- Roguefort Playtest v0.21.0 patch notes - "Cells and Spells" - 9 September 2026
Hey everyone, Since 0.20.1 I’ve rebuilt most of the game’s menus and UI, replaced hundreds of placeholder icons with beautiful new pixel artwork by Bladimir (aka imkingsfool), added a proper character creation screen, and turned imprisonment from a dialogue box into an actual place you can escape from. There are many bug fixes and community suggestions in here too, which you can find in detail below. Thanks, as always, to everyone who sent saves, screenshots and bug reports as part of the playtest. The game is coming along in leaps and bounds thanks to your efforts, and I've added some credits down below as well. Tim The big stuff Getting arrested now puts you in a real settlement lock-up. You can walk around the cell, sleep off your sentence, pay the fine, bribe the gaoler, or try the bent spoon somebody thoughtfully left on the floor. Break out and the town will treat you accordingly.…
- Roguefort 0.20.0 hotfix (secret) update - "Razzle Dazzle Root Beer" - 3 September 2026
Hey everyone, This is a secret little hotfix update - we are still technically on 0.20.0 of the playtest build, but here's uhhh the rest of it (and not because I forgot to update the version number before building it). It's mostly a bunch of bug fixes and polish, so it's a big massive thanks to the community, as it always is. But it also has some very cool features. 2.5D mode gets a lot of love - it should look and feel much better! Also, you can engage in social activity a lot more now, because that code had somehow gone dead (it wasn't being called in the NPC interaction menus), and so I wired it up and added some polish and UX to it too for making it more legible to players. The Crossing mode (the one where you generate entirely procedurally generated worlds and histories) got a huge amount of customisation options and also a preview for the world you generate. And there's now a MAST…
- Roguefort Playtest v0.20.0 - "Looks Like Spellcasting Is Back On The Menu" - 2 September 2026
Hey everyone, Another big update tonight - v0.20.0 packs in a huge amount of new content and bug fixes and polish. If you're just tuning in to these updates, I want to say a huge thanks to the community for all the bug reports and suggestions over the past week. A game like this couldn't exist without you all to test it - there's so many systems and emergent behaviour and balancing to be done, and there's absolutely no way a solo dev could do it even with 10 years to work on it. So, thanks as always to you all. The headlines tonight are basically: Spellcasting gets a big rework to make it much more viable. More manna sources and higher caps on manna too, among other things. The 2.5D view mode gets a big rework too. I was never happy with the way the engine rendered the sprites, so it's much more in line with my original vision, with a lot of visual polish thrown in. You can also rotate…
- Roguefort Patch Notes v0.19.6 - "Leaderboards Go Global" - 31 August 2026
Hey all, I'm excited to announce that Roguefort's first raid dungeon, The Monadic Descent, now has a working leaderboard! This is the first of a series of raid dungeons that are accessible by going into the Old Mouth (the game's multiplayer trading hub) and heading to the north-east staircase. Test your skill at the game by trying to beat the top scores. It is essentially a speedrun leaderboard, which I think adds an extra level of depth to the game by getting you to think and play in a way that the rest of the game doesn't focus so much on. Anyone can play - whether you're a god-like level 100 with mythic gear, or you literally just rolled a fresh character, it's dynamically balanced so anyone can participate. In other news, thanks as always for the nonstop flow of feedback, suggestions, and bug reports. I'm working around the clock to address them all. That's about it for now! Thanks…
- Roguefort Playtest v0.19.4 - "Mahargekdar's Plane of Heroes" - 29 August 2026
Roguefort 0.19.4 — Patch Notes Hey everyone, It's patch time again - I've been hard at it fixing your bug reports and adding suggestions, so thanks to everyone as always for this. I'm excited for this update because it is the culmination of months of work, because... drum roll... Roguefort is getting competitive raid dungeons! If you go into the Old Mouth trading hub and head to the north east of it you'll find a staircase that until now didn't do anything. Now, you can enter it, and go beyond time and space into the terroir dreamspace of Mahargekdar. All the details below in the patch notes. I also want to make a special mention that the pixel art team on Discord has contributed 43 sprites to the tileset this update! And the team has grown - a warm welcome to Soeshii (who also radically improved my hamster sprite). Oh and thanks to theartolater, who authored a new book in the Roguefort…
