100 Rogues Ouya

on Sep 03 in Blog tagged by

It’s been a couple of slow news months for us since the Dungeoneer released, but you can believe me when I say development has only accelerated. I have been hard at work porting 100 Rogues in a cross-platform language. After just over a month recreating the core gameplay features, I am thrilled to announce that we 100 Rogues will be one of the first titles available for the Ouya home console when it releases in March.

For those of you unfamiliar with Ouya, it is an indie-driven console built on Android operating system. You will be able to purchase and download games from an online shop similar to the Google Play market or the iOS App Store.

Since the console is Android-powered, I’m sure one of the first questions many of you have is, “so will I be able to play the game on my Android phone, too?” At the moment, it’s too early to say specifically when or if a Mobile Android version will be released. Our research into the idea so far has only told us that we need to do more research before we can commit to anything, but it’s a very exciting idea for us. By the time the Ouya version is complete, we will be very near to having a mobile version ready to go, so it’s a very realistic possibility.

This is an exciting opportunity to breath new life into 100 Rogues. Each line of code is being rewritten to accomodate new platforms, so along the way I will be doing everything I can to accommodate some of our long-standing feature requests, and pave the way for an even more streamlined updates. We will be able to continue improving 100 Rogues faster than ever, to bring you more content, game modes, or balance improvements.

Perhaps the most noticeable improvement to the game I can announce right now is the addition of a No-Animation mode. Roguelike veterans know that, the better you become at our game, the less time you want to spend moving around a map, and the more time you want to spend fighting bigger, stronger monsters. No animation mode will allow you to move between encounters twice as fast, and combat itself will allow you to make decisions quicker than ever. We are also tightening up our map generations to make combat the main event.

We’ll have more information posted as development continues.

Happy Birthday to 100 Rogues!!

on May 03 in Blog tagged by

Tomorrow is the second anniversary of the release of 100 Rogues. Yippee!!

Our little game has come a long way in the course of the last two years. Thanks to all 350,000 of you who have grown to love this game and waited patiently for the final player class! The game is basically complete now, with four full class characters and a number of “monster” class characters.Happy Birthday to 100 Rogues

The Newest 100 Rogues Update…

Wes submitted version 3.1 to Apple this Monday. It should be approved and available soon.

New FREE Monster Player Class: The Dungeoneer!

Armed with a series of traps, gadgets and firearms, he sees to it that Satan finally makes good on his debts.

Translating the Game from English

Called “localization”, Wes sent our first language translation, German, to Apple earlier this week as part of our update. If you would like to help us out with another language, send us a message through our contact form. We’ll be eternally grateful for your help, and your name will appear in the game credits windows in 100 Rogues and 100 Trials.

By the way, we owe a huge debt to Michael Vondung, who acted as our German language translator and helped guide us through many obstacles along the way. He and Wes went over and above the call of duty, and all future translator efforts will be much easier for their efforts.

New in-App Purchase Option

The De-Fater Potion! Fate got you down? Drink this, and watch the impossible odds suddenly tip in your favor. It is only useable once every 50 turns.

The Cheapest Way to Get the Whole 100 Rogues Game

The OSX (Mac) version of 100 Rogues has no in-app purchases. You get every player class and every playing mode forever for your Mac!

The New Game – 100 Trials

100 Trials is an off-shoot from the 100 Rogues challenge mode. It is NOT a “sequel” to 100 Rogues, but a fresh new game of its own. It is a series of 100 Trials (or challenges), spread over four playable characters. It was released in February of this year, and has been well received by reviewers.

Interestingly, the Mac X version of 100 Trials has sold very strongly among strategy and puzzle gamers in the Mac App store. It has been a top 200 seller perennially since its release. Give it a try!

Bruiser has shipped to Apple!

on Mar 05 in Blog tagged by

This very hour we have put the finishing touches on the Dinoman Bruiser player class, and shipped it off the Apple for release!

For further preview, here’s the skills you’ll be able to train with the class.

Power Chew: The Bruiser can eat almost anything to gain back Belly. Some items, like weapons and armor, will even grant permanent stat bonuses when eaten.

