Bruisers in the Mist
on Jan 25 in BlogHello 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, 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. [...]
Now Announcing the White Knight!
on Aug 25 in BlogI 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 BlogAll 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 Blog100 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 BlogJust 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 [...]
100 Rogues Adds 2 New Game Modes!
on May 04 in BlogUpdate 2.8 went live late, late Monday night, and tucked into its folds were two brand new, never-before announced game modes: Combo and Endless. We’d like to elaborate on what these modes are, how they were dreamed up, and where they are going. Endless Mode has been one of our longest-planned features. It’s typical of [...]
Robot Fighting League Announces “Rogue-Bot” Class
on Apr 18 in BlogThe Bandit Hole Robot Fighting League has opened its doors to the new, prototype Rogue-Bot class invented by championship designer Parker “Permadeath” Packrats. Packrats had this to say about his creation. “Lotta people doh’know when y’got a ‘Bot that’ll kill its target, an when y’got a Bot that’s gonna kill EVERYBODY. Now that is a [...]
A Monster Class sneak preview!
on Apr 03 in BlogSo you guys know about Monster classes, right? We’re releasing groups of playable classes, each based on a 100 Rogues monster. The first one is called the Tourist. He’s got a lot of interesting moves, which we’ll detail for you later. Today I want to talk about the second playable Monster Class to be released, [...]
A few updates, and a script!
on Feb 04 in BlogFirstly, just wanted to let you all know what’s been going on. Our main effort right now has been on porting the game to OSX, which is a big project. We’re anxiously awaiting version 2.5, which has all kinds of crazy features to it. It should be out in the next few days! Also, the [...]