- Roguefort Playtest v0.19.3 - "Non Travolta" - 28 August 2026
Hello affineurs aged and fresh, A hotfix patch for the playtest, all thanks to you. The big one is probably for the high vision builds, where if players had high enough vision stats then monsters stopped spawning in the overworld simply because they had nowhere to "pop in" without being seen as popping in. So, that's fixed now, and so there will be hopefully no more Confused John Travolta memes in the discord chat. Other than that, there's a hot lil lineup of bug fixes and QoL stuff. I couldn't do it without you guys. Lots of love and see you again shortly. Tim The world stopped being empty Wearing a lot of vision gear no longer empties the overworld. Creatures are placed in a ring just outside your sight so nothing ever appears in front of you — but that ring was a fixed distance while your sight was not, so once you stacked enough vision the ring fell inside it and every placement was…
- Roguefort v0.19.2 - "Suitably Wild" - 27 August 2026
Hey everyone, A quick hotfix today, with the main purpose of fixing a bug where enemies nearby settlements and your base couldn't deal damage to the player. This is fixed along with some changes to how wild the world feels close to your starting spawn area on new runs (it's a little wilder, let's say suitably so, I hope). The rest is QoL and jank fixes. Thanks as always for the playtesting and reports. Tim Combat Wild creatures can hurt you again. An internal safety check was silently swallowing the attacks of nearly every wild creature — boars, wolves, ghosts, toads, 36 of the 39 kinds that roam the overworld — from the moment they spawned. Dungeon monsters and town guards were unaffected, and reloading a save cleared it for a while, which is why the bug seemed to come and go between players. (sksniperks, rubberychicken) Separately, a creature you had already wounded stopped being able…
- Roguefort Playtest v0.19.0 - "Hamsters!" - 26 August 2026
Hey everyone, Like I say in every update, I'd like to say a big thank you to you, the community. All your bug reports, suggestions, and threads have made it possible to keep improving the game and making it more enjoyable and accessible to play. First up, there are OVER 100 NEW SPRITES from the amazingly talented pixel art team on Discord - that's @ArkHaven @MerlinTheQuestioner and @DatSheepDoe, as well as @shu @Briarios @ElfieTheExplorer and @Klaisen 👏. This is another chocker block update, with a colossal number of fixes and new content, including notably the addition of farmable, tameable, and rideable HAMSTERS (thanks @thesquirrel for this suggestion). Before I jump into the patch ntoes, I'd like to thank all the playtesters who've contributed over the past week or so, including: @rubberychicken, @theartolater, @urughak, @datsheeptho, @arkhaven, @samv123, @nalathnidragon, @bossman6…
- Roguefort Playtest v0.16.4 - Patch Notes - "Hammer and Tongs" - 17 August 2026
Roguefort Playtest - 0.16.4 Hello affineurs! I've been hard at it over the past fortnight and this update packs in two weeks of work into one build. The game should feel more polished to play (especially co-op), the majority of the reported bug fixes should be resolved, and it should feel like a lot less jank and a lot more polish. Lo and behold, when I tallied it up there were 733 commits between 0.15.0 (the last playtest build on Steam) and 0.16.4 (this one), with hundreds of Discord bug reports closed, and a huge amount of refactoring work to provide the runway and the tools/tests for debugging at scale and at the root cause. So, it's been a busy couple weeks :-). Thanks for your patience and all your hard work. Co-op got a lot of work in this update. Around sixty of the fixes here are multiplayer, and they are not polish - they are the reasons co-op was not really playable. The sing…
- Roguefort Playtest Update v0.15.0 - "Spring Clean" - 2 August 2026
Hey everyone, As I mentioned in the roadmap post on Discord (#general), this is the last update for a week or two. I will be going into engineering mode and getting the code base back into shape, ready for the next few months of heavy work and polishing. This update is a small and speedy one, which follows on directly from 0.14.0. Actually, a lot of what is in here is *suggestions*, though there's a lot of bug fixes as well. This build relieves a lot of friction in the game, such as eating and drinking without opening the bag, auto-travel QoL improvements, gamepad and Steam Deck interface fixes and jank removal. It also sorts out achievements not popping - as The Squirrel highlighted. So, you might expect a few achievements to pop up when you log in next :-). You can now build faction walls - they are special walls that have the style of the faction, and this was ArkHaven's suggestion,…
