Weekly Development Update #2
Rogue Reaper Patch Notes — January 18, 2019
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.

Hi Reapers!
Time goes by fast and it is friday once again, which means it’s time for a weekly development update! This week we have worked hard on the visuals of the game and finishing the playable areas and mechanics. We are excited to show you what we have done in detail, so let’s get started!
Finished market & added visual effects
Our level designers and artists have worked very hard on finishing the market area we showed you guys last week. We also added a lot more cool effects which makes the atmosphere much better. These effects include fog and lighting. As you can see in the image below the changes are pretty big and we are excited to show you guys the full game when it releases.

Push & pull enemies
As you may already know, Lilly (your playable character) uses her telekinetic powers to defend herself against the dangerous enemies she faces in her journey. One of the mechanics we are excited to show off is Lilly’s ability to pull enemies towards her and launch them. We are excited to see how you guys will use this ability once Rogue Reaper has been released!

Checkpoints (still work in progress)
One of the main features in adventure games are checkpoints, which are most of the time very obvious landmarks. Rogue Reaper also has a checkpoint system in the game in the form of a fountain. This fountain lets you regenerate and more importantly, allows you to spend your well earned skills points. You can read more information about skill points in our previous development update.

We are proud of what we have accomplished this week and hope you guys liked what you have seen. We will keep posting more stuff like these development updates and the Reaper’s Diary in the upcoming weeks. So make sure to wishlist Rogue Reaper to stay up to date with the latest news.
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Have a great weekend and… Happy Reaping!