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Ouya Shipping Update

on Jun 27 in Blog

So, we hit a snag. A snag that cost me about 4 months, for various reasons, and caused me to miss my deadline. As Julie Uhrman would say, “I’m pissed”. The snag came back in January when I discovered an incompatibility with Android, and it cost me 4 months of development time. It was four [...]

100 Rogues Ouya

on Sep 03 in Blog

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 [...]

Happy Birthday to 100 Rogues!!

on May 03 in Blog

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, [...]

Bruiser has shipped to Apple!

on Mar 05 in Blog

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, [...]

100 Trials and 100 Rogues

on Feb 15 in Blog

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 [...]

Now Announcing the White Knight!

on Aug 25 in Blog

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. [...]

The spiritual journey of the undead

on Aug 02 in Blog

“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 [...]

Quest of the Necromeister

on Jun 27 in Blog

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 [...]

Now available Mac OS X AppStore!

on Jun 12 in Blog

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

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 [...]