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Rogue Islands directx 9 download

7/29/2019

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Rogue Islands Directx 9 Download



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About This Game

Rogue Islands is an action-FPS set in a whimsical fantasy world with procedural levels and permadeath.

You control a nimble, light-footed Gnome Wizard named Motwort. He can run, jump, levitate, swim and cast powerful magical spells.

What you lack in armor and defenses, you make up for in speed and magic.


Enemies crawl, walk, fly and swim across the world with conviction. They are powerful, numerous and relentless.


There are 7 unique island types, brimming with forests, mountains, caves, ruins, creatures and bosses.


You control a nimble, light-footed Gnome Wizard named Motwort. He can run, jump, levitate, swim and cast powerful magical spells.


The islands are rich with Diamonds, Emeralds and Rubies. Imbue them with the spirit of your fallen foes. Then use them to power 9 wildly different spells. Decide whether to spend your precious Spirit Gems to upgrade your existing spells or unlock new ones.


Master a collection of increasingly powerful spells in 3 different schools including: Spark Shot, Zap, Bolt, Seekers, Swarm, Block Shot, Scorch, Flame Burst and Inferno.


With each play-through, you will accumulate the necessary experience to survive and defeat The Lords of Torment. a09c17d780



Title: Rogue Islands
Genre: Action, Adventure, RPG, Strategy
Developer:
Big Fat Alien
Release Date: 12 Sep, 2017


Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows 7
  • Processor: Quad Core, i3 @ 2.0GHz or equivalent
  • Memory: 4 GB RAM
  • Graphics: Radeon 6000 series or GeForce 500 series
  • DirectX: Version 11
  • Storage: 400 MB available space
  • English



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    Well, at first look, this looked like nothing special. After playing Early Access on my friend's computer, though, it ended up having a lot more depth than I expected.

    The difficulty was horrible at the start, but they've been balancing it easier recently and now it's feeling pretty good. If they keep improving the game and balancing, this will be one of the most fun action crafters I've played this year.. Having a lot of fun with this one, and want to post right off the bat that I am running a Windows 7 64 bit machine with an i7 3.2 Gig processor and a Geforce 960M (driver version 388.71 or in Device Mngr., 23.21.13.8871) with no stuttering or graphics issues of any kind. Overall, I really like the graphics in this game, and the screens don't do it justice. I am getting a solid 60-70+ FPS without the reflections enabled and 40-45 with them on (and everything else maxed/enabled) at 1080p. Note that there is 20-25 FPS slowdown when you get off the boat at the start of the level, but this goes away after you get onto the island and I have not seen any other dips while playing.

    The gameplay is really enjoyable and challenging enough to keep me interested. I've actually only spent about an hour and a half in game, and am just about finished with the first island. There looks to be quite a bit of content ahead but hard to say how long the game actually is at this point.

    The only bug I have run into is that you cannot rebind the keys despite the game having the option to do so. Several players have informed the devs and I'm sure it will be fixed in the next patch, so no worries there. The only odd controller binding (I'm using a PS4 controller with DS4 Windows), is the L1 key which is bound to jump. It's actually not so bad as an option, but I am so used to using X for jump that I've died several times by smashing the X button and trying to get out of the way. I'm starting to get used to it, however.

    Lastly, and I mentioned this to the devs as well, the game does not pause while you are in the inventory. This wouldn't be a big deal if you were just switching gear, but there is a fair bit of crafting in this game which is done in the inventory section. While learning the various crafting recipes, you have to keep the inventory open while moving from item to item, and I've died several times while trying my best to hurry through an explanation of what I need to craft to get a new spell, make a new item, etc. Hopefully this will be changed, but if not, it's more of an annoyance than a gamebreaker as eventually I will learn all of the recipes and it won't be as much of an issue.

    Hope you enjoy the game, I'm definitely having fun so far.

    H

    PS, Death to the thorny poison grass!!!

    PSS, Very light spoiler: I just figured out that you can use certain items in caves to perform environmental kills on your enemies!! Awesome!!!. This game is excellent. I took a chance because I love rouguelikes and wanted to try something good, and I couldn't have been happier. I will be keeping an eye on this studio's future projects because of this game.. The concept and style seemed promising. Enjoyed the first half hour. Then:

    - I unlocked the second spell, selected it, and ... it did nothing. Simply wouldn't fire. No indication of why. Short range? Seemingly not. Maybe it needs more mana than I have? If so, why isn't that in any way indicated? Very poor feedback.
    - Eating food, which you have to do all the time, takes four keypresses/clicks, including effectively a double confirmation dialog. Tedious.
    - After 40 minutes, I wanted to take a break. Oh: "If you exit, all progress on this island will be lost." For anyone with kids, that's a total deal-breaker, and is *not* expected behavior for roguelikes. Console games, yes; roguelikes, no.

