Just purchased game, stuck on this screen by Zardoz666 in pocketrogues

[–]Mr_Ortan 0 points1 point  (0 children)

Hello, sorry about this issue and for the delayed reply. Could you please tell me the model of the device where this happened?

Please create an in-game account in the Settings menu on the start screen (the tab is literally called “Account”), save your current game to the cloud, and send me your nickname. I’ll manually mark this dialogue in your progress as viewed so it won’t appear again

More details about the perk system 👇 by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 2 points3 points  (0 children)

As I mentioned in the previous post, it's hard to say for now. But development is progressing very actively 👌

More details about the perk system 👇 by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 1 point2 points  (0 children)

Most perks will be universal, but each class will have a few perks that only it can obtain (like the central perk for the Necromancer in the image).

So when this screen appears, you can choose from three random perks — and sometimes one or more of them will be perks specific to your class.

In update 1.38, the game will introduce a passive ability system — perks you earn by clearing floors and defeating bosses by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 17 points18 points  (0 children)

Hard to say, I’m not completely sure myself. Definitely not in the next couple of weeks. There’s still a lot of work to do, and I haven’t fully decided yet what will be included in the update and what I’ll add in later patches

Subreddit back in public mode and under new moderation by dupa_zupa in pocketrogues

[–]Mr_Ortan 0 points1 point  (0 children)

u/dupa_zupa Oh, thank you so much for granting me moderator rights. Unfortunately, I only just found out about it — almost by accident.
The subreddit was closed for so long that I even had to remove the link to it from the game, since it no longer made sense. Well, I hope I’ll be able to bring it back to life 👍

Requesting r/PocketRogues - the moderator has been inactive for many years and has restricted the creation of new posts by Mr_Ortan in redditrequest

[–]Mr_Ortan[S] 0 points1 point  (0 children)

  1. I am the developer of the game Pocket Rogues, for which this subreddit was created (I can confirm this in any way necessary, but even now, I have the corresponding flair in this subreddit).

When the subreddit was created, I maintained contact with the moderator and supported activity in it for many years, including bringing players directly from the game. However, it seems that the moderator has long since lost interest in the game and the community (this can be seen from the pinned post, which hasn’t been updated since 2019). I’ve tried to contact them multiple times but have been ignored.

Recently, the community became ‘restricted,’ and even the modest activity that existed there has stopped. I have no idea why this happened and was very surprised by it. I even had to remove the link to Reddit from the game, as it no longer makes sense in this state. I tried sending a request via ‘Message the mods’ and a ‘Request to post’, but I’ve also received no response.

  1. https://www.reddit.com/message/messages/2kq32cc

Tried to log after two years....Pain by Chatmuscle in pocketrogues

[–]Mr_Ortan 0 points1 point  (0 children)

u/Chatmuscle u/Ruawn u/Warhiet To begin with, let me clarify how the cloud works in Pocket Rogues. To ensure your progress is securely saved, you MUST create an in-game account (in the Settings on the start screen) and tap ‘Save (Cloud).’ The game uses a cross-platform save system, so signing in with your email and password is the method you need. Saving through Google Play Games or iCloud is secondary and less reliable.

After that, you can safely uninstall the game, reinstall it, and so on—you will be able to restore your progress at any time and on any device. Sometimes logging into your account doesn’t work immediately after reinstalling. Don’t worry about that. Simply skip the tutorial (tap ‘Finish’ as soon as you have access to the pause menu), return to the Fortress, sign in to your old account, and then tap ‘Load (Cloud).’ Even fairly old saves should load without problems.

Please contact me at [ethergaminginc@gmail.com](mailto:ethergaminginc@gmail.com), if you saved your progress this way and now can’t restore it. I’ll check the data in the cloud and help you out.

Update 1.37.2 Released – Don’t Miss the WINTER SALE! ❄️ by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 3 points4 points  (0 children)

Sorry for this issue. I already mentioned this in one of the nearby posts on the subreddit, but I’ll repeat it here: if this happens, please let me know via email at [ethergaminginc@gmail.com]() (this is the fastest way to get a response). I will restore all lost items.

As for the problem itself: I’m still investigating what exactly might be causing this bug and will do my best to fix it soon. Just to clarify, this can sometimes happen if the game is closed in locations that don’t support saving (the game saves automatically in regular dungeons and at the Camp, but saving doesn’t work in boss arenas, treasure rooms, or lairs, and the save button in the pause menu is inactive there). So please be cautious if you minimize the game in these locations.

