supporting this game in Early Access.
Thanks again for playing and being part of this project.
Tim
Saves and lost goods
- Two chests in a player's house turned into Maple Seed and Maple Wood after a reload. An item lying under the spot where a chest was built got put back over the chest on load. That can't happen now, and a chest already lost this way comes back with its goods the next time you load. If it happened to you (and yes I mean you Klaisen!), don't build anything on those tiles before you load into 0.32.4. Or you probably can but try not to, to be on the safe side. (Klaisen)
- Fixed a Fortress colony that couldn't be saved with "forge and armoury register damaged". The forge card, Production and the Build menu could queue an arms and armour order with no piece chosen. Those buttons now take you to the Forge tab under Military, and an order with no piece is cleared when you save or load. (greysonwhy, IronPlated)
- Purging Rind could burn the wrong item, like a cheese on your belt, because equipping the cursed piece shuffled your pack. It now always burns the right one and also in co-op too. (agentkobayashi)
- Using a Purging Rind on a cursed item now puts it back the way it was before the curse. Its penalty and its Bargain bonus both come off. Gear you purged before this update gets the same treatment when you load. (bancheis)
Co-op
- When the whole party got wiped a guest's gear was deleted and, weirdly, only the host got a pile of their old stuff to walk back to. Typical... Now every fallen player now leaves their own pile, only its owner can pick it up, and the guest's defeat screen shows what actually happened. (.shexara)
Quests and people
- The notice board now offers Turn In on supply orders, so the Fresh Curds you bought actually count. (enwehr)
- A finished board contract no longer locks you out of Talk with the person who gave it. They take it off you. (bobinhedgeorge)
- The War Cheese lesson about kills with spells now tells you when it's done, and a kill with rot counts. (corestar)
- Fixed Talk and Ask the way showing twice on a tutor. A Caravan Hand was standing hidden underneath them. (danekjovaxutc5)
- You could go over the companion limit while one of your companions was knocked out. Fixed, and the text now says livestock don't count. (bobinhedgeorge)
- When you clear a dungeon with creatures you've seen still shut behind bars, the clear now says "Something is still shut in behind the bars".
- Fixed the Floor Cleared card getting stuck or not showing and its headline running off the screen on smaller windows.
Food, cheese and items
- Somehow there were two different items and both of them were called Wild Honey. I thought I was getting deja vu. The food is now Honeycomb, and Wild Honey can be eaten too, for 18 hunger. Nobody eats it automatically, so you have to press Eat. (bancheis)
- Pistachio Curd and eleven other quick wheels were never known by any character. Every character now starts knowing all twelve. (danekjovaxutc5)
- A cursed item now shows in your pack and on the Sell list once you've identified it.
- The cheese cave tells you when it's empty.
- Shops show how many of an item are left. (bancheis)
- Chests with the default label show how many things are inside. (danekjovaxutc5)
- Swapping tools could leave your pack one over its limit and so could some trades but this is fixed now.
Building and your homestead
- You can now lay floor under a piece you've already built. Doors, gates, walls and fences still have to come up first. (love_love63)
- Fixed moving a piece when you're at the 30 piece limit, and losing ownership of your floor when a piece was moved off it. In co-op, a guest's build zone is now worked out from the guest's own home fire. (urughak)
- Crops killed by frost now show dead stalks, so they stop looking sown. (urughak)
- You can place a stockpile over a chest. (bancheis)
- The haystack no longer looks like a squash - not sure what was going on there but either way it's sorted.
New games
- The starter dungeon that the rumour points you to can now always be walked to on a new game. Before, some starts on the main continent and many on The Crossing were boxed in by forest. Existing saves aren't changed.
Controls and Steam Deck
- On a docked Steam Deck with a keyboard, the button prompts now switch to keys once the pad has been quiet for a few seconds. (Bob)
- Holding WASD and turning no longer stalls for a moment at each new direction. Turning mid-walk went from about a second to almost nothing. (Steam review)
- Turning the 2.5D camera no longer moves you around in menus. (dazawmbie)
- Fixed a prompt reading "L2 or L2", and the L2 and D-pad prompts at the tutorial stream. (_peanutbutler)
- Keys you rebind now show correctly on the build bar and in window titles. (treyfowler)
- Phase Step could still hit things from where you blinked out of. Fixed. (avocado8716)
Help and tooltips
- Spell tooltips on the spell wheel list what each spell needs. (trespiratesque)
- Upgrade cards now explain their status words, like Rinded, Curdled and Frozen, instead of assuming the player found them out another way. (Steam review)
- The fishing rod hint says it comes with your tools. (bossman62)
- Help has a new Glossary tab with the game's terms in one place.
