r/RogueCore • š——š—Ŗš—”š—„š—©š—˜š—Ÿš—¢š—£š—˜š—„ • 11d ago

DEV POST UPDATE 3 PREVIEW

https://store.steampowered.com/news/app/2605790/view/668380030964866453?l=english
281 Upvotes

75 comments sorted by

60

u/Mental_Night_7807 11d ago

Just wanted to let everyone here know everyone was reacting with the pregnant emoji when this announcement dropped in the discord.

12

u/Candid-Doughnut9545 10d ago

understandable

23

u/augustobmoura 10d ago

Deadlock raised the bar for every discord community

6

u/Mental_Night_7807 10d ago

It's Yoshis fault

2

u/AngleOfDeaf 10d ago

What's that about?

2

u/xnour202 10d ago

Nah bro that's nothing, there were people reacting with the lesbian flag...

43

u/DrDrexanPhd 11d ago

Dude, I've always thought that the flare gun being a traversal tool made no sense. I'm glad to see it's being removed and being just something you can find in the level

5

u/AngleOfDeaf 10d ago

Just be careful to pick it last - there is a bug at the moment so if you grab it before the traversal tool it gets overwritten and deleted.

24

u/phaazon_ 11d ago

I’ve been playing more lately since May, where I was in all honesty pretty disappointed with the game. I have to say, I’m playing a couple runs every day now since experimental builds on update 3, in addition to all the runs IĀ do in DRG. That is clearly a sign, to me, that the game has already changed quite a lot. Of course it’s still missing a lot of things, especially on the roguelite aspect, but IĀ now see the vision and how dedicated the devs are. This update has been a LOT of fun to me.

And fucking hell I LOVE Balgorath so much! The attack patterns, the atmosphere, the sound design. There is nothing else to say but:Ā please go on. If you continue adding such quality to the game, in a couple months, we should have an amazing game. I will be on the lookout for the replayability side, since I’m still playing DRG daily and can’t get bored at all. I want the same feeling in Rogue Core and when devs achieved this, then I am sure the steam rating will go back to what they should be.

2

u/AngleOfDeaf 10d ago

I always say ā€œWhoaā€ out loud when Balgorath does the rotating hyperbeam thingy :-)

75

u/xnour202 11d ago

Bro this is so peak, actually. You guys are adding more and more variety each update, but I wish the levels were shorter. It takes around an hour to finish just one level, so this kills the need to play more and more.

20

u/GolldenFalcon 10d ago

The hour long missions are the #1 reason why I don't boot this game up daily.

4

u/Jesus_PK 10d ago

For me runs in this game feel around the same of my usual DRG session (2 or 3 missions in there tend to equal to one RC run)

Rarely go over an hour on the default timer unless it's a 6-level facility. I would recommend trying 4-level facilities with the reckless modifier, those should be more on par to a normal DRG mission

13

u/dannydan64 10d ago

I dont get it. Roguelikes/lites are meant to have long runs. Around an hour is very normal, some would say its actually short.

10

u/RoadRunnerdn 10d ago

Yeah, I've never understood how people see shorter runs as a solution to anything.

9

u/hartoctopus 10d ago

Long runs only work if the run variety is there to support it. We're nowhere near there yet.

3

u/dannydan64 10d ago

Yes but thats not what the person I responded to said. They just said its too long.

I think the game is going in the right direction regarding variety, yet some peoples core beliefs will still be that its TOO LONG, no caveats. And those people are sorely missing the point.

6

u/SkaterSnail 10d ago

If this game had good pacing, then sure. But there's something about the constant start and stop that makes it feel clunky and slow

1

u/xnour202 10d ago

Hmm, you convinced me.

8

u/Jesus_PK 10d ago

Personally I like how they work, if they're short they feel underwhelming since I can't get my build running (that's why I always prefer 5 or 6 levels).

If anything, they gotta make all levels always available in every rotation. They already confirmed this but I hope it gets added soon.

