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I've noticed the NPC's Lumberer, Stone, and Gold don't gather resources in the Fort Mode; they just go to the resource and stand idle in front of it. I also hired too many NPC's, and it lagged the game pretty badly. Campfires in Fort Mode kinda just disappear when you place them down. Also, the Inventory feels pretty cluttered when I have 12/12 Inventory. I have a hard time knowing what is in my Inventory. It would be nice if, when I hover over an item, it would tell me what that Item is and what it does. Also, for the Cooked Meat Quest, the NPC doesn't take the Cooked Meat. I found out the hard way that when I cooked a bunch of meat, it doesn't stack, and I ended up with 50/12 in my inventory. Also, the Shift 1 and Shift 2 were kinda weird. I ended up putting something into it, and it got stuck till I went to an NPC to sell the Item. Sometimes when I'm visiting a house at night, there are 3 NPC's stuck jammed inside a single house, and there's no way for me to squeeze inside. I'm stuck at the doorway, interacting with 2 NPCs and a table, while the Last NPC is all the way in the back, chilling next to the bed. I never managed to find the snake for the snake quest. I roamed around for a little bit, hoping to find a snake eventually, but ended up just getting jumped by a bunch of the dark wolves. I would say the Bows are very OP, and I love them, please don't nerf. Also, when you drop an Item, it destroys any block it touches. It would destroy water, paths, and, quite literally, anything, and I think it's great because the paths can get pretty annoying, especially since you can't remove them otherwise. Some features I would like to see would be maybe being able to control the Lumberer, Stone, and Gold they work in the Adventure Mode, but once they run out of resources, they kinda just run in circles like headless chickens. 

Hey Tobacoos, thanks so much for taking the time to leave this feedback. First of all, I'm sorry about all these frustrations you've run into. I'm trying to iron out bugs as much as possible but with a game this complex, with this many interlocking systems, there's bound to be issues. I have also neglected Fort Mode a bit to focus on Adventure Mode the past few updates, so that's another factor. 

Well, rest assured, I have your comment written up into my dev notes for the next release and I am literally working on it as we speak. So please accept my apologies for these bugs and frustrations - the game is still in relatively early stages, and it is a tale that grows in the telling as the community helps to shape the direction. But I am will fix each and every one of these issues, and I'll be sure to leave a note in the devlog to say thanks. The feedback is invaluable and if I don't know about these issues, it's going to cause issues for other players too. When I work on the development, the art, the Steam page, etc, I don't have time to playtest :-). So, thank you so much. I'll reply again when the new release is up.

Hey again, I've just done a blitz on the issues you've highlighted here - thanks so much again. *Hopefully* I have resolved them with the latest update, which is now available to play and download. But if not, I would be grateful for any heads up. I think it should be fully backwards compatible with your save, so I hope it makes your life in Roguefort easier! The devnotes here lay it all out: https://timothyjgraham.itch.io/roguefort/devlog/1462480/roguefort-update-bug-fix.... thank you