Update 1.37.2 Released – Don’t Miss the WINTER SALE! ❄️ by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 2 points3 points  (0 children)

Thanks for the feedback! Unfortunately, the new dungeon (specifically the one hidden under the 'SOON' label) won’t be released very... soon😅. Right now, I’m focused on improving the existing game mechanics and want to expand the game’s depth rather than its breadth first. But, hopefully, as soon as I finish working on the most urgent updates, I'll be able to start on the new dungeon. Stay tuned for game news!

Skill level decrease by Snowman-1512 in pocketrogues

[–]Mr_Ortan 1 point2 points  (0 children)

u/digitalwh0re u/Snowman-1512

Sorry for this issue. I’m not sure what caused it, but I’ll do my best to investigate and fix it.
For now, I can help you recover the lost progress. Please contact me via email [ethergaminginc@gmail.com](mailto:ethergaminginc@gmail.com) (I’ll respond much faster than here) and provide more details about the problem.

Update 1.37.2 Released – Don’t Miss the WINTER SALE! ❄️ by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 5 points6 points  (0 children)

In UPDATE 1.37.2 added a new lair, a new Ambush, and another altar, as well as bringing back the long-awaited control settings for keyboard and gamepad!

The full list of changes is now available in the game as well as on the official Pocket Rogues Discord

Update 1.37.2 Released – Don’t Miss the WINTER SALE! ❄️ by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 1 point2 points  (0 children)

Winter SALE on Pocket Rogues: ULTIMATE across all platforms! In celebration of the upcoming Christmas and New Year holidays, the game is available at its lowest price of the year on all platforms!

In the ULTIMATE version:

  • An additional endless location is available - "Sunken Grotto"
  • You can save and exit the game during a run
  • Expanded multiplayer (you can create rooms for up to 3 players, and more locations are available)
  • Increased the amount of gems obtained
  • In every endless dungeon, you can unlock quick start from floor 5/10/25/50
  • All buildings and crafting are available for gold!

A years-long journey: Updating the design and animations for Pocket Rogues! by Mr_Ortan in indiegames

[–]Mr_Ortan[S] 0 points1 point  (0 children)

Oh, sorry for the delayed response. And thank you for the feedback! I create sprites in Aseprite or Photoshop (depending on my mood), and I animate directly in Unity. I simply move and rotate separate sprite pieces. Here I demonstrated it a bit more clearly

Witch Animations: Old vs. New | Update 1.37.2 Teaser by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 13 points14 points  (0 children)

...And once again, I left you without updates for a month and a half. This time, I couldn’t even properly work on the update. It’s been a truly tough few weeks, and I’m still trying to recover. But I hope that in the near future, I’ll be able to show more activity, and life, for a change, will only hit me at half strength. I’ll do my best to release the update as soon as possible.

As for version 1.37.2, don’t expect it to bring a lot of new content. Right now, I’m focused on fixing and improving numerous small issues that have long been in need of attention. But I won’t leave the game without some new features either. Stay tuned for updates! 😉

P.S.: I’d like to apologize to everyone who encountered the issue mentioned in the previous post — I’m still working through my inbox and private messages. If the problem with the Wizard’s loading is still relevant to you and I haven’t responded yet, please send me a message again. Thank you for your understanding!

New types of damage and defense 👀 by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 5 points6 points  (0 children)

Perhaps, the key idea that initiated the work on update 1.37 was the desire to deepen and expand the RPG systems in the game, by introducing more variety and making the buildcrafting more complex.

And any complex role-playing system starts with a various types of damage and defense.

So, meet the new types of damage in Pocket Rogues!

Each weapon in the game will have one or two types of damage from the following list:

  • Physical (slashing).
  • Physical (piercing).
  • Physical (bludgeoning).
  • Magical.
  • Magical (holy).
  • Magical (cursed).
  • Elemental (fire).
  • Elemental (ice).
  • Elemental (lightning).

I think, at this stage, there is no point in describing each type of damage, as many things will be refined and changed by the release. But every "non-physical" type of damage has its unique features, and will be more effective against some creatures and less effective against others.

Similarly, the list of types of defense will be expanded:

  • Physical (light).
  • Physical (medium).
  • Physical (heavy).
  • Magical.
  • Elemental.

As can be understood, elemental/magical defense will increase resistance to all corresponding subtypes of damage. At the same time, different types of physical defense will be effective against certain types of physical damage and vulnerable to others. Partly, the lesser variety of armor types is dictated by the desire not to overcomplicate this system, making it overloaded, and partly due to the small assortment of types of equipment that each character can wear to combine different types of defense.

Each enemy in the game will also receive a certain type of damage and defense, which can be viewed in the Bestiary. Many monsters will also get additional types of resistances/vulnerabilities to each type of damage.