- The tutorial shows less text at once. The tutorial mentor's lines go to the message log, and only your next task pops up on screen, for example.
- The level-up window waits until you've closed whatever window or conversation you're in.
- When you start a new game, the Wayfarer card says again that if you die you wake somewhere else, and one line under the three cards says hunger and thirst can be switched off in Settings, except in Hardcore. (yah3699)
Known issues
- Smart App Control is still stopping the game from starting on some Windows 11 PCs, with error 0x11C7. The Windows build isn't code signed yet. I'm getting a certificate sorted.
I added an optional setting to hide the pronoun tag in NPC dialogue. That was a mistake and I’m sorry.
It gave ground to people who don’t want to see trans and non-binary people in a game at all, and that should never have happened. I’m sorry to everyone it hurt, especially trans and non-binary players.
That setting has been removed in today’s patch (live right now) and the tag shows in NPC dialogue just like it was before. Nothing else about pronouns in the game was changed. They were put there because they help players get to know the people they meet: who they befriend, marry, live with and raise a family with.
I’ve spent my life standing up for LGBTQIA+ rights and inclusion, and so much of this game’s development making sure everyone can see themselves in it and feel they belong. Roguefort is for everyone and I will never cater to bigotry in this game or this community.
I’ve asked the trans and queer members of my moderation team to tell me straight away, and loudly, if I’m ever moving too fast on a change that could hurt trans and queer people. From now on I’ll slow down and take more care with anything that touches on identity.
These forums follow Steam’s rules. Hate, harassment and baiting will be removed and those accounts banned, and I’ve already started. If you see it, please report it.
Thank you to everyone who has been kind and honest with me, and to the mods and community who’ve helped. I just want to make a game that brings people together.
Tim
It's day 2 of the Roguefort Early Access and it's also... my birthday! But there's no time to waste as I've been up all night working hard.
This is an update that specifically addresses player feedback, and I hope that it helps improve the player experience on a number of fronts. A few headlines here and then all the detail below.
First up, thanks to community member zawmbie for the 2.5D analysis and to Vitowns and everyone who reported the issues with 2.5D and 3D. The fixes are in and I hope they will help boost performance on the 2.5D view mode especially, for that Diablo-esque feeling.
Thanks also a number of people who reported the Linux startup and rendering issues. Hopefully there will be some improvements on that front too, and I will continue to work tirelessly until it runs perfectly on all distributions and, ideally, devices/rigs.
I've also done some improvements/fixes to co-op and the big news (you heard it here first) is that I'm currently wiring up the ability to host your own servers, while also looking to get dedicated online servers set up. So the co-op play will be running smoothly very soon and thanks for your patience.
The last highlight is around gendered pronouns in the game. A few community members expressed that they weren't so keen on pronouns being shown in the game, as it felt ideological. I said this in the forums, but I'll say it again, this game is 100% about player freedom of choice and customisation. The whole reason pronouns are in the game was because during playtesting, the *lack* of them meant that players couldn't make informed choices about how they interacted with NPCs (e.g., getting married to an NPC and raising a family). So pronouns were introduced because that seemed like a pretty reasonable thing in a game with a social simulation this complex. A consequence of this is that every NPC thereby had their pronoun displayed, and yes it is quite visible, but it is intentionally that way so that players can be free to interact with NPCs however they would like, without the game telling you what you should do or making you guess. So, I've added a new setting, which enables pronouns to be turned off when interacting with NPCs. Dialogue isn't changed - if you are interacting with a woman, it's not going to stop saying "She wants to do X" or whatever. But it also won't be putting pronouns up front and center every time, if that's how you'd prefer it.
Thanks again for playing and for being part of this rapidly growing community - see you in The Old Mouth for a pint or two.
Tim
2.5D performance
- Walking through a town in 2.5D should stutter far less. Community member zawmbie did a super job with the analysis and found the two main causes, which if you really wanna know is that every new animation frame for a townsperson re-sent a whole page of sprite art to the graphics card, and every figure's pose was worked out again on every frame. Both are fixed. (zawmbie, Vitowns)
- While I was in there I found two more things. Each step past a house rebuilt the faded doors and windows from scratch, and every roof in view was rebuilt on every step through a town. Roofs now only rebuild when that building changes, in 2.5D and first person.
- Nothing looks different. Every one of these changes draws exactly the same picture as before.
Linux
- The game should now start and draw properly on Wayland desktops. It was running as a native Wayland window, where the graphics path failed in three different ways: the game not starting, a black 2D view, or a window that never appeared. It now runs through XWayland when it can. (MagicBurrito, ColorYak, Chryseus, Crassius Curio, spli.t, wachtelhorst)
- If you prefer native Wayland, launching with ROGUEFORT_NATIVE_WAYLAND=1 brings it back.
