In the game, players take on the role of a Gnome who sets out to save the world from The Corruption by destroying the five Lords of Torment. It is a game that combines the visuals and mechanics of Minecraft with the fast paced action and gameplay of Ziggurat.
Throughout the interview, we discuss how Rogue Islands came to be, along with what is planned the game in the future.
GameSkinny: Rogue Islands is a game where plot and backstory take a backseat, while gameplay is the primary focus. For those looking for more details and information on the world and its creatures, will there be a journal or codex that players can unlock and read to their heart’s content?
GS: What can players expect to experience in the Hardcore/Hard game mode when it is implemented into the game?
Still, though, you can only carry two nightmares at once, and [the game] will delete your save game if you die without a Nightmare in your possession. Nightmare Mode will allow the player to store only one nightmare at a time and crafting them is much more difficult. Permadeath Mode will erase the player’s saved game upon death.
You cannot gain Nightmares by any means in Permadeath mode. This is the true “Rogue” mode. Most Steam achievements will be limited to this mode. There will be a special Steam achievement for beating the game on each Explorer, Nightmare, and Permadeath Modes.
GS: What kind of side effects are you planning on introducing to the food items in the game?
GS: One of the stretch goals for Rogue Islands is a Creative Mode. If and when this is implemented into the game, what will players be able to do with it?
GS: The second stretch goal of Rogue Islands is online Co-Op Multiplayer. Could you explain how this mode would work, should it be implemented into the game at a later date?
GS: The enemies and the game’s AI are currently at 50% in progression. How will the enemies differ from now to when they are complete?
GS: What kind of new quests can players expect to embark on throughout the game’s development?
Later on, when you have upgraded a player, players should be able to have fun yet challenging battles. Our process of development is very fluid and we change things constantly!
GS: Originally, Rogue Islands was intended on being a whole different game called “Radium,” which was a sci-fi mining game. How did Radium evolve into what is now Rogue Islands?
GS: On the development roadmap for Rogue Islands, there are a number of interestingly named enemies that are yet to be implemented. The Shambler and Thorny being particular names of interest. Could you tell us a bit about them?
Ultimately, we found the sci-fi theme to be too limiting. There are so many cool gameplay ideas that work better, thematically, if you’re coming from a fantasy perspective. I think the environments we have now are a lot more colourful and full of life than they would have been in a space game.
GS: With a call for more variety from the community, which was introduced in the V.39 patch, are there any more plans for even further variety to be included in the game throughout development?
It is clear that there is a huge amount of creativity, imagination, passion, and dedication that’s gone into Rogue Islands. At its core, Rogue Islands is a game that caters to both FPS fans and roguelike fans alike.
Rogue Islands currently available on Steam under the Early Access program. There is currently no date for a full release, but the game is planned to release at some point this year.
GameSkinny would like to thank Jasmine for taking the time to answer our questions. We wish her and the rest of the team the very best of luck with Rogue Islands.