Scales: Activating this power allows the Bruiser to soak a portion of all incoming attacks for a time. Each time your toughened hide absorbs some damage, the effect has a chance to diminish, until it wears off and must be renewed. This Skill drains your belly by 8 to use.

Dino Form: Turn into a Dinosaur! While this spell is active, your stats increase enormously. The Dino Form can bite monsters, with each attack giving you a chance to swallow them whole, restoring some belly.

Cleaving Attack: Your ripping claws and vicious swings hit a wider area. Each enemy adjacent to a target of your melee attacks may take a portion of the damage from your swings.

Charge: You begin running six tiles in one direction. Each tile you pick up a bit of speed, barreling into enemies, knocking them aside with greater force. Each additional tile you run deals more damage, but be careful! Hitting a wall will hurt you, instead!

Adrenaline: The Bruiser’s very body gets excited as it kills, kicking its natural regeneration into overdrive. Killing more than enemy in a turn, and killing enemies each consecutive turn, regenerates more and more health.

Super Punch! Your unarmed melee attack deals a bit more damage, and also has a greater chance to score critical hits. Criticals will also either knockback monsters several tiles, or stun them for a turn.

Throw Monster: If a monster gets in your way, just chuck him at another monster! He’ll be out of your way, and you’ll deal some damage to the monster that gets hit.

If all goes well with the submission, you can probably expect the Bruiser to hit the App Store in time for this weekend.

100 Trials and 100 Rogues

on Feb 15 in Blog tagged by

Last week, we release a new game called 100 Trials that borrows heavily from 100 Rogues’ design, but whose differences took a significant departure in play style. I’d like to talk about how we arrived at the decision to make this new game, and what it’s existence means for 100 Rogues.

100 Rogues has come a very, *very* long way. All of the improvements we’ve made have improved the game without watering down it’s roguelike philosophies, and we’ve kept our gaze always forward.

Still, several ideas have come up over the years, either from the development team directly or based on feedback from players, that would never really work in 100 Rogues without changing it’s fundamental formula. For instance, we’ve had numerous requests for a more linear, ‘completable’ game, which is an obvious example of something incompatible with Roguelikes. Similarly, there were several goals with combat which required regrettable tradeoffs in the context of the heavy randomization in 100 Rogues. For example, if you’ve played 100 Rogues you know how rarely occurring is the occasion is that making optimal use of Holy Fires presents, and even rarer is the occasion when that is the smartest move to make. All of this summed up to make the new game a series of handmade stages, each of which emphasized a different facet of 100 Rogues’ combat.

Since 100 Rogues’ Challenge Mode served as a solid foundation for this kind of game, most of the development time could be spent creating and iterating on our level designs to make them as engaging as possible. 100 Rogues, being the living game design that it is, has benefitted greatly from this, as several opportunities for optimization and bugs were discovered that will be of great benefit to 100 Rogues, as well. Already, 100 Rogues now feature contextual health bars that appear whenever you attack an enemy, helping you make smart decisions about whether to run from an opponent or stay and fight and, if the latter, which skill might best help for the current situation.

While 100 Trials is very much its own game, there are many exciting possibilities for both games to continue improving each other over time. New items, skills and monsters were created for 100 Trials that will find there way into 100 Rogues over time, just as the new player classes we make for 100 Rogues are likely to have their own unique place in 100 Trials’ dungeons as development progresses.

Bruisers in the Mist

on Jan 25 in Blog tagged by

Hello everyone!  I’m Keith Burgun, the lead designer of 100 Rogues.  When we started the initial design for the game back in late 2008-early 2009 when we used to be aticted to the fun games from https://www.thorslots.com, the original design planned for four playable classes.  As most of you know, the game launched with two, with the third, the Skellyman Scoundrel coming out about six months later.  And now, the stained glass window in the High Council chamber is finally finished.

There’s still more to come for 100 Rogues (stay tuned), but in a way adding this fourth class feels like a sort of “completion” for the game’s development.  And because of that feeling, it gives me an opportunity to really look back on the game.  If you’ll indulge me, before I get into some details about the Dinoman Bruiser, I’d like to say a few things about the game, a retrospective if you will, as the game designer.

