ROGUE-FP Patch Notes — March 17, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
NEW IN THIS UPDATE:
Keys and locked doors -it IS possible for the stairs to be behind a locked door
Throwing a Scroll of Gold Madness at a monster will make it greedy
Throwing a Scroll of Sleep at a monster will put it to sleep -there's a chance it might wake right up again though
Tiny bit of camera shake when a rocket is fired in the bonus dungeon of doom
Crumble tiles will now remove their terrain layers (ice, acid, etc) when they crumble completely
Several miscellaneous sound effects

CHANGED IN THIS UPDATE:
Halls now connect to mazes in classic mode in a way that more accurate to the original
Missing rooms are now placed more accurately to the original
Zapping a nymph with a wand of cancellation will cause her to drop anything she has stolen from you
Tweaked the item sparkle shaders to be a little more clean
Grass lights up more smoothly
The log displays a line when equipped emu feathers prevent a monster from waking up
Recruited monsters no larger target gas spores or fairies -for now
Monster bits now fly off at a greater speed

FIXED IN THIS UPDATE
Bug where the game didn't prevent you from dropping items on doors in classic mode
Obscure bug where some rooms wouldn't think they were connected to each other when they were
Rare bug where a secret tile could be placed on top of a door during floor gen which could cause further bugs
Crash that could occur if a xerolisk spawned past floor 40 or so
Bug where if you drank a potion of levitation you would still fall if you were touching a wall
Crash that would occur if you blew up all of the crumble tiles around a phylactery
Bug that caused the music to not go quiet when the level up jingle played
Crash that would occur if you got past floor 100
The log was not displaying lines from wielding a singing weapon
A bug that caused emu feathers to not activate
A bug that could cause the monsterbones ascii mapsprite to appear one tile higher than it should
The chance of a monster zoo appearing in classic mode wasn't correct
The polymorph bonus dungeon crashing -sorry about that
Rare instances of some tiles being made inaccessible during floor generation
KNOWN BUGS IN THIS UPDATE
The movement keys in the key rebinder are not showing up properly, they can still be bound to a second key like normal but not rebound
Happy St. Patrick's Day!
The main new feature of this update is the addition of keys and locked doors. While this might seem like a pretty simple thing to add, it was actually a bit more tricky than you would expect. Since it wouldn't be fair to spawn the player in a locked room, or spawn the stairs and key in a locked room, a lot of care had to be taken to make sure these edge cases don't happen. It's not too hard to just exclude locked rooms from being chosen when the game is spawning things but when two rooms SHARE a door, which room is considered locked when their door is locked?
This next bit doesn't pertain to ROGUE-FP's steam release but this was such an esoteric bug that I figured I might as well talk about it. In the Windows release of ROGUE-FP on gog, there was a high chance that the game's audio might cut out completely when a gas spore would explode. Essentially one frame after the explosion the game would go completely silent until restarted. Why was this happening? Honestly I still don't exactly know. It had NOTHING do with the actual sound effect or how it was played. After many small changes I eventually narrowed it down to the piece of code that checks to see if monsters and the player are nearby so the explosion can do damage to them. The explosion would use an Area node to do this. An Area node is a simply a physics node that doesn't physically interact with anything but can tell what other physics nodes are within it. For whatever reason, this was the souce of the bug. I rewrote the code to simply check for distance to the center of the explosion rather than using any physics to do it and the problem completely went away. Gas spores could explode all day and the audio would run completely fine.
Now before this, I knew that Area nodes in Godot 3 and even 2 back in the day (not sure about Godot 4) do NOT like to be checked too soon after being spawning or moved. The engine would never crash or even throw and error but it was definitely possible that the area might take an extra frame to realize that its been moved and that there's now physics bodies within it. And in the case of checking it right after it's been spawned, like you would with an explosion, it's possible that it might miss a physics body or two.
But now it seems that there's more to this behavior than physics code thats a bit slower than what would be preferable. There must be some memory bug or something involved with the engine that doesn't play nice with either the way gog scans and uploads new builds of games or their steam to galaxy api wrapper. I'm not sure which. Either way, it took a while but, it's fixed now.
Happy St. Patrick's Day again and just like usual, if you come across any bugs or crashes, please let me know in the bug report thread! Thanks!