Aqui na Rogue somos totalmente comprometidos com o trabalho remoto desde a fundação do estúdio em 2014. Nós carregamos nosso escritório virtual para onde quer que vamos (assim como bons caracóis fazem), e essa semana tivemos a atualização de nosso novo e estiloso escritório personalizado que acomoda confortavelmente cerca de 40 membros de equipe: Se […]
Here at Rogue we’ve been fully committed to remote work since the studio was founded in 2014. We carry our virtual home with us wherever we go (as good snails do), and this week it just got updated to a fancy new facility that can comfortably accommodate up to 40 team members: If you […]
Hey Hunters, We wrapping up development for 2017, and before the year is through I want all of you in the Relic Hunters community to be as excited as we are for 2018! I guess the best way to do that is to share detailed plans for the Alpha next year. I’ve been talking a […]
Hey Hunters, How are you all doing? This week I wanted to talk with you about a very sensitive subject in the RPG genre: level scaling. Keeping Players Together First of all, a bit of context: here at Rogue Snail we have a few core design principles that we use when making decisions on Relic […]
Hey Hunters, how are you all doing? Today I wanted to try something a little different: talk about a system that is barely out of the drawing board, and could be one of the things that you will be doing as an endgame activity in Legend. We are still a long way from implementing the […]
Hey Hunters, You can now use PayPal for your Kickstarter pledges during our last week! Hunter Tier – $20 INCLUDES: Closed Beta Access (Est. Q3 2018) – Steam Key Exclusive KS Backer Badge Founder Badge Access to Beta Kickstarter-Exclusive Forums and Discord Your Name in the Credits $20 Worth of In-Game Currency Alpha Hunter Tier […]
Com o jogo Relic Hunters Legend, nós queremos mudar os jogos Free-to-Play. Nós nos inspiramos em jogos gratuitos divertidos e honestos como Path of Exile e Warframe. E nós queremos contribuir com a nossa parte mostrando que jogos “gratuitos” e “bons” podem funcionar. Um dos meus ídolos de game design, Richard Garfield, escreveu um ano atrás o artigo […]