I am so, so proud of this game. It fills my heart with joy when I think about it.

After the Scoundrel came out, the lead artist Blake and I (aka Dinofarm Games) mostly moved on to other projects (such as our current title in development, Auro: The Golden Prince).  After two full years of a rather tumultuous development, we needed a break.  Of course, our programmer, Wes Paugh, has been on the project all along, fixing bugs and adding the fantastic Monster Classes (which he himself designed), as well as several new exciting game modes.

In December, however, we were asked to rejoin the team to create the Dinoman Bruiser.  At that point, I dove back into the game.  Having had some distance from the development of the game itself, I could look at it a little bit more objectively, and simply play – as a player.  And I absolutely loved it!  I had a total blast.  I am totally confident with 100 Rogues.  Its gameplay, its charm, its art, its music – it’s just a really great, unique, original thing.  It’s not to say that I don’t have a few issues with the game still, but they are vastly overshadowed by the strengths in my opinion.

Dinofarm Games made this game to show the world what we can do, and I feel satisfied that 100 Rogues is representative of us as a company, people started to love this games as much as they fell in love with the games at www.slotsbaby.com

Back to the Dinoman

Now, that’s not to say that we haven’t learned a lot along the way.  We used a lot of gameplay testing information and experience when designing the Scoundrel, and the Dinoman has even more of an advantage in this way.


I plan on writing a full post about the Dinoman’s skills, but just to touch on a few key elements about him…

  • The Bruiser is a completely feral monster with colossal strength and titanic durability
  • Because of his size, he can’t wear armor, and can’t grasp most weapons (except for Heavy Armament weapons)
  • He has natural armor, but takes extra damage from magic, so he’s weak to casters
  • He can eat ANY item for food!  Careful though, some items have strange effects on a Dino-Belly…
  • He’s very capable in un-armed combat and has a lot of useful tactical physical attacks

…Most horrible of all, though…

  • The Dinoman Bruiser has a terrifying DINO-FORM!!!  *thunder crashes*


Anyway, like I said – expect a more complete post in the coming days or weeks.  The Dinoman himself should be out sometime in February, we think.  And stay tuned — more surprises await 100 Rogues fans right around the corner!  Seriously!!!

Thanks again to all our fans for supporting us!

Now Announcing the White Knight!

on Aug 25 in Blog tagged by

I usually take the time to divulge some of the fiction surrounding the new monster classes as they’re rolled out, but as the White Knight releases I’d like to go over the skills a bit more plainly, divulging instead how they shape the class’ identity and the design philosophy we’ve used with the monster classes.

At first glance, the Knight seems almost too powerful. His weapon deals more damage than most starting weapons, and he can take an area of effect spell as his first ability.

Wall of Swords: Spectral blades surround the Knight. At the end of each turn, each enemy occupying a space in the 8 tiles surrounding the Knight takes a bit of damage. This ability lasts for 10 turns, and deals more damage for each point put into the skill.

Stunning attack: What the Knight does choose to attack, he hits hard, and won’t let his targets escape. A Knight can learn to swing his sword so as to bludgeon as well as cleave, leaving the target unable to act for a turn.

Combined, these abilities can kill quickly and effectively. However, Wall of Swords does not scale damage over time, making the ability less useful later in the game. Stunning attack contributes to the Knight’s overall strength in carving a path to his goal and worrying less about monsters that get in his way.

The monsters that get in his way certainly don’t just let themselves get shrugged off, either. The potential damage that Zombies, Evil Rats and Bullies can deal in even one or two turns is life-threatening, even with the Knight’s naturally higher armor and health. Combat gets even trickier when considering that the Knight takes two hits each time he tries to move due to his hefty movement penalty. So, knowing and training to mitigate damage taken is another key component to playing a Knight.

Intimidation: A famous Rogue once said, ‘A shaky sword murders naught’. Taking a point in intimidation reduces the accuracy of all monsters standing adjacent to the Knight, which is ideal for helping dodge opportunity attacks as you search for treasure.

Monumental Protection: The Knight’s sheer force of will is impressive, to say the least. As the odds against him mount, a Knight can will himself to ignore pain. This effectively increases his armor more for each adjacent enemy.