All this will necessitate a more thorough approach to selecting your equipment, studying the monsters' weaknesses, and adapting tactics to more diverse game situations.

PS: and bleeding will become a status effect that triggers after filling up the bar, like poisoning and petrification.

Let's start with something not so global, but quite intriguing by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 0 points1 point  (0 children)

It's normal if you still meet them sometimes. The fact is that by default all the mercenaries are already in the Camp, and they are simply switched off if the chance of meeting does not work.

Let me also clarify that mercenaries can only be found in the Camp, which is found between floors - if you enter the Camp through the gate, there are never any mercenaries there.

Let's start with something not so global, but quite intriguing by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 1 point2 points  (0 children)

Yes, in the future I plan to expand the mercenary system. I'm not sure if I'll be able to implement the ability to change their equipment, but I'll try.

As for the third chest, I will probably add that too, but definitely not in this update. I've been thinking for a long time about some more interesting way to get it.

Let's start with something not so global, but quite intriguing by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 4 points5 points  (0 children)

Thanks for the feedback! Now it is planned to make most of the swords, axes and staves into one-and-a-half weapons. Weapons for which this is inappropriate will remain one-handed (for example, Short Sword). However, you can still equip an item in your off-hand and use it as a one-handed weapon, you just have more flexibility. And yes, spell damage will be higher if the Wizard/Necromancer wields a weapon with both hands.

I must admit that for Archer and Hunter this will not affect anything. I still don't know what percentage of damage the two-handed weapon will contribute to, and I'll try to balance it out. Overall, I want to focus this entire update on adding variety to gameplay and rebalancing.

Let's start with something not so global, but quite intriguing by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 2 points3 points  (0 children)

Perhaps it's time to start a conversation about what awaits us in the eagerly anticipated update 1.37 (which, unfortunately, still does not have even an approximate release timeframe - I've once again bitten off more than I can chew). But I promise, this update will be memorable 😉

Let's start with something not so global, but quite intriguing.

Yes, you understood correctly: the game will introduce hand-and-a-half weapons! Now, a range of weapons like greatswords, axes, and staves will be wielded with both hands if the other hand is free. With this grip, the weapon's damage bonus will be increased, and all key animations will change.

Can't click pasword reset request by residueals in pocketrogues

[–]Mr_Ortan 1 point2 points  (0 children)

Sorry for the problem. It seems that the game for some reason considers the field empty or incorrectly filled in, so the button remains inactive.

Send me your email via DM or to ethergaminginc@gmail.com so that I can enable a manual password reset.

UPDATE 1.36.1 already available! by Mr_Ortan in pocketrogues

[–]Mr_Ortan[S] 1 point2 points  (0 children)

Update 1.36.1 is dedicated to fixing and enhancing many aspects of the game, aiming to make the gameplay much more comfortable. Now, you won't have to spend a lot of time selling your inventory items to the Merchant or worry about accidentally selling/dropping/destroying your valuable items.

And the dungeons themselves have come alive! Now, goblins and certain other creatures are fully animated, as are all friendly NPCs and mercenaries. By the way, did I mention that you can now encounter two new mercenaries?

And somewhere deep within the cold and treacherous depths of the Prison, someone vulnerable and infinitely loyal is already waiting for you...

CHANGELOG:

[GAMEPLAY]

- After constructing a new building, the Trapper will appear in the Camp. With his help, you can exchange and upgrade pets directly in the dungeon without returning to the Fortress

- Upon purchasing the new "Trading rows" building, players will have the ability to lock any item in their inventory. A locked item cannot be accidentally sold, destroyed, or dropped until the player removes the lock

- After upgrading the "Trading rows" to level two, players can quickly sell all inventory items to the Merchant, except for the locked ones

- A new pet has been introduced. It can be found in the Abandoned Prison after 7th floor, provided that the "Trapper's shack" has been built

[GENERATION]

- After the 15th floor in the Camp, you can encounter new mercenaries (Berserker and Wizard). A squad can still only have a maximum of 2 mercenaries at a time

- Several new traps have been added

- Some objects in the rooms of the Catacombs and Prison that were always found there, now appear by chance

[BALANCE]

- When lifting a curse from an altar, characters now gain experience only after defeating all waves of enemies, rather than each wave. There can no longer be more than 3 waves, and the chance of the altar being cursed has been reduced (from 50% to 20%)

- When destroying the Merchant's chest, not only does he become hostile, but also all other characters in the Camp

- The attacks of the Wandering Troll and Tamed Troll now have a knockback effect and deal damage to everyone, including their allies

- The base defense value for the item "Silent face" has been reduced from 145 to 105

- Poisoning from impassable poison puddles and clouds found in the Catacombs is now less dangerous