- Roguefort Playtest 0.14.0 - Release Notes: "Mind the Brazier" - 1 August 2026
Roguefort Playtest - 0.14.0 Hey everyone, First of all, thanks as always for the extraordinary amount of bug reports, suggestions, and discussions over the last few days. I've been working around the clock to get to it all, but it's all thanks to you. The numbers are kinda nuts - 77 of the bug report and suggestion threads are now implemented. There were 66 bug and 11 suggestions in total that I got to this build. I think this is probably a record. Special mention to RubberyChicken who (I am not kidding) submitted nearly HALF the bug reports and suggestions in this build :-) I'm not sure who or how many people read these patch notes, but I'll give the tl;dr headline changes here, then below the jump is the dot point detailed notes per category. I've also credited everyone as much as possible so we know who posted what and what was done to fix/address it - please see the detailed info be…
- Roguefort Update 0.13.1 - "Buried Treasure" - 30 July 2026
Roguefort Playtest - 0.13.1 I've been making so many changes to the dev build so quickly that I might have mistaken what was actually IN the main shipped build last night (for 0.13.0). Which means there's a bit more to this patch than meets the eye. The main headlines are a perks rework thanks in large part to NalathniDragon, who has given me excellent and detailed design advice. And to ArkHaven and RubberyChicken and Aog and others as well, who've been helping to figure out which perks need changes, which are missing or have incorrect effects, etc. The other headline is some bug fixes for farm animals and for the buried cache. Both of these issues should be resolved now - happy hunting (and feeding / petting). **Added** * Livestock have a Feed action on their right-click menu. It consumes the best feed in your pack, in the order premium feed, herb mix, grain, hay, marks the animal fed,…
- Roguefort Playtest 0.13.0 - Release Notes: "Sweet Lil Sporeling" - 29 July 2026
Roguefort Playtest v0.13.0 Hello Roguefort playtest crew! Today's patch is a very bug-squashing and QoL focussed one. I'm kinda in awe of the scale and the detail of the reports you've all sent in, and to honour that I decided to go as hard as I could to get through as much as possible. So what follows is a fairly hefty slew of new features, bug fixes, and changes. Where applicable I've added credit for each report or suggestion at the end of each item. If I've missed anyone or anything, I'm sorry! Just let me know in Discord if that's the case. Thanks everyone. Have a great night or day, and see you in the Old Mouth. ADDED The 2D view zooms. Scroll wheel, or '-' and '=' on the keyboard, scales the grid between 0.5x and 1.25x. Zooming out widens the viewport (31 to 41 columns across two steps), which matters for long-ranged spells that previously out-ranged what you could see. The setti…
- Hotfix Patch v0.12.2 - Netcode hotfix for co-op play - 28 July 2026
Hey folks, a quick hotfix update for a netcode issue to address high latency when playing co-op (especially over long distance connections). A big thanks to T-StalkerZero on Discord for reporting this and discussing it. Hopefully, it does the trick! Patch notes: - Movement commands now have an ID on them. When you're the joiner, walking doesn't happen on your machine — each step is a request sent to whoever's hosting, and you only move once they confirm it. If the confirmation is slow, your game assumes the step got lost and sends it again. Nothing on that repeat message said "this is the same step you already have", so the host did it twice and you walked an extra tile. Every command now carries an ID, and the host ignores one it has already carried out. - The fix covers everything, not just walking. The ID was added to the shared plumbing all player commands go through, so opening che…
- Roguefort Playtest 0.12.1 - Release Notes: "Endless Wonders" - 28 July 2026
Roguefort Playtest — 0.12.1 Hi everyone, it has been a wild couple of days with so much happening in the Roguefort community and in the development process. This is another behemoth update, which not only addresses a host of bug fixes and suggestions, all thanks to YOU the community, but also adds some big new features and changes.A special thanks to the pixel art team for the new sprites that are now also in the game - thanks to ArkHaven, DatSheepDoe, and Merlin in this round of work. It's honestly amazing what you are able to do so quickly (and with the 16x16 pixel and PICO-8 palette constraints no less). I want to also thank Macbigicekeys for the Game Discovery video of Roguefort. I just can't get enough of it - I've watched it three times now and really enjoy the pace, the edits, and the perspectives it offers (especially to me as the dev, who lost all objectivity long ago for the g…