Iron Stomach: A drawback to the strategy of cleaving through targets towards a goal is that it requires leaving foes behind sometimes in the interests of quicker progression. Not killing all monsters means that the Knight doesn’t get as much experience as the other player classes. To make up for this, the Knight has an extra defensive advantage against monsters that attack him from the direction in which he’s moving. This not only helps you move more directly, but also allows you to prioritize tougher monsters that yield higher experience, like other Knights or Mini Satans, which other player classes are more likely to avoid.

Improved Regeneration: Even with his unprecedented armor potential, sometimes the Knight will take more damage than he can possibly avoid, and needs a heal. If used effectively, Improved Regeneration helps the Knight get through the early stages of a fight and down a particularly tough creature, making it easier to mitigate damage through the remainder of combat.

There are times, however, when the Knight’s speed (or lack thereof) is a fatal liability. The class needed some potential to overcome the limitations of half-speed, so the Knight has two abilities to allow him to move more freely through the dungeons.

Jump: The Knight can move two spaces forward and one to the side in any direction. While the inspiration for the skill is obvious, its inclusion in 100 Rogues is indicative of long-standing goals to embody some of Chess’ founding design principles; strategic placement is key to victory.

Stomp: Sometimes there’s just no easy way out of a fight. When Jumping isn’t an option, Stomp helps to clear a path through a particularly difficult mob. The Knight bends at the knee, leaps upward, then crashes downward, dealing moderate damage to adjacent enemies and, more importantly, knocking them back and giving yourself a means of escaping from battle.

So, in general, it is best for the Knight to carve through the path of least resistance to his destination (the stairs to the next level).

RPGs have always had certain classes that are naturally better equipped to take more damage. Even our own Crusader dips its toe into Paladin or Fighter in ways. The Knight exacerbates these qualities, with extra means of dealing damage to single targets. While these are some nice advantages, they come at the cost of moving through the game at effectively half-speed; enemies hurt more and hunger is noticeably more imposing than other classes. Combined, these qualities give the Knight tools and challenges completely unique to 100 Rogues’ cast of characters.

As always, Happy Stabbing!

The spiritual journey of the undead

on Aug 02 in Blog tagged by

“Oh, you want dat?!? Great-grandfada find dat in a hole. Big wan. Pet squirrel almost chew through it once. For you? 600 Gold!”

After days of running with little to drink and less food, his remaining hope fell to pieces. It was so close! That small, frayed book… But, he could not let himself succumb to crestfallen weakness and, instead, he stirred to outrage. “600 gold?!?”.

“You deaf AND dumb enough to get ripped off like this? Ya, 600 gold!”

“Listen, that’s everything I have. My family needs to eat! Can I at least-” he kicked the paunch of flesh behind him before continuing. His foot sunk into it a bit at first, but the force finally transferred, sending it back.

He continued.

“Can I at least sell you something? I’ve got this wood sword.” He checked the poultice pouch at his waist. “Or- Or maybe a Gypsy potion? That’s gotta do something useful!”

Quabbus the Merchant clearly wasn’t going to budge. He never budged. But a situation this desperate was no time for haggling.

Quick as he could manage, he chucked the poultice, his satchel and the wooden sword at the shopkeeper, then reached across the counter and snatched up the book. He opened it as he spun, uninterested in the coins that were now spilling onto the shop’s dirt floor.

He prayed, and he read.

“Flesh dead, souls lost. But!
Satan won’t stop fervent groans,
From proud Zombie hearts”

“Weary travelers.
Sleep empowers, yet we wake
Just a bit deader.”

Torpor – By entering a state of rest, Zombies can awaken stronger and more deadly than ever. They decay a bit further during the process, though, costing them health.

“Bountiful journeys
Always gains, never losses!
… although guts fall out.”

Throw Guts – A classic zombie move. Zombie’s poisonous organs make for a grand projectile.

“In, as out, decay.
Release our food’s power. And,
as our life, their death.”

Gastric Acid: The Zombie’s digestive system becomes more corrosive, allowing food to be digested more efficiently. As a side effect, the Throw Guts ability applies acid to targets.

