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Releases: Dragynrain/RogueSignalProtocol

v0.9.2-beta

30 Dec 22:22

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v0.9.2-beta Pre-release
Pre-release

[0.9.2 Beta] - 2025-12-30 - Bug Fixes & Code Quality

Fixed

Gameplay

  • Combat death check now triggers immediately - explicit check_death after damage ensures enemies die correctly
  • Dialogue hover logic fixed for 3+ options - hover states now work correctly in dialogues with many choices

Audio

  • Audio cooldown now recorded after validation - fixes timing issue where cooldown was set before confirming sound played

Configuration

  • Deep copy for nested config dicts - prevents mutations from affecting shared config state
  • Max CPU attribute error resolved - fixed AttributeError in character initialization

Input

  • Modal input signature mismatch fixed - corrected method parameters in game_input_modals.py

UI

  • Achievement popup alpha fade now applied - visual fade effect works correctly

Technical

  • Centralized version management via bump-version.py
  • Improved build automation and release process
  • Removed dead code branches and unused variables
  • Fixed misleading docstrings (single-pass/two-pass terminology)
  • Enhanced release checklist with fast path and verification steps

v0.9.1 Beta

29 Dec 22:02

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v0.9.1 Beta Pre-release
Pre-release

Steam Deck / Controller Fixes

This hotfix addresses controller input issues reported on Steam Deck and other gamepad setups.

Fixed

  • Victory screen now responds to gamepad input (A button to continue)
  • Ascension unlock popup now responds to gamepad input
  • Settings confirmation dialog now responds to gamepad input
  • All popup dialogs now properly integrate with gamepad navigation

Technical

  • Refactored popup input handling to use unified InputHandler system
  • Removed redundant handle_input overrides that bypassed gamepad processing

See CHANGELOG.md for full details.

v0.9.0 Beta

27 Dec 21:22

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v0.9.0 Beta Pre-release
Pre-release

Beta Release 0.9.0

First beta release for playtesting.

Changes from 0.8.0

  • Linux AppImage support
  • Achievement system
  • Ascension mode
  • Many bug fixes

Known Issues

  • See GitHub issues for current bug reports

Testing

This is a beta release for testing. Please report any issues on the GitHub issue tracker.

Rogue Signal Protocol 0.8.0 Alpha

15 Nov 17:10

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Pre-release

Core Features:

Deterministic gameplay (no RNG) - Pure skill-based tactical decisions, no luck involved
Enemy movement prediction - See each enemy's next 3 planned moves for tactical planning
3 procedurally-generated network levels with 8 unique enemy types, 13 exploits, and distinct AI behaviors
Dual rendering modes - Switch between graphical sprites or classic ASCII glyphs

What Makes It Different:

Enemy movement prediction shows you each enemy's next 3 planned moves - no guessing, pure tactical planning. It's like playing chess against enemies who show their next moves. Use this intel to slip past patrols, set up ambushes, or plan your escape route.

The stealth mechanics are central - you're not meant to fight everything. Hide in blind spots to avoid detection and manage your heat levels carefully. Push your detection too high and the Admin Avatar spawns - a powerful boss with perfect tracking and relentless pursuit.

Heat management from exploit usage and bump attacks adds another resource layer beyond typical HP/mana. Every move counts in this purely skill-based tactical challenge.

The story is told through environmental fragments - 20+ story fragments persist across runs, even death can't erase them. Each run might reveal new pieces of the Project Chimera conspiracy. Permadeath for your character, but persistent narrative discovery means every run brings you closer to the truth.

The game features full audio with atmospheric music and 40+ sound effects, particle effect explosions for enemy death, and complete keyboard and mouse support. Track your progress across runs with the Achievement System - unlock challenges and prove your mastery of stealth tactics.

Where to Get It:

Itch.io: https://dragynrain.itch.io/rogue-signal-protocol
Source Code: https://github.com/Dragynrain/RogueSignalProtocol
Feedback Survey: https://forms.gle/jbwGdn8VGPa6NG9p9
Youtube Link: https://youtu.be/URI75uHpOOc

This is alpha 0.8.0 - feature complete and playtested, now looking for wider feedback on:
Difficulty - Is it too easy? Too hard? Fair but challenging?
Stealth vs combat balance and overall fun factor
Any bugs or edge cases I missed

Bug reporting made easy: Hit Shift+F12 or use Settings > Export Debug Package to create a comprehensive debug report (saves, logs, metrics, system info, screenshot). Makes bug reporting super simple!

If you are an actual artist or actual sound designer interested in improving the game's polish, I'd love to collaborate. Reach out!

Testing Infrastructure: This game is supported by a massive testing infrastructure to alleviate the need for as much manual testing.

2000+ automated tests - 1000+ unit tests, 1000+ integration tests, 50+ agent-based gameplay tests
GameTestAgent framework - Headless game simulation where AI agents actually play the game to validate mechanics
Specialized test agents: Chaos agents (spam random inputs to find edge cases), speed-running agents (test optimal pathing), pacifist stealth agents (ensure non-combat paths remain viable), barbarian agents (pure combat validation)
Parallel test execution with custom per-worker file isolation - runs the full suite in under a minute
Automated regression testing - Pre-commit hooks prevent broken code from entering the repository
Catches mechanical bugs and edge cases that might not surface in manual playtesting

I learned so much more about testing methodologies, processes, and patterns building this all out!

Technical Stack:

Language: Python + TCOD 19.6.0 (latest!)
Dev Environment: VS Code on Windows 11
Testing: Parallel test execution with headless game agents, per-worker file isolation, pre-commit hooks
Runtime: Windows standalone EXE (~200 MB download)
Play Time: 5-15 minutes per full 3-level run
License: MIT (free and open source)

I feel like the game is way too easy in its current state and I want to ratchet up the difficulty and add an Ascension system and gamepad support. But I also wrote the game and know how all the systems work so of course it feels easy to me!

What do you think??