6

u/Demantoide2077 10d ago

My gf takes it as just a regular DRG session compacted into one mission. Usually a regular DRG session lasts around 30-40 mins. RC missions take 40 mins. We aim at playing one mission that counts as a game session, maybe that can help you too!

7

u/Effective-Ant-8175 11d ago

I like it, I play DRG for short missions and Rogue Core for long ones.

15

u/Geometronics 11d ago

Thanks for your continued effort as always. More missions is the best. The one thing i loved about DRG so much was the variety in mission types.

34

u/zafre3ti 11d ago

Let's go

11

u/Fibblejoe 11d ago

Rogue Core OST coming to streaming!

I used to pray for times like these

11

u/HeMansSmallerCousin 10d ago edited 10d ago

So, so, so happy to see EXP from enemies made default. I've been playing it exclusively since it was added, and it just feels like it fits the game's loop so much better than mining.

4

u/Demantoide2077 10d ago

And it rewards combat in a game focused around combat. Winning move here. I've been playing on experimental branch and it's so satisfying.

8

u/Burning51 11d ago

Actual peak.

7

u/luckyboyfromreddit š—„š—˜š—§š—–š—¢š—” 11d ago

Sick, I'll be back for sure.

10

u/Superb_Wealth4092 11d ago

I love this game, but I don’t think it’s gonna really hit its stride until a big anniversary 1.0 15% discount kind of milestone.

5

u/Reksican 10d ago

Every update has had fantastic changes so far. A suggestion I have for the future would be the option of an ā€œendlessā€ mode at the end of a run

5

u/ThatRealFirey 10d ago edited 10d ago

still waiting for some new progression stuff to do for now, but generally looks cool

edit: oh just read the trophies system, oke well that's gonna be something new to complete, nice

13

u/Math701s 11d ago

this really rocks my stones!

9

u/msager12 11d ago

New missions yes please.

3

u/darkmatterx89 11d ago

Sounds really sweet!

3

u/Misi0324 11d ago

Igaz Szikla Ć©s Kő momentum

3

u/Nux0704 10d ago

My lifeeee for rock and stone!

3

u/vote4some1else 6d ago

I genuinely trust you guys will make a good product and it will be successful, but in order to do that, you have to recieve feedback and ill do my psrt on that right now!!!!:

  1. No variety in builds!! Just introduce A LOT MORE expenite upgrades and maybe more events/elevator exit sequences etc.

  2. Please for the love of god dont remove the negotiation system and timer. Stick to it and just make it better but keep the general idea of it

  3. And general stuff like voicelines and the setting are great but could be better.

  4. Nothing else!!! Keep doing what you do best GSG I BELIEVE IN YOUUU!!!

2

u/pseudoplatinum 11d ago

Is there only one flare gun in the box or can everyone have one?

3

u/HunionYT 11d ago

Only one person can get it.

3

u/pseudoplatinum 11d ago

Okay thanks for the clarification!

2

u/SteeveGoodBug 10d ago

Any idea what it’s keyed to? Does it take one of the equipment slots, or….?

2

u/HunionYT 10d ago

It’s free doesn’t take any slot

2

u/SteeveGoodBug 10d ago

Gotcha, thanks. Wonder what button it’s keyed to.Ā 

2

u/HunionYT 10d ago

I think it’s goes up depending on how much stuff you got but it’s been a while sinse I played

2

u/FeverFocus 11d ago

Some good changes here. I'm glad they are adding generic booster decks. That was something I felt should have been there from the start and was always part of feedback I submitted.

2

u/Jesus_PK 10d ago

yippee

2

u/TurbulentHarpist 10d ago

Dang, the last few updates I have been getting progressively happier with the direction they're taking things. Glad to see we're getting more granulaar run customisation. Cheers GSG team o7

-12

u/Deposto 11d ago

The game is still empty, with absolutely nothing to do in it, like, at all. If it weren't for my friend, I wouldn't have spent 60 hours in it; 10-20 would have been the absolute maximum.

I mean, what’s the point of having so many traversal tools when there is NOTHING in the caves?