“The rats will all come,
to sample your sacred corpse
Delicious? Deadly.”

Feed Them: Animals are very tempted by the smell of your Zombie’s flesh. By heaving a chunk of it, you can attract beasts to attack a less vital part of you.

“Repent! Cleanse and purge!
Release your potent bile! Then,
their sinned flesh will thin”

Wretch: Your acidic bile can be used to create a pool of acid, which severely lowers enemy armor.

“Infection is life.
Souls imbued with such disease
are divine! (til death)”

Diseased Claw: Blood, pus, stagnant sweat. The zombie physiology is not all that different from a man’s, only rotten, infectious and generally much, much more horrifying.

“We’re in danger! Oh,
Great Spirits of Being Dead
Make them like us. … Quick!”

Infect: One thing zombies have always excelled at is making more zombies. By willing your germ to spread, you can cause any enemy to become a zombie, as well, that will fight alongside you.

“We are holy, pure.
To kill the dead: heresy.
As they will soon learn…”

Explosive Organs: One thing Zombies do not like is being killed again. They dislike it so much, actually that they are capable of exploding violently, instead, killing everything around them.

“What?” He looked back at the undead monster lurching towards him again. “No no no, there’s got to be more!” He was still flipping, frantic, through the pages in search of something that might save him. He read the last passage of the book when everything finally sunk in: who it was that told him to find the book, this wicked cult’s crude purpose and, most significantly, his assailant’s bite.

“Our destined path, known.
Through the Dungeons lie rewards:
Forever. Rest.
~Excerpt from the Creed ‘o Zombie

Quest of the Necromeister

on Jun 27 in Blog tagged by

All light flowed from the cavern like water into a storm drain as black ran down the walls into unseen cracks in the floor. Soon, only candles on the floor and iridescent reflections off of the slick walls, reflections of seemingly nothing, could be seen. Even the resulting near-dark would confuse the unprepared, as there quickly became little difference between what one could see with eyes open or closed. As the darkness engulfed him, Ronnie, Necromeister of the two-hundred-fifty-fifth degree, knew that the trick was to focus on what he couldn’t see: his brethren, the unmoving black shapes that remained constant against the chaotic red and white glisten.

An Occluded Occult

Many Necromeisters resort to violence to get their preferred Robe color

Through their complete concentration, the light circled inward and upward from above nearly-visible hoods. The flames formed a hand, which waved vigorously down at them momentarily before being absorbed by the dark.

Much as the certainty of sight quickly faded, the unprepared would next lose clarity of hearing. Despite the wetness of the place, there was no sound of running water from a nearby river. Despite being situated not far underneath Mine Town residences, there were no sounds associated with modern life from above. Still, Ronnie would not go deaf from silence as, again, his brethren gave his mind an anchor in that void. Unthinking, he focused on the shuffle of fabric as the sleeves of robes around him played different parts of a rhythm he had practiced his entire life. The rhythm continued until time itself lost meaning, when a voice answered the call of Ronnie and his long-silent fellows.

“Thanks so much for coming guys! Now let’s get started!”

The sounds swelled and swirled with the visible aura of that place, and Ronnie lost himself to it. He and those around him changed that cavern, and it changed them, until even the barriers of walls and bodies fell, converging the energies of that place and those within it. United, but distinct, consciousnesses now sensed each other clearly.

In the center, the blue-white radiance of their Master coalesced, and handed down his terrible task.

“Well, we ALL know about Satans. Hunted to extinction, right? Right?!  Not so! Maybe. We’re not quite sure. I mean, *hem* I’M not that sure. Here, this will help:”

Ronnie watched closely as his luminous Master scried upon the town above. Weaving through the streets, down alleys, through armor shops and apothecaries, a queue of figures went on and on. Not one entity had a face to see; some were shrouded in metal or cloth, while others were dead and decayed beyond recognition.

The line eventually ended at a large spire, into which one of the metal-faced figures was summoned. From the court within, their impossible task was at last revealed: “Go kill Satan”.