- The game's log now says which window system it ran under and what your sound server reports for the game, which will help me with the reports of no sound on Linux. (juh9870)
Windows
- I'm still working on the extra "Roguefort" windows that pile up in Alt+Tab. In the meantime, you can add --no-steam-overlay to the game's launch options in Steam, which keeps Alt+Tab clean for some players. The game's log now also records what the window goes through, so a log from you will tell me a lot. (Saphy.Exc, avocado8716, trespiratesque)
Co-op
- A guest's crops now grow, picked plants grow back, and a guest keeps what they harvest. (.knifee)
- A guest can search dungeon barrels and is told what they found. (.knifee)
- A guest now sees a Rind Cultist's blast marker, the cloud a lingering spell leaves and a dragon's burning ground. (.knifee)
- Almost everything in the right-click menu now works for a guest: shrines, bathing, searching bones, digging, moonwells, wyrm nests, wonder sites, rifts, traps, driftwood, drying racks, the bard, feeding and charming people, buying a round, cheese tastings, stockpiles, workers and cottage beds.
- A guest cured of vampirism now stays cured on their own screen too.
Fixes
- Picking a lock at night no longer wakes the household. Sleeping people were being counted as witnesses even on a clean pick, and a door you picked at night locked itself again straight away. (shoppingcart)
- Looking at something while the message log was scrolled back could crash the game, which is what happened when clicking the minimap after the tutorial. Fixed. (abazios)
- Fixed the stove using up a cooked meal from your quick slot when it made a cheese dish. (mandawan)
- Fixed training dummies and your own summons hurting your hired soldiers. (bancheis)
- Fixed yellow wedges flickering on the ground when looking down in first person. (juh9870, Chryseus)
- Milk left in a chest now turns into Spoiled Milk, the same as it does in your pack. (danekjovaxutc5)
- Fixed attacks with F, a click or a bow hitting the people and chests in the Old Mouth. (danekjovaxutc5)
- Stash mats now leaves the scythe, beast whistle and milk bucket in your pack, and the scythe looks like a scythe instead of a bow. (juh9870)
- The level-up animation plays once, where you are standing. (jojoknob)
- The Herder's goat now starts on grass with two bales of hay, and she tells you what she eats and where to get more hay. Fewer goats starved. (juh9870)
- Back on the new game screens now takes you to the previous screen instead of the main menu, and the character you made is still there when you come back. (Deadly Piranha Poodle)
- The Ruined Archway in 2D is now a stone arch over a dark stairwell. It used to look like a chair. (treyfowler)
Settings, menus and help
- Added Show pronoun tags to Settings > Gameplay. Turn it off and the "· she/her" tag beside a name disappears everywhere it shows. What people say is unchanged. (\\F.A.B.// Lucius, Dunkler, Nightshade)
- Spread word, Introduce and Help mend a feud now list everyone you have met, across pages, instead of only the first six or eight. (proteinpauly)
- When a town won't let you build, the reason now shows on screen. Before, it went to the log behind the build window where you couldn't read it. (juh9870)
- Hiding the interface now tells you which key brings it back, and holding the key no longer flicks it on and off. (deadcatbf)
- "Half the settlement is your handiwork" is only said once your buildings actually cover half the town. (juh9870)
- Searching the Controls for "talk" now finds Interact. (juh9870)
- The top section of the Cook window is now labelled Raw Food. (juh9870)
- Guild upgrade cards say how far they stack, so Steelgrip reads "Stacks to 2" and Executioner "Stacks to 4". (juh9870)
- Set cards now say their bonuses add together, and the Wyrmscale 5-piece card shows its thorns. Your stats were already right, the card just hid a number. (danekjovaxutc5)
- The Cheesewright now tells you she doesn't sell wheels and that an affineur at an aging cellar does. She no longer mentions a cellar in a village that hasn't got one. (jacobshaker)
Older and smaller machines
- Sleeping through the night is about four times faster on a slow PC. (NalathniDragon)
- Drawing the sea in 2D is cheaper, which helps on handhelds and older machines. (_peanutbutler, avocado8716)
Known issues
- Smart App Control is still stopping the game from starting on some Windows 11 PCs, with error 0x11C7. The Windows build isn't code signed yet. I'm getting a certificate sorted.
Current Release
Build 26423079
Uploaded Nov 11, 2026
System Requirements
How to Install
roguefort.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
F0131876
20d5e7ffed800579a75075a33964b1b3ce5850364357baecd315c59131df4279
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View AllDownload Roguefort for PC with a direct link or via torrent. Get the full version of Roguefort for free. Roguefort is a RPG released by Timothy Graham.