Roguefort

Roguefort Demo v0.7.0

Timothy Graham

G'day fellow affineurs,

First up, there's new pixel art for the splash screen and logo! A huge thanks to artist Bladimir (aka @imkingsfool on Fiverr) who has produced awe-inspiring imagery, and gone far beyond what I could even possibly imagine. It evokes such a magical feeling and captures so many subtleties in the game and its graphical identity. If you're in the market for a pixel artist, I highly recommend :-) . There’s also over 30 new sprites in the game, this time thanks to pixel artist ArkHaven. Check out the new trees! The weeping willow is my particular fav.

Second, there's a huge number of improvements and polish for the demo (and of course the full game, which is set to release in August). They are almost all from player feedback, and I want to specifically thank the folks who submitted feedback in the Steam Community Discussions and/or on Discord.

Big demo improvements (from player feedback)

  • Water management - build a Well and craft a Waterskin so you're never stranded dry
  • No more soft-locks - unidentified items always have a route to identification
  • Inventory relief - more backpack space, "Homing Whey" to ship loot home, and bulk-salvage for junk
  • Tougher, fairer dungeons - tactical combat pass (enemy counters, telegraphed AoE), clearer threats
  • Readable status effects - resist them via gear & cheese, with on-screen debuff chips
  • Homestead raids overhauled - multi-direction pincers, siege towers, war-horn telegraphs
  • Exploration cues - a subtle breadcrumb trail toward undiscovered dungeons
  • Economy tuning - diminishing returns on mines + a new "Homestead Ledger" gold sink
  • Charge & terroir balance - spending charges now pays off (afterglow), and perks tell you why you earned them

Quality of life

  • Customizable HUD - move, resize, and hide widgets; vertical spell belt; layout presets
  • Accessibility font option (eye-strain friendly)
  • Auto-equip the right tool (pick/axe/rod) on the fly
  • Smoother inventory reordering; clearer build mode (true range + outlines); readable chest menus; plantable trees

Fixes & performance

  • Kill credit fixed - damage-over-time spells (Blue Vein Bolt, Melt, etc) now count kills, progress quests, and drop loot
  • Boss and ground loot no longer vanishes when it lands on a busy tile
  • Performance pass on the deep dungeon (memory-leak fixes - no more slowdown over long runs)
  • Numerous exploit/dupe fixes + Steam Deck / DualSense controller support

If you got this far, I also have some exciting news: online co-op multiplayer is coming to Roguefort!

I didn't get it working fully for this version release, but it's coming very soon - hopefully in the next update. You can host games and allow another person to join it! If you take a turn in the game, the whole world takes a turn. So it could possibly bring friends closer together and also potentially tear them apart - with great power comes...

Thanks for reading and see you in the wild.

Tim and the Roguefort team

This announcement was originally published by Timothy Graham on Steam on Jun 27, 2026.

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Roguefort

$9.99dungeon-crawler · early-access

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