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Update 1.33 Vault of Yendor 2

Rogue Fable IV · Community Announcements · March 03, 2026

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Hello everyone!

Had a bit rough time this update. I ended up getting very sick for over two weeks at the end of January and just as I was getting better my kids and wife caught it. So February was spent mostly either being sick, or taking care of sick snotty children. That being said, given the amount of time I was actually able to work on it, I'm quite pleased with this update overall. This is the first update of the new year so I'll give a bit of an overview of what I'm planning for this final phase of development.

Development Road Map:

The Final Year:

We're finally here, Year 3, the final and most important phase of Rogue Fable IVs development. The foundations are solid. The systems are all in place. We have a mass of content on the table. Now its time to turn all of this into something tight, cohesive, and unmistakably polished. This is the year where everything gets refined, tightened, reworked and pushed to the highest possible level. Combat should feel punchier, cleaner and more deliberately tactical. The whole dungeon should look incredible. Full of endless details, unique features and thematic flavor. The user interface should look professional, truly professional. I already know that this is going to be the most demanding year yet but this is where the biggest leap in quality will happen. This is the final push to make Rogue Fable IV, and the series as a whole, feel complete.

Presentation:

The goal is to make the game look good. Very good. There is a definite line between hobby projects and professional indie games that I intend to cross. Everything from the user interface to levels and combat animation, I want it all to look clean, complete and professional. My art skills have now reached the point where I'm actually able to achieve this level of polish as long as I invest the time. I'm honestly super excited to work on this and see just how good the game can actually look.

Gameplay and Content:

The core of the game is already very solid and we have a, quite frankly, massive pile of content now on the table. That being said there are still enormous improvements to be made here. The key here is going to be consistency of quality and really focusing in on what works well. I feel like its taken me years to figure out how this game is actually supposed to work. Now that I understand this its really just a matter of applying these lessons across all of the games content.

Conclusion:

Its a lot of work but I'm very excited to see the game finally emerge from the mess of development. I really believe that this year is going to have the biggest impact on the overall quality of the game. Everything already works, everything is already 'good'. Now is the time to make it all GREAT. In terms of time I'm already anticipating that I'll need more than a year to get this to the level I'm aiming for which is fine. I'm more than happy to spend a few extra months (or as long as it takes), to actually give the game the polish and finish I think it deserves. There's something really special hiding beneath all the scaffolding and debris and I intend to find it.

Update 1.33 - The Vault of Yendor 2:

A pretty straightforward update despite how challenging it was to pull off.

Vault of Yendor Tileset:

Literally a complete, bottom up remake of the entire Vault of Yendor tileset. This was the primary goal of this update and I was freaking out a little at the start. I've always struggled with art and I knew that, as the final zone in the game, Vault of Yendor needs to look really spectacular and unique. The first few weeks were just kind of aimless with lots of stuff getting made and thrown away. But about halfway through January things started to click and now I'm quite pleased with how everything has turned out.

The look and feel I'm going for here is that each level in the Vault of Yendor is some sort of giant, over engineered, incomprehensible murder machine. This is Yendors lovingly crafted and curated gallery of deadly madness. Arcane clockwork with a sprinkling of death is basically the look I'm trying to achieve. I've also tried to animate as much of it as possible so that the whole level looks like its doing... whatever it is its supposed to be doing (I've asked Yendor but he just sneers condescendingly).

I still intend to make more passes over this some time this year. I think I've got the clockwork part pretty dialed in but there is a need for more arcane components and effects. Obviously as additional level types get added to Yendor I'll be trying to add more unique machinery and stuff to help make them distinct. Overall though I think this is a pretty massive improvement over what we had before and really helps unify the look of the zone with the lore behind it.

Vault of Yendor Levels:

The artwork took up the bulk of my time but I still tried to get another chunk of levels completed. This update takes us from 48 to 72 unique levels (most of which have some degree of randomization). The goal is to reach at least 100 by the end of development which should be more than enough to guarantee a unique and varied VoY experience for each run.

Balancing:

Just a little bit of stuff I did while continuously testing VoY. Storm Mage in particular just seemed quite lacking and uninteresting compared to every other class.

Conclusion:

That's it for this update. As I said above, its pretty straightforward since like 90% of the work can be summarized as: made VoY look better. I'm finally feeling healthy again and the rest of my family is... mostly... over being sick so I'm excited to get back up to full speed and see what I can do finally do with this project.

Hot Fix:

Whole mess of bug fixes before I move onto the next update. Big thanks to Rethlit for submitting fixes for some of these. Also thank you everyone who continues to send in detailed bug and crash reports!

Monsters:

Map and Level:

Misc:

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