Rogues' Purgatory is a gothic roguelike RPG. Fight the physical and metaphysical evils in the Mantle, a gearpunk cave system interspersed with towns, spires, and mystery.
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2026-09-11 22:17 UTC
$1.99
$1.99
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public
24176963
2026-07-13 03:09 UTC
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2654291
windows
25.55 MB
19.21 MB
133256198265332879
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
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24176963
public
2026-07-13 03:09 UTC
2 hours ago
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 22:16 UTC.
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2026-08-24 04:08 UTC · Community Announcements · greyhound
I've been working diligently these last few weeks on companions (after being sent out in the field again), and I've nearly ready to get a new update out, but it will probably happen later this week (maybe Friday). I've mainly been working on tactics and companion interactions.Different fighting styles!Companions can now fight in the same ways you can, with ranged attacks, thrown attacks, and melee attacks. The drawback is you have to upkeep companions. You want an extra gun in the fight? You have to supply that gun with ammunition, and food and tonics too.Every companion will have their own un
2026-08-03 02:34 UTC · Community Announcements · greyhound
I'm back from being in the field this week, and I've been working on a lot recently!First off, I have re-added puzzle doors. So far I have re-added 3 different types. I'll probably eventually make a few more of those, but right now was just getting the proof of concept down once again. A very, very long time ago, they formed the backbone of mad scientist towers, but now, they hide a more simple loot drop. Of course, now they can be sealed forever or kill you if you screw up enough, so much higher stakes than before.There are a couple of tonics behind here.To find a secret room, listen for a ho
2026-07-13 03:50 UTC · Community Announcements · greyhound
Changes:Added in sins to all quest conversations and encountersAll sins will give you some sort of short term benefitAdded clothing shopsAdded the effects of effectsAdded more encountersTransmogrified all the panels into different art stylesAdded sausagesBugfixes:Added clothing shops, which were intended to exist in the game for a very long timeFixed the double quote not being present in Calligraphy and Modern fontsFixed the up and down arrows in Calligraphy fontDevlogI think I'm finally ready to call it on the 0.3 Virtues and Vices update. I've hit every marker I thought I needed to (yes, a b
2026-06-25 02:37 UTC · Community Announcements · greyhound
ChangesAdded confessionAdded difficulty scaling as a result of sinAdded penance questsAdded more artwork to encounters and Secret rendering modeAdded some sin tracking to some situationsName change! Rogues of Europa is now Rogues' PurgatoryStore presence is also changed with a new gameplay videoBugfixesFixed bug where traveling would cause duplication of mobs in rare instancesKnown IssuesSin is not complete or in all situations.
2026-06-22 03:57 UTC · Community Announcements · greyhound
I went back into the field almost immediately, but I still am making progress here. I decided against an update sooner because I wanted to get a little more content in before I did so. I'm almost ready for the final 0.3 update.The plan looking forward is to fully implement the sin/confession mechanic I had been planning since day one. My strategy thus far is to comb every single conversation and interaction for opportunities to sin, and marking them appropriately so things are tracked. As mentioned before, the difficulty will increase for each sin you commit.Any sin can be confessed and the di
2026-06-08 03:33 UTC · Community Announcements · greyhound
After coming back from the field, I have been working on penance quests. Essentially, they're going to very strongly resemble the existing quests, except they won't have a reward. The "reward," granted in advance, will be a reduction in difficulty brought on by sinful shortcuts the player elects to take.Priests will flash purple when you have sins to confess.The point of penance quests and sin-based difficulty increases is to balance the short-term benefits of sinful behavior (stealing, cheating, behaving uncharitably, extortion, lying) which the player is tempted to do with long-term difficul
2026-05-12 03:39 UTC · Community Announcements · greyhound
ChangesAdded 18 or so encountersChanged many encounters to automatically trigger when moving into the relevant grid.Changed some encounters to be able to be re-triggered.Some encounters give experience points.Added some more functionality in the secret rendering mode. Technically more playable but still very user-unfriendly.Added signpost renderingAdded stalactite/stalagmite renderingAdded generic mob placeholder "copper man".Known IssuesNo mob differentiation in secret rendering mode.No item rendering in secret rendering mode.No building/spire wall rendering in secret rendering mode.