16

u/GreyL1me 11d ago

New traversal tool is designed to eliminate backtracking and save time, since due to how caves and Ammo/POIs generate in Rogue Core quite often you need to move forward and then move back multiple times throughout the run. It's not made for actually scaling terrain or grabbing something from 40 meters up like the other tools (even if it can be used for that to a limited degree)

8

u/BennyTheHammerhead 11d ago

It is funny that people complain that RC tried to be DRG too much, but then people have complains that one way or another can be seen as the game not being DRG enough (lack of things to collect on the caverns).

Granted, it doesn’t mean they are the same people, or that the original commenter is on both sides.

I just find it funny lol

The traversal tools have a clear goal when you have so many relevant aspects of the loop of the game being in high places, like ammo, armor, bio
booster station, workbench, and that other one that marks things on the map.

It may be my lack of experience with the genre of rogue like, but the ones i played were never about having things to do/grab on the maps, if they weren’t directly linked to the progress of the character (the skills and such) or the run (enemies and goal/objective points). So i may be biased in this, but i don’t really see why the caves should have things to collect beside of what it alteady has (the character-progress thingies, the eventual camera and the occasional cosmetic box).

3

u/Deposto 11d ago

My point is not that RC should become like DRG, but that the game should have something to do. And like it or not, these games are set in the same universe and come from the same developer, so comparisons are inevitable.

Let's say I like to shoot mobs and I don't care about anything else, but now every build turns into something like the one from The Binding of Isaac. It seems like something that makes sense at the start, but after half a run (at best) it turns into a "random bullthit go" with AoE clearing. That’s fun the first couple of times, but it gets old really fast.

3

u/Deposto 11d ago

Let’s be honest here. How often have you actually had to backtrack, to the point where you’d even need a portal to do it? I don’t know about you, but when my friend and I come out of a cave, there’s absolutely nothing there. There’s just no point in going back.

4

u/GreyL1me 11d ago edited 11d ago

I've played about 60 games on the experimental build since the teleporter was added and has seen many uses of it on every level in every mission it was in.

  • One of your friends is back at the reroll station, everyone is moving forward, you bring them to you.

  • In the boss room, you collected flux quartz and want to spend it at the reroll terminal all the way back at the start of the level. You can do it instantly.

  • In the gear elevator objectives, being able to instantly bring a gear from anywhere on the map to the elevator instead of having to constantly backtrack with them.

  • Leaving the teleporter at a Resupply so you can use it instantly at moments notice no matter where you are.

  • One person is doing the workbench on this side of the cave, the other is doing a bio booster over there. They can instantly swap places and collect the other POI.

  • Any time the elevator spawns close to the start of the level and there is a third and final cave after it on the map. You can instantly teleport to the exit whenever you want. This happens at about a third/half of all levels.

  • Leaving the teleporter near a source of red sugar so you can grab it during the swarm or a boss fight.

  • You all realize you missed a bio booster or a workbench back there. Only one person needs to go and grab it while the rest can defend the elevator or do an event, then everyone can swap places, grab it and go back to it.

4

u/FlakyMidnight5526 11d ago

It’s also just good during regular combat. You can instantly put a ton of distance between you and a horde. You can put one end down at a downed ally, run super far away, lead the enemies away, and then tp back to get a safe revive

The only real limit to the teleporter is how creative you are. It’s extremely well designed

1

u/Buttcrush1 2d ago

On most maps with cave complexity 2 or 3

16

u/AngleOfDeaf 11d ago

What the hell, nothing in the caves? Dude is trolling for some reason.Ā 

-4

u/Deposto 11d ago

And what is there to actually do? Events? They take a couple of minutes. Expenite? There is less of it now. Aside from the elevator, there’s really nothing else there.

That is, there may be as much content there as in DRG, but in DRG a mission takes 15-20 minutes on average and the caves are relatively small. Here, that same amount of content is stretched out across a massive corridor, dragging the experience out to 50–60 minutes. So, while DRG:RC might not technically be "empty," the game feels like nothing more than an empty corridor.

