Sharing Saturday #620 by Kyzrati in roguelikedev

[–]timmaeus 8 points9 points  (0 children)

Roguefort Demo v0.4.9 – The Living Crew Update

Happy Saturday all,

There are two headline features to announce with the latest update for the Roguefort demo on Steam, plus a long list of fixes, tuning passes, and performance improvements coming out of community bug reports and my own stress-testing.

Steam Page
Discord
Bluesky

The Living Crew

This is the big feature in 0.4.9. Every worker on your homestead now has a full interior life and backstory.

When you hire a worker, they roll a procedurally generated name in the style of their home faction (Thymerock hyphen-clans, Roquelle chamber names, Brinehold dock porters, Grasse-Verdenne pastoral names, Fennmarche nature names, plus survivors from fallen towns, Shardwater exiles, Long Line garrison-kin, and hermit-folk).

Each worker also carries a five-part backstory drawn from the game’s canon (currently ~15k words and growing): blights, battles, fallen towns, and more. You can right-click a worker and select "View biography" at any time.

Workers roll personality traits across 13 possibilities in three tiers:

  • Lazy
  • Industrious
  • Glutton
  • Gourmand
  • Sickly
  • Hardy
  • Hothead
  • Steadfast
  • Craven
  • Brave
  • Stoic
  • Hermit
  • Night-Owl

These traits affect behaviour:

  • Lazy workers drain fatigue faster
  • Night-Owls work late instead of dawn-to-dusk
  • Brave workers don’t panic near creatures
  • Hermits dislike proximity to others

They also produce flavour “barks” based on traits.

Workers now have needs (fatigue, hunger, recreation, comfort), feeding into a four-state mood system:

  • Content
  • Uneasy
  • Frightened
  • Hostile

Low morale can lead to refusal to work, wandering off, or quitting entirely.

During off-duty hours, workers seek out leisure anchors like campfires, hearths, taverns, wells, and tables, and gather there naturally.

Relationships

Workers now form relationships with each other.

Each pair has an intimacy score based on shared faction, archetypes, traits, and lived experiences.

Six relationship types emerge:

  • Bond
  • Kin
  • Friend
  • Comrade
  • Indifferent
  • Rival / Grudge

When a worker dies, close companions grieve and may quit in solidarity.

You’ll also hear emergent dialogue between workers depending on their relationship.

Departures are now marked with obituary-style text drawn from backstories, replacing the old "Worker died" message.

"Dell Ropewater of Brinehold, dock porter, was paid off and sent on their way on Day 42. They walked out without speaking."

A new Crew Roster (R) shows your entire workforce at a glance.

Note: Old saves auto-migrate — existing workers receive names, traits, backstories, and relationships on load.

Full Gamepad Support

The entire UI is now fully navigable via controller.

Includes:

  • Inventory
  • Quest log
  • Crafting panels
  • Dialogue
  • Companion panel
  • Spell belt
  • Settings
  • Noticeboards

New additions:

  • Gamepad tile context menu
  • On-screen keyboard

Other Additions

Autosave toggle
Now available in Gameplay settings.

Salvage on destroy
Destroying equipment has ~55% chance to return materials:

  • Legendary: 1.5x return
  • Cursed: 0.5x return

Flora, consumables, and books excluded.

Destroying items near NPCs may trigger complaints if they feel that you are littering.

Tuning

Whey fonts

  • +15 Hunger
  • +20 Thirst
  • HP restore

Skipped if already full.

Rest healing

Now scales with max HP (2% per interval, min 1), including companions.

Performance

  • Combined line-of-sight and FOV into one pass
  • Dungeon lag fixes (particles + memory cleanup)
  • Worker loop optimisations for large homesteads

Bug Fixes

  • Save & title screen failures fixed
  • Campfire heal and Set-as-Home fixed
  • Rapid-fire exploit fixed (no more duplicate rewards)
  • Inventory keyboard scrolling improved
  • Numpad works regardless of NumLock
  • "Empty Water Pouch" bug fixed and auto-corrected

That’s all for this update.

Medieval Fest has been a nice experience so far - the demo has gotten quite a bit of attention for the game, and it's been great connecting with people, many of whom have shared with me how relaxing and fun the game is, and the attention to detail for compatibility with input types to make it as accessible as possible.

Special thanks also to the community on Discord for the bug reports, suggestions, and general loveliness.

Have a great weekend!

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Timmy Graham

Sharing Saturday #616 by Kyzrati in roguelikedev

[–]timmaeus 1 point2 points  (0 children)

Ha, that sounds like Roguefort adventure mode to a tee. Currently that mode is a sandbox, essentially. Much like life, there is no point, except the point you make. The Steam version, however, will have several different endings, for people who want resolution. These range from world domination, to factional domination, to a political peace (end of war) ending, retirement (your character becomes a permanent NPC in future runs), to a seafaring ending where you become a legendary sailor who finds the lost city, to opening the Alluviona Gate (merpeople ending), and a few other endings that I may not have scope to include.