    Refund requested. Too bad, since the game did seem original and worth exploring.. I liked the game, and it was plenty of fun, but easy mode is too hard.. very beautiful graphics and levels
    + later movement modes are very satisfying to practice
    + the enemies have very distinct modes of attack

    - sometimes the cherries are really hard to pick:)
    . I know it looks like a Minecraft clone, but let's get past this. It's a rogue-like, or rogue-lite if you are a jerk. Some minor crafting elements combine with smooth controls, loot, lots and lots of stuff to kill and a wild feeling of adventure to make a game that is much more than the sum of it's parts. Good stuff for only 10 bucks.

    Play session below:
    https://www.youtube.com/watch?v=mut9LB1YXq4. VERY good game! The cube art style and randomly generated islands make sure that the game is always different. But the real fun comes from the VERY fast pace of the game. Rogue Islands combines a fresh new concept with an excellent combat system.

    I did find a challenge in my first play through finding food, however, the devs quickly balanced the spawn rates of the food and that is not a problem any longer!

    One of the unique challenges this game brings is finding a balance between the fast pace you must keep in order to survive, and exploring to find new items and upgrades. With some practice this becomes a very enjoyable aspect of the game!

    I am very excited to see where this game goes!


    Rogue Islands Releases 12 September!:
    Guys,

    I am delighted to announce that we are fully releasing Rogue Islands on the 12th September at 4PM GMT, 9AM Pacific Time.

    Originally developed by Kiaran Ritchie of Bioware, going in to the future, a AAA dev team has been assigned to the game full time, including myself (developer of Alien Vs Predator, GoldeneyeN64 and over 20 chart titles). I have been joined by some of the finest developers in the world who cumulatively have shipped over 30 AAA games.

    At Keystone Games, we were formed to use our profits to support life limited children so every copy sold will help enhance the life of a child! Please support us in that by enjoying our titles on Steam. Chart developers from all over the world have come together to create Keystone Games just for the kids!


    There will also be some updates and tweaking just ahead of final release based on community feedback. This includes various content and gameplay updates. We want you to love Rogue Islands!

    These updates include a much requested health boost. Now after killing a monster you may be awarded a red health globe which will immediately boost your health in a random drop.

    The incredibly wonderful Becky Wright (Doctor Who, Blakes Seven et al) has been added to the game as voiceover lead.

    Killing a boss will automatically generate a health globe for you as part of the rewards for killing a major monster.

    You can also now track objectives using an ingame compass

    There are also a ton of balances across all game modes.

    Over the last month there have been a massive amount of positive changes to the game and that is largely due to the amazing community feedback. Keep it coming guys!

    We are so excited to be launching and we are already seeing hugely positive reviews! Thank you all for journeying to the Rogue Islands with us.

    This is not the end of the journey as we are already planning constant updates and new content with a full time team of AAA developers building the Rogue Islands franchise.

    Thank you guys!
    Jane
    . We Are Transitioning To Full Release!:
    Guys,

    It is with great pleasure that I can announce we are transitioning to a full release version of Rogue Islands.

    An update is being posted today for those of you who are on early access with us. There are over 70 tweaks and enhancements to the game since last update. These tweaks include player difficulty settings, AI, landscape generation and a whole host of optimisations.

    Full release is not the end of the story. We are excited to announce a road map of continual updates, DLC and expansion packs for Rogue Islands. There is a ton of content fully in development as we strive to ensure that the game becomes a massive franchise that you will all love! More info will be coming to you shortly on our plans and current work. I think you will be as excited as we are with the plans. As always, we appreciate your input.

    The team at Big Fat Alien, Keystone and myself would like to thank those of you who have joined us in early access and helped make this game what it is today. Your feedback, support and encouragement has meant such a lot to everyone involved.

    We will be removing the game from early access shortly, but don't worry, full release is just days away!


    thank you
    Jane - Keystone Games
    . Latest news from developers:
    Thanks guys for your comments – we appreciate it can be frustrating not hearing anything so we are sorry for the radio silence.