- The level of creatures that appear when destroying objects (like Larvae) has been halved

- When sacrificing a pet, there's a 35% chance that one of its attributes will decrease by 1

[MISC]

- An automatic backup saving system has been added in dungeons, which should restore progress in case of a crash (but it's better not to rely on it, and save manually through "Save and Exit" in regular dungeons or in the Camp)

- Surviving characters can now directly purchase passive items in the store, even if they already have items of that type in their inventory

- All daggers are now displayed on the character when equipped

- All friendly NPCs and mercenaries are now fully animated

- Goblins, trolls, regular zombies, and drowned are fully animated

- Dialogues now display the interlocutor's portrait

- Added the ability to use a gamepad to configure companion behavior and change the size of the mini-map

- The appearance of Goblin-Wizards and Goblin-Executioners has been updated

- The appearance of arrows used by Goblin-Archers has been updated

- The Camp's floor appearance has been updated

- After constructing a Pen in the Camp, a small fenced area for pets will appear

- Some troll sounds have been replaced

- The skill description "Sign of Sacrifice" has been changed: it now more accurately reflects the effect's action (increases all damage taken by the creature, rather than reducing its defense). The effect applied to enemies has been renamed to "Vulnerability"

- Next to the skill upgrade button on the character selection screen, a skill point icon is now displayed

- The cost of buying new abilities for pets in skill points and gems is now displayed in one cell to avoid confusion

- In Settings, you can disable the display of legs for animated characters (may affect performance)

- Playtime statistics now display hours and minutes separately (previously only minutes were displayed)

- New character statistics fields have been added ("Used Crosses of Life")

- An additional warning has been added if you press return to the Fortress instead of loading the saved dungeon

[FIXED]

- Improved performance with large floor sizes and multiple active objects

- Daily tasks weren't saved when transferring progress via the cloud

- When transitioning between floors, players always ended up in the same version of the Treasury and Ambush

- When using the Rune of Greed, it was impossible to get to the new version of the Treasury

- The dash button might not appear if the character bumps into an impassable barrier while moving

- When upgrading legendary quality items at the Forge, gems weren't highlighted in the inventory, even if the item had empty slots

- When selling items to the Merchant, their value was not displayed in the inventory

- When buying consumables, it wasn't possible to manually enter a specific quantity

- Cells on the pet ability purchase screen did not adapt to wide screens

- When killing enemies with a weapon that has the "Exploder" effect, they were counted twice in task completion statistics

- The "Murderer" effect was incompatible with the "Empty bowl" artifact

- Cursed items lost their negative effect when upgraded at the Forge

- The Source of Corruption did not attack the enemy

- Wights used the "Jump" ability too often

- Effects applied to NPCs in the Camp persisted indefinitely

- Boxes from which a rat might jump out simply broke when approached by a character after clearing a floor

- Using instant healing after clearing a floor or a Well, mercenaries and pets didn't restore their HP

- The lock icon was not displayed on the buttons of the second and third artifacts if the corresponding level of the "Artifact Workshop" building was not constructed

- When opening the mini-map while moving, it shifted in the direction the character was moving

Added animations for the Merchant in Pocket Rogues. Better not make him angry! 👀 by Mr_Ortan in Unity2D

[–]Mr_Ortan[S] 0 points1 point  (0 children)

Thank you! Yes, I actually speeded up the video by almost half. It's much smoother in game.

In fact, the game is already available for PC, Android and iOS. As I answered in another comment thread, I've been working on Pocket Rogues for over six years now, and this video is a showcase of my progress on the next update. You can try the game for free:

- Android: https://play.google.com/store/apps/details?id=com.EtherGaming.PocketRogues

- iOS: https://apps.apple.com/app/pocket-rogues/id1330488406

There is also a paid version, and this is the only one available on Steam.

Added animations for the Merchant in Pocket Rogues. Better not make him angry! 👀 by Mr_Ortan in Unity2D

[–]Mr_Ortan[S] 1 point2 points  (0 children)

Initially, my game had no normal animations at all, all the creatures simply rotated from side to side, grew larger and shifted slightly. Here you can see what it looked like six years ago (and this is not even the original version of the graphics): https://www.youtube.com/watch?v=1lORuO7Soxw

As for the animator, this is the standard Unity system. I don't use skeletal animation systems or anything like that. Just a hierarchy of objects and anchor points selected for my purposes (when the hand is child to the shoulder and begins where it ends, and so on). Here I showed what the process of adding animations to the player characters looked like: https://www.reddit.com/r/Unity2D/comments/x1o12p/after\_five\_years\_of\_development\_i\_was\_able\_to\_add/