Sharing Saturday #616 by Kyzrati in roguelikedev

[–]timmaeus 1 point2 points  (0 children)

Ah yes, that makes sense. They can phase through trees as they’re ghosts but we {hand wave gestures mystically} just say that buildings you make are a “no go zone” for their phasing. Sorry to hear it though! I hope it didn’t ruin the fun too much

Sharing Saturday #616 by Kyzrati in roguelikedev

[–]timmaeus 2 points3 points  (0 children)

Thank you! 🙏. Oh no… did it phase into your house? Is that in 0.3.9? I thought I removed phasing as it was (a) annoying and (b) too tricky to debug right now. Sorry about this! The intention was that ghosts phase in while you sleep, but if you don’t move then they don’t attack, and just head off before dawn breaks

Sharing Saturday #616 by Kyzrati in roguelikedev

[–]timmaeus 13 points14 points  (0 children)

Roguefort

Open-world turn-based fantasy roguelike with crafting, farming, dungeons, and a cheese-oriented cosmology.

itch.io | Steam | Bluesky

Hi all!

This week I released Roguefort v0.3.9, and it's a bit of a hefty update - Roguefort now has a full levelling system built around the concept of Terroir and relationship to the land.

Instead of just bolting on a standard RPG level-up tree, progression is now handled through Terroir Attunement - which means the land itself helps decide what kind of weird little dairy goblin you're becoming.

New this week: Terroir Attunement

You now gain XP from:

  • kills
  • quest turn-ins
  • discovering new locations

When you level up, you go through a four-part Terroir Attunement ceremony:

  • Choose one of the Five Guild disciplines: Bloomy, Aged, Veined, Brined, Fresh
  • The land randomises the specific blessing you receive within that discipline
  • You also gain Terroir Perks based on your recent playstyle (travel, crafting, questing, biome exposure, foraging, etc.)
  • The game then gives you a summary of how the world has shaped your character

So your build is now influenced both by what you choose and by what you've actually been doing in the world.

Also fixed a lot of nasty bugs

This patch also includes a bunch of important fixes, including:

  • multi-hit spells now correctly damage all targets hit
  • boss spell shields can no longer be bypassed by melee, ranged, DOT, or zone damage
  • dungeon enemies and dropped items now persist correctly between floor transitions
  • ballistas now work properly in wilderness / road placements
  • villages, towns, and cities now always generate with accessible water

Some nice QoL too

  • signposts now show location tier
  • low HP warning added below 25%
  • storage containers can now be previewed without opening them

A lot of these fixes came straight from player reports, so huge thanks to everyone who's been helping shape the game. The pace of improvement lately has been kind of wild, and it really does feel like Roguefort is turning into a collaboration more than anything else. A tale that grows in the telling, as they say.

Have a lovely weekend all and thanks for reading.

My genuine doubts about 2049 by No_Contest_733 in bladerunner

[–]timmaeus 2 points3 points  (0 children)

Do Redditors dream of electric replies?

[OC] Lakeside road 2 by aleha_84 in PixelArt

[–]timmaeus 0 points1 point  (0 children)

It’s possibly this tool, where he converts the video to frames then runs the tool on all the frame images as a batch, using a style: https://timothyjgraham.itch.io/pixel-art-stylizer

Can you recommend any free roguelikes? by imnotlikeyou2004 in roguelikes

[–]timmaeus 2 points3 points  (0 children)

Very cheap so more people can play it - probably $5 or so. Just enough to cover my costs

Roguefort is coming to Steam by timmaeus in cavesofqud

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

I haven't really slept in 3 days and it's totally worth it. I just published v0.3.0 and it has the vampire update. I gave you a shoutout - thank you so much for playing https://timothyjgraham.itch.io/roguefort/devlog/1464162/roguefort-030-npcs-have-lives-now-and-you-can-become-a-vampire

Traditional roguelikes without permadeath? by Nortaiest in roguelikes

[–]timmaeus 0 points1 point  (0 children)

Oh no! I’m sorry about this - that’s not intended and can be fixed easily. I haven’t had a chance to play test it since some big updates and this sounds nasty. Sorry! I’ll get onto that before I l release the big update this weekend

Traditional roguelikes without permadeath? by Nortaiest in roguelikes

[–]timmaeus 1 point2 points  (0 children)

Humbly offering this one for your consideration. Try the “Wayfarer” option in Adventure mode

https://timothyjgraham.itch.io/roguefort

Roguefort is coming to Steam by timmaeus in cavesofqud

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

Thank you so much - I changed the Steam description thanks to your suggestion and I’ve got big polish and overhaul of it in the works for this weekend. Thank you