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Roguefort v0.32.6 - Polishin' and Fixin' Vol. 3

Roguefort · Community Announcements · October 18, 2026

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Hello Affineurs,

I've decided to go ham on the bugs and QoL stuff again, so this is another update focussed on the top issues reported across the Steam forum and Discord.

I want to say thanks first of all for all the reports and suggestions, and I'm sorry that I don't have the time to reply to every single one. But I work night and day to try and get to as many as I can, and I have been staying across them as much as possible to triage them. So even if I haven't replied yet, I see you, and I'm really grateful!

Cutting to the chase, I have picked out the top 10 most impactful bugs/issues and focussed hard on them, then fixed anything I found along the way that was easy enough to do. If your bug isn't in here, please rest assured that I will get to it eventually, but I'd rather ship frequent updates that improve player experience immediately, rather than holding out and trying to do like 100 at once in a mega update.

Also, I'd like to share some info here about the way Roguefort gets made, in terms of the development process. As some players have mentioned on Discord, it's a bit unique because I credit everyone in the patch notes, as much as possible. I've always done this, even since the early days of the itch.io alpha version almost a year ago now.

The truth is that you can't make a game like this as a "solo dev", in the sense of a single person walled off from the world doing it in a vacuum. It takes a group of passionate players (myself included) who collaboratively and constructively work together to shape, hammer, mould, trim, expand, cogitate, disagree, agree, and so on, in relation to the game.

I think of it as a bit like what I understood the development of the OG 1980s roguelikes (e.g. Moria, UMoria, Angband, etc), and of course Rogue itself (the most roguelike of all). The difference is that we have a new technological and media environment, different development spaces, and different emergent tools and technical opportunities to figure out together how to use or not use, and so on. But I feel that the spirit and social process of collaboration is alive and well, and it's playing out right here for this game and its contribution to the roguelike lineage. Instead of being in a university lab, we are on Discord and the Steam forums. Instead of a README file with patch notes dumped in a server folder, it's coming out to you live on platforms, etc, etc.

I just thought it might be nice to add a few insights to the patch notes when I have the chance, in terms of how Roguefort has been developed and will continue to be developed. Concretely, it also explains why there's a whole bunch of names at the end of the dot points in these posts. The game is a collective human effort and not just Tim by himself. That's not to diminish my role or anything, but the reality is that I couldn't find all these bugs, come up with all these suggestions for QoL and features, and still have time to develop it.

Anyway, this turned into an essay, so if you got this far thanks for reading. The outpouring of love and passion for the game is infectious. Lots more updates coming this week.

Tim

Crashes and damaged files


Main story and the capitals


Combat, perks and keystones


Aiming, controls and the HUD


Loot and items


Towns, guards and vampires


Co-op


Windows and menus


Steam Deck


Performance


Known issues

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