In Progress: Tutorial and Multiple Save Files!
Rogue's War » Devlog
Hello everyone! Sorry for the radio silence, I have been pretty busy with many things so far. However, I am happy to announce the next major update could be coming sooner than I thought. Among the major new features are a Tutorial System and a Multi-Save File System!
I got some valuable data from a few of my friends playtesting the game for me. Some bugs came with the new Beta v0.2, which included not being able to hear the lovely music i made :(. Hopefully I will figure out what makes it not work and fix it for this upcoming release!
As a sneak preview, here's what you can expect for this upcoming update:
- A Tutorial! While the core of the game is easy to explain, I learned pretty quickly that it would be beneficial for the game to explain its own mechanics. Now there is a free tutorial inside of the game that you may toggle on and off as you wish. Unclear if it will save your progress in the tutorial...
- Multiple Saves! Previously, only one save file could be used per system, which was fine initially, but I did want to add in the option of allowing someone else to play on the same system while also not messing with other people's saves. So, now there is a very rudimentary system that allows you to select, add, and delete multiple saves based on usernames. This system is still in the early stages, so if there are bugs when this releases, please do tell me!
- Deck View anytime! My playtesters/friends expressed frustration with only being able to see their deck in the map screen. Now, the battle screen and shop screen allow you to see your deck there as well! Perhaps there's room for being able to see your deck in the main menu before a run?
- Better UI! Previously, there wasn't really an indication on where you needed to place your cards in the battle screen and shop. Now, there are visible boxes that allow you to place your cards accurately.
- Static HP! While the random HP did add a bit of variety and replayability, I felt like the game would benefit more from a standard progression, where the boss was the hardest enemy you'd face in the round. Previously, there was room for situations where the second enemy had more HP than the boss, or even the first enemy had more HP than the boss. Now, there is a more linear curve, though I will eventually add a modifier to randomize enemy HPs as a "legacy" option.
- "Universal" Suit Effects: My playtesters/friends expressed that certain suit effects shouldn't be tied to the suits. Sometimes they really needed an attack increase but already had a good Spade Suit Effect. I agree. I will add in suit effects that increase each of the main stats for all suits. Stuff like ATK increases will no longer be tied to Spades. However, I will buff the originals so that the core theming stays intact.
- Unique Suit Effects: I made it so that you can no longer see suit effects that you already have. While you can't buy suit effects that you already have normally (since you can't buy a suit effect if you already have one of that same suit), it always is a shame to go into the suit effect shop and have 1/4 options be something you already have.
- Various bug fixes and other additions! I don't want to spoil too much, but I hope you enjoy the update regardless when it comes out.
Thank you all so much for following Rogue's War! I'll see you all later!
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Rogue's War
A deck-builder Roguelite inspired by the classic card game War.
| Status | In development |
| Author | TheSocialZombie |
| Genre | Card Game, Role Playing |
| Tags | 2D, Deck Building, Pixel Art, Roguelite, Singleplayer |
More posts
- Mini-Update: Dev Plans18 days ago
- Beta v0.3 Released! The QOL Update!52 days ago
- Dev Update: Card Effects!55 days ago
- New Update: Suit Effects!81 days ago
- Suit Effects Coming Soon!82 days ago
- Tiny Update: New Enemy Designs!84 days ago
- Public Beta Playtest!89 days ago
- Announcement: So many changes!93 days ago

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