“A Satan still lives!”, the image churned back into the Master’s presence. “We think. I think. I mean, that guy looks like he knows his stuff, right?” Ronnie and the others nodded in the way that disembodied essences tend to nod.

“Now, our research… err, AND, my infinite wisdom suggests that this one last Satan guy probably guards some swell kind of power, which is how he’s lived this long. So who’s up for a trip to Hell to go get it!?”

Ronnie and his fellows tried to look diffident in exactly the way that disembodied essences can’t, and the effort only made Ronnie appear to volunteer for the task.

“Ronnie! You are just the kind of go-getter guy to get this done! I know you’ll make me proud! Now don’t worry, I’ll be watching in as much as I can to give you a hand. As long as you learn the six secret principles of Necromeistry, you’ll make it through just fine!”

The plane dimmed a good deal as all followers except Ronnie twisted into the void.

“1. Eternal Life! This one’s a cinch. Just think really hard right when you’re about to die, and then you won’t! Don’t worry about getting it the first try, since not everyone gets the hang of it right away.

“2. Death Bolts.”  The Master pursed his lips and blew a white-hot blast of energy that washed over Ronnie, before sputtering a few ‘phwooooo’, ‘tseeeew’, and ‘bwoooosh’ noises. “Just like that,” he finished.

“3. Summon Stuff. Phantoms are best. I’ve got a boatload of them around here somewhere that you can use. Ah, there.” He produced an image of several limp spirits piled next to each other, a few of which were positioned to sit inside a suit of armor or had their grip wrapped over a potion. “Or just murder someone and bring them back from death. Up to you!

“4. Sacrifice. Just like we practiced on that Tourist last week. Only! When you kill something you’ve summoned, use its soul to patch yourself up. Oh, and you’ll be healed automatically, you won’t need to eat what you killed.” A chill went up Ronnie’s incorporeal spine as he remembered the Tourist.

“5. Vampiric Rain:”, the spectre next blasted Ronnie with several red fireballs and made a few more fireball sounds, this time. “So, it’s kind of like Death Bolts, only they ALSO heal you. Again, don’t eat anything.

“And 6: Touch. Just reach over to someone, poke him with your finger, and you can shoot all of your life force into him BOOM. This one might almost kill you though, so be careful not to die when you do it.

“So there you go! Just look how ready you are, I KNOW you can do this! Now,” Ronnie was returned to his body and the dark, hard cave as his Master gave final instructions from His now-invisible plane, “just like that wise, old man said, GO KILL SATAN. He’s that way”. Ronnie faced different directions of darkness, uninspired, then began feeling his way down the walls.

“Oh, and if you could send any stuff you find back my way, that’d be great! Especially clothes.” After a moment’s pause, the voice quickly continued, “because, we need more Offerings of Robes and stuff for new followers, yes. Now, off you go! Safe trip!”

Now available Mac OS X AppStore!

on Jun 12 in Blog tagged by

100 Rogues is now available for Apple’s desktop AppStore. Here’s a video tour, since video tours are much better at this kind of thing.

Also, Runes!

Thoughts on “Rogue Mode”

on May 08 in Blog tagged by

Just so you guys know, just because we’re adding all this new great content recently, that doesn’t mean we’re forgetting about the core game.  Personally, the feature that I hold most dear to my heart is the core game on the Rogue Mode difficulty setting.  I feel that Rogue Mode is the game 100 Rogues was always meant to be.  Nothing against the other modes, mind you – they’re great for beginners and they allow players a bit more breathing room to experiment with different builds.  However, for me, a game can be judged on the following ratio:  Number of Interesting Decisions The Player Is Forced to Make / Time Spent Playing the Game. And in this way, I think Rogue Mode is the best.

Now, Rogue Mode is, however, relatively new, and so it’s far from perfect.  Which is why I put this post on the forums tonight, asking you, our beloved fans, to chime in on how we can make Rogue Mode better. I’d like Rogue Mode to be extremely hard, but still fair.   We need your help!  Log into the forums and let us know:


Tell us your experiences with Rogue Mode, and we’ll take everything you have to say into consideration for an upcoming update.

Go Kill Satan,

-Keith Burgun, Lead Designer @ Dinofarm Games