- Welcome to the Roguefort Playtest - 24 July 2026
I'm delighted to welcome everyone today to the Roguefort open beta playtest.Instead of my usual spiels, I'm going to do a short FAQ tonight.Q: What is the playtest? A: It's the full game in beta form. You get access to the entirety of the game as it currently stands, though there's probably only about 80% of the content that will be at launch. I have a number of dev branches with big features in the works. Q: How many people are in the playtest?A: At launch tonight there were 416 people waiting - you were one of them!Q: How do I give feedback?A: Please join the Discord - I am on there all the time, answer any questions, and so is the core team of pixel artists and playtesters, mods, and designers. Q: Can I stream this?A: Yes of course! Please feel free to stream anywhere, submit videos or screenshots to the Steam Community, etc. Please also send any videos of bugs or suggestions on the…
- Playtest patch notes for July 24 2026 - Day 10: "Open Sesame" - 24 July 2026
Roguefort Playtest — 0.11.0 Hey everyone, another big update tonight, and some big news. This is the pre-open-beta update! For those open beta testers who are seeing this for the first time, welcome to Roguefort. I hope you enjoy the playtest beta and please do join Discord if you haven't already. I am grateful for any feedback and suggestions. The game has been built by the core playtest team and myself - so it is very much a testament to the roguelike community. OK, enough sappy stuff. Onto the reason we are here: Everything below is either new content or a fix to something you reported. Thanks as always for that and please see notes for who reported/suggested what in brackets. Happy affineuring (affinage?) Tim Added — The Adventurer's Journal (courtesy of SamV's suggestion) - A journal you keep yourself, opened with Q or from the panel hub. Two things have a home there - lines you pi…
- Playtest patch notes for July 23 2026 - Day 9: "Cool Stuff" - 23 July 2026
Roguefort Playtest — 0.10.0 I'm very underslept but glad to get this update out, as it's pretty massive. It has a pile of content I had squared away in dev branches, which I've been inspired to just get out there, as there seems appetite for it amongst the beta test team. A lot of bug fixes too - a huge number of them. Thanks everyone for your ongoing support and feedback and championing of the game. Big weekend ahead - enjoy this one :-) Added — Mythic beasts - 12 mythic beasts: Moon Hare, Frost Ewe, Ember Auroch, White Hart, Crystal Hound, Pale Wanderer, Heartwood Elder, Old Brine, Ravenkin Matriarch, Salt Wyrm, Moonveil Moth, Shepherdless Flock. - Each has a seed-fixed home territory, so it is in the same place in your world every time. - Built to be glimpsed and lost. The sighting, the tracks and the traces are the reward. - Territory tells appear before the animal does — tracks, be…
- Playtest patch notes for July 21 2026 - Day 7: "Razzle Dazzle Root Beer" - 21 July 2026
Roguefort Playtest, 0.9.3 Hey Beta tester team, this patch has quite a few bug fixes - major ones, in fact. Some relating to world generation, others to UI and UX. Thanks so much for the reports - I am burning the afterburners hot every day just to keep up, and it's awesome. The Undermaw issues * Elfie hunted the continent for the Undermaw and never found it, because it wasn't there. Entry is gated on standing on a staircase, and there was no staircase. It's now a real, stamped entrance with a cleared approach. (The first fix dropped it into dense forest and walled it in with trees, which would have shipped the same bug twice) * It was also in the wrong ocean... The old coordinate sat on an offshore island about 1,250 tiles from the mainland and roughly 11,900 tiles due *north* of Thymerock, while the lore and the Warden who sends you there both say southeast. It's now southeast of Thym…
- Playtest patch notes for July 20 2026 - Day 6: "Enter the Dragons" - 20 July 2026
Roguefort Playtest 0.9.2 A suggested/requested feature from ArkHaven reminded me that I had not integrated the volcanic biome and all the fun goodies in that region from the branch it was on into the main game. So, like the moniker of this patch suggests, strap yourselves in for a whole new biome (the promised volcanic region) which has named dragons, and for the time being a bunch of programmatically recoloured ArkHaven 4x4 dragon sprites, which will serve as the sprites for the big bad dragons of that area. Beware though, it's probably more mid to end game content. Well, for me it would be. Maybe for you guys it'll be easier... The rest is the usual bevy of your excellent reports and my best efforts to convert them into bug fixes and new features and polish etc. Volcanic country and dragons Cantal gets its volcanic region, properly, finally. Lava is a proper hazard: it burns on contac…