    The commercial reality is that we have had to switch our focus to a console version of the game. The PC market has been very tough for everyone over the last 6 months – it has been very difficult to get visibility and sales. So we have decided to concentrate future development onto console.

    New developments that we build into the new console version will be reworked into this PC version where it's feasible.

    The PC game on sale here is still a complete and fully playable game in the current format. In terms of entertainment we believe that’s a lot of hours of fun (or death depending on how you’re getting on) for your money.. v.9 Lots More Tuning!:
    We are continuing to tune the amount of each food item separately. And sometimes adjusting the amounts per biome. This is necessary since each food item grows on different kinds of foliage and those foliage types may grow in different amounts on each biome.

    We want each biome to play a bit differently, but sometimes we need to take over and manually tune it a bit.

    We also optimized the fireball attacks. They no longer cast shadows, which was a cool effect, but contributed greatly to the loss of smooth framerates.

    • New: Negative Passive effect icons have wiggle animation
    • Change: Fireball loop and impact SFX volume increase
    • Change: Darkball attack range and damage increased
    • Change: Shadows removed from "heat" light (faster rendering)
    • Change: Shadows removed from fireballs (faster rendering)
    • Change: Bolt Spell damage increased (1-shot kill Bones)
    • Change: Peppy Acorns spawn on top of evergreens. Brighter color, more visible.
    • Fixed bug: Z-Fighting reduced when looking at ground from high-altitude
    • Change: Wild Skulls turning speed doubled
    • Change: Doubled Cherries in Golden levels (still very rare)
    • Change: Doubled number of Briny Moss
    • Change: Decreased "Normal" food items by 33%
    • Change: FPS on HUD disabled by default
    • Fixed bug: Wild Skull death rattle no longer cut off
    . Halloween Sale - Watch Out For The Ghosts!:
    Guys,

    We are delighted to be part of the Steam Halloween sale, grab your copy of Rogue Islands now at a massive 50% discount in this spooky sale!

    Watch out in Rogue Islands the ghosts that come out at night won't be offering you candy!


    . Merry Christmas and here is to a Rogueish 2018!:
    Guys,

    We are celebrating Christmas in style with a massive 75% discount on Rogue Islands. it is time to clear your wishlist and grab this amazing game!

    We are also delighted to announce that Rogue Islands is coming soon to Nintendo Switch, PlayStation 4 and Xbox, along with a ton of new content for PC!

    Our helper elves have been working away behind the scenes to generate a whole ton of goodies coming to Rogue Islands, from multiplayer and workshop support to scores of new features.

    We are so grateful for your support in 2017 so here is to an incredible 2018 for an incredible game!

    Have a wonderful Christmas and New Year,

    all the team at Big Fat Alien and Keystone Games. v.93 Critical Fixes:
    Guys,

    We are pushing out a major update to Rogue Islands based on your feedback.


    A reported bug where food was not always generated has been fixed - guys please let us know if you are happy with the new balance. This stops the critical health issues occurring in game when food cannot be found. Every island now has a minimum level of food generation.

    We have fixed a difficulty issue where the bad guys had unlimited line of sight - they are now fixed and will no longer kill you from the other side of your island!

    We have rebalanced bad guys speed and accuracy - they are no longer always a crack shot!

    various rendering optimisations to improve performance


    Please keep contacting us with your suggestions and reports. The whole dev team would like to thank you so much for enjoying this amazing game and being part of the future of Rogue Islands! We very much appreciate you being on this journey with us!

    Jane - Keystone dev team. v.87 TONS of Bug Fixes, Tuning and New Stuff!:
    Fair Difficulty. v.85 Wild Skulls Upgraded & Terrain Improvements:
    Quick update here to tune the Wild Skulls and fix the hit points on the noxious wisp.

    We also added more caves to the Florid Vale levels. And now the terrain loot glows brighter at night time. So munch on a Lucent Cherry and do your digging at night time!

    • New! Wild Skulls shoot fireballs now
    • New! More caves in Florid levels
    • Change: Wild Skulls only enter "kamakazee" mode when damaged
    • Change: Wild Skulls have more hit points
    • Change: Noxious Wisp hit points reduced significantly
    • Change: Terrain loot glows brighter, but only at night time
    • Fixed bug: Wild Skulls missing from Demon Portal

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