Before we begin, a life announcement! I got married two weeks ago! Yes, that has contributed to a little bit of neglect on my part for Rogues of Europa, but I don't regret it.
I started working a bit on some of the new oddjob quests, particularly "seek and destroy" quests. These are, as I have mentioned, the second step up the ladder of quests, adding a bit more functionality in terms of quest givers, different subordinate objectives (in this case, killing a particular monster). I have developed many new item panels to this end, and started with some implementation.
As I was implementing the quests I went on several tangents, but they were useful tangents indeed. For one, I noticed that the features (generally where quests will happen) were far too far apart. My initial solution was to generate more features, but I decided to just add a few more types of feature as well. I added a lava lake feature (called a cauldron because that just sounds way cooler and I needed a one-word name for the feature), as well as a petrified forest (called a petra for similar reasons). I also added a dome feature, which is just a blank space, but still interesting in its own right. None of these were too ground-breaking, and in fact were very quick to implement, but increase the variability of the game significantly.
The cauldron. I may add some animated patches in the future.
The petra.
These new features will fit into my long term plan of something I call the global reset system. Initially this system was to be designed to make sure NPCs are in the right place at the right time, but this system will also put certain low-level drops in different areas. For example, forests will be good places to find food, and a cauldron might be a great place to find throwing rocks. This will allow you to stock up while exploring, which will be great in a pinch if you have a small pack of rat-men in pursuit.
Which brings me to the next feature added: more mobs. Doing a quest shouldn't be a slog, but it shouldn't be a breeze either. A good amount of combat interruptions will keep you on your toes. The group behavior is still a bit primitive, but monsters can still easily surround you and start punching down your health quickly.
They do move in herds!
Getting the movement right was a challenge but I at least stopped it from hanging, crashing, or lagging, which is positive. Tell me if you notice any wild behavior, and I'll try to lock that down.
Mobs also have a few drops now: coins, ammo, and tonics. My initial idea for ammo is to have a "fair" ammo drop, where monsters only drop ammunition you can use. In theory, you can "farm" ammunition of a certain type by dropping your weapons in town and killing monsters, but I have my doubts about how practical this would be (as opposed to just doing things). I will have to play around with balance a bit. Perhaps the derringer, as pathetic as it is, is too overpowered with its two shots, and I'll replace it with the pipe pistol. 20 might be too much ammo now, and I also might need to raise ammo prices. But we will see about that.
Every penny counts.
Finally, I added a fullscreen feature that was requested in the forums. I want the ratios to stay very much the same to maintain the look of a 4:3 monitor/command terminal, so I letterboxed the fullscreen based on the size of the screen it's currently in and the UI scale. Tell me if you have any issues with it, I'm not a big company or anything so I can't test it on a UHD monitor, a tiny laptop, the weird extremely wide curved ones, or the like.
In the coming week, I will probably make a few minor fixes as they crop up and begin more earnest work on the oddjob quests and the global reset system. Remember to email any questions, comments, and prayer requests you have to https://roguesofeuropa@protonmail.com, or just leave them in the comments below.
New cave feature: Cauldron - a lake of lava
New cave feature: Petra - a forest of stone and stalactites
New cave feature: Dome - a broad, empty cavern
Features spawn far more frequently
Added XP rewards for exploration
Mobs spawn far more frequently
Added mob drops - coins, appropriate ammunition, and tonics
Added focused-fullscreen mode
Mobs now spawn in small packs and maintain group cohesion
Added alert when quest added
Balance improvements
Weapon condition reduction reduced significantly
Healing improved significantly
General bugfixes regarding mob behavior
Fixed some crash conditions
Fixed some issues with crashes in lairs
Mouse travels outside hot area in fullscreen mode
Quest items are too visible when generating in lairs
Added “Difficulty 3” to each stage.
Added a “Lock” feature to the shop.
Locked items will continue to appear in future shop visits.
Overall adjustments to weapon evolution effects.
Overall adjustments to artifact effects.
Added possession limits for each artifact.
Artifacts that have reached their limit will no longer appear as options.
Adjusted so that normal enemies also spawn when elite enemies appear.
Adjusted so that after a boss enemy appears, a large number of enemies spawn alongside enemy enhancements.
Added display of remaining ammo and reload status above the character’s head.
Adjusted status ailment descriptions to provide more detailed information.
Adjusted the maximum armor value for characters to “70.”
Adjusted the maximum dodge rate for characters to “70%.”
Adjusted the UI.
Other minor improvements.
Adjusted localization for various texts.
Fixed garbled text issues.
Fixed a bug where “Reroll” would not appear when evolving a weapon in the shop.
Improved the visibility of damage number texts.
Other minor bug fixes.
Hello everyone! This is Dee from the Book of Yog: Season Edition~
First of all, a huge heartfelt “thank you” to all the old friends who have been with us from the very beginning. Some of you have followed us since our earlier idle/relaxing game, and we're truly grateful for that support. And of course—welcome to the new players who just discovered our little project that dares to combine dark fantasy vibes with anime girls.
This dev log marks the first time we're openly and honestly sharing what we've been building.
To be honest, the journey here hasn't been smooth. The project faced setbacks, and even a few complete restarts. At one point we experimented with a "town management + idle gameplay" version. The art team poured their heart into it, even composing original music.
But in actual playtests, we realized some big flaws: the idle system lacked meaningful interaction, and the town management felt a bit forced. After long discussions, we decided to do the scary thing—wipe the slate clean and start over.
And we really mean it: a complete restart.
From that reset, the Book of Yog: Season Edition finally began taking clear shape: a playable, grindable world where your characters can truly grow.
As for the core gameplay, our vision is now pretty clear: it's all about raising Anime Girl, farming loot in true Diablo-like fashion, and building crazy skill loadouts. We want players to feel that addictive loop of endless grinding and experimenting with all sorts of fun combos.
Wrapping Up
This is just the start! We'll continue sharing development updates and behind-the-scenes stories in this series.
And if you like what you see, we humbly ask: please hit that Wishlist button. 💖 For a small team like ours, every wishlist matters—it tells us we're not walking this road alone.
Thank you so much for being here.
okay. now for the actual deets.
27 songs upon initial release. More to be added. Costumes, a new note type, a completely new unlock system, and so many secrets. We're excited to show you what's been cooking!
You can also check out more info in the Q&A video below!
Thank you for supporting us, whether you've stuck around since the demo launch last year or just found us! Keep your eyes peeled for more news, and beat those blocks.
( ^^ )=)