2026-05-11 03:34 UTC · Community Announcements · greyhound
I have been very diligently working on encounters the past two weeks, but I also have to be studying for an examination this Tuesday, so that was cramping my style a bit. However, I'm already at 25 encounters, so already halfway to the goal of about 50. I'll probably drop an update tomorrow but I just ran out of time this week.Many of the encounters have new functionality that come along with them, so my workflow was Write Encounter -> Develop the Functionality -> Test the Functionality. However, as I've progressed, things have gotten easier so that it's now mainly just Write Encounter.The cav
2026-04-27 03:19 UTC · Community Announcements · greyhound
ChangesAdded 9 new cave encounters, which spawn in caves exclusivelyAdded some new encounter artworkFixesFixed Spires not being renamed on signs.Known IssuesNot all encounters have artwork. The pink square missingno texture will be a placeholderWork has been progressing enough that I thought it merited an update today. So far there are 9 of the planned encounters that are added, and I'm happy with what's been happening.I still have to tweak the encounter rate, or maybe tweak the spawning algorithm because I think they're not appearing quite the way I want, but for now it's passable. As for the
2026-04-13 02:37 UTC · Community Announcements · greyhound
It's Sunday, and I feel like I accomplished everything I wanted to this week.I did a lot of bugfixes earlier in the week, with many thanks to those who submitted reports. I should have been better with some of the QC things, but it was what it was, and things should be a bit more fixed. There are a few outstanding bugs but they are low priority in my book.This week I converted the encounter system to be fully token driven. This means little to the player, but it means a lot to me because it means I can start adding things a bit more rapidly. The previous system involved a bunch of reused code
2026-04-10 03:51 UTC · Community Announcements · greyhound
ChangesUnder-the-hood changes to encounters, and some slight rebalancingSpires now have more dignified namesFetch quests will now indicate the closest Spire to the target location, if availableBugfixesFixed a bug where NPCs would get stuck or jump to locations instantlyFixed some bugs related to conversationsFixed a keyboard control bug in the quest logFixed a few bugs related to dropping itemsSpecial thanks to Auxias for his detailed bug reports
2026-04-06 03:22 UTC · Community Announcements · greyhound
ChangesFinished the last of the conversations.Minor grammatical fixes.DevlogEaster blessings to all! Surrexit vere, alleluia! I did actually manage to meet the goal and timeline I set for myself here, to get all the conversations done, and hopefully everything is working the way I intended. I didn't play around with the back-end too much, but on the other hand I admit to not QCing as I should.The quest conversations are in a satisfactory state right now. There are now 172 KB of conversations, which is probably about a third of the size of The Hobbit. I have everything at what I consider a mini
2026-03-23 03:46 UTC · Community Announcements · greyhound
ChangesAdded more conversations (now at least 8 different conversations per quest type)Conversations now reset at the end of the day. Quests no longer permanently lock when refused.Most locations now have descriptions (rather than ???). Many buildings also have descriptions.Added "secret" art style - more information below on this experimental featureRenamed "Lairs" to "Spires"BugfixesLanguage, grammar, etc. edits.A few minor crash fixesKnown IssuesTown NPCs and children are still bugged"Secret" art style - more information belowLoading screen is in upper corner of fullscreenDevlogIt's been a
2026-03-09 04:42 UTC · Community Announcements · greyhound
Another quick one this week. My wife and I were entertaining some guests and that crimped my time a bit. I now have 24 regular and 24 mini conversations to write, and 27 days of Lent left to write them. Maybe I should temper my expectations a little bit but I will maintain some optimism about the conversations at the very least. 0.3 by Easter is looking pretty pessimistic due to the current workload but I will endeavor to give it my all.Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com, or just leave them in the comments below.
2026-03-02 05:22 UTC · Community Announcements · greyhound
Just a quick one this week. I've been working relatively hard on conversations, and managed to fill out a bunch of them. In terms of progress, I have 24 large conversations and 30 mini ones left, which could be done in as early as three weeks from now, but more realistically will be done by Easter.I've also been working on a few quality of life things. It seems the NPC movement is broken once again. Hopefully I can fix it for good. I'm relatively optimistic because it broke when adding the abbey behavior, but I liked how the abbey NPC behavior turned out, so it's just a matter of refactoring t
Full appinfo as delivered by Steam PICS, changenumber 37215293. Also at /api/app/2654290/raw.