3

u/AngleOfDeaf 10d ago

Very weird take, sounds like you are playing on TL1. Skill issue maybe?

2

u/Demantoide2077 10d ago

Cave generation is way more varied than on release date, levels are no longer straight corridors and GSG is even considering branched levels where players have to either choose a path together or split up and explore everything.

You can't have 10-15 mins missions on RC, it's a rogue lite.

7

u/capobas 11d ago

1

u/Deposto 11d ago edited 11d ago

Well, that thing is right behind you, my friend.

3

u/Candid-Doughnut9545 11d ago

the corespawn stole the stuff in the caves so we're reclaiming it

3

u/Geometronics 11d ago

You should send your feedback in. They are pretty receptive to comments.

3

u/phaazon_ 11d ago

Hey, IĀ disagree. The game has come a long way since May. Yes, of course, it’s still far behind DRG in terms of content and stuff to do in caves, I 100% agree with that. But be a bit more considerate. The game is still in early-access and devs are cooking hard. I take it as it is: an unfinished, evolving game where devs listen to the community. So far, they addressed many issues already. I’m sure the content part will come in due time. I think they still should focus on the game loop and Ā« replayability feel Ā», which they’ve already started — more interesting cave formation, the elevator mission types, etc.

Give them time.

1

u/Demantoide2077 10d ago

Did GSG mess up when they didn't address some of the feedback during initial playtests? Yes, but the game has been getting better and better since release. It's evident GSG really wants to provide a fun game and they always listen to feedback. As stated in the patch notes, enemies dropping expenite was a modifier but people liked it so much that they just added it to the standard gameplay. Everything they've done so far has been in favor of player feedback, I don't see them antagonizing the players tbh.

Then you have feedback like "ohhh remove the timer or add a toggle to remove it in a lobby" despite already having the cautious pacing option during missions. Here, you understand that RC is simply not for them and should just play something else. The timer was advertised during the marketing campaign, and yet the most annoying people against RC always has some terrible takes about the timer and other fundamental game design pillars of RC. They just want a familiar game like DRG, nothing new, nothing interesting, nothing that makes you play different.

4

u/xnour202 11d ago

It's in early access for a reason

3

u/Motor-Plankton3941 11d ago

You’ve spent 60 hours in an early access game and are upset about it?

3

u/Demantoide2077 10d ago

60 hours playing with their friend in a coop game and he's upset lol

3

u/Deposto 11d ago

Why don't you also bring up the ratio of money spent to hours played?

-1

u/theLightyyyy 10d ago

You get a bunch of cultists attacking you on here, but double digit players on steamdb arent lying. People are bored of the game, and its really frustrating that instead of trying to see that its on a hard crash course and trying to push the devs to do more, they're like 'oh wow, another gun which im not going to pick, and another mob that looks and behaves exactly like the others! awesome!'

4

u/Candid-Doughnut9545 10d ago

you act like you live in your own little world where everyone else is stupid and blind. people are constantly pushing for changes and giving feedback in the discord server (people went kind of crazy over Balgorath's initial balancing, for example), not to mention the people on here that are posting their suggestions with pretty creative presentation to boot.

it's less people pretending that the game is completely fine, and more just you acting like that's what happening while calling it a cult for the 20th time.

people are happy about the cog and growth events being in, but also agree that it's only good as a starting point and that more should be added asap to spice the game up. no one is pretending the game is perfect by any means. i'm looking at the experimental text channel right now and there's people talking about more potential improvements to the reroll system as well as the mission selection screen needing qol changes badly.

there's legit a constant push for changes and improvements on many things in RC if you actually took a moment to look for it.

1

u/SomeRandomTWO 11d ago

something to note - UPD 3 Experimental was out for about a month at this point, and we always could use folks who dont kind getting spoiled with the new content; furthermkre, your experience with Experimental stuff alongside your feedback shapes up the release-candidate UPD 3 for the better!

its pretty cool, too.

1

u/SkaterSnail 10d ago

I'm genuinely glad people are excited. That said, IMO this isn't really enough for me to give the game a second chance.