After the super successful launch of Rogue State Revolution, it is now time for the final Big Update with important gameplay tweaks alongside Quality of Life changes, bug fixes and other various improvements.
Rogue State Revolution is a turn-based political strategy game with a Roguelite heart and sprinkles of city building, management, diplomacy, and emergent narrative.
Rogue State Revolution Launch Trailer – Out now!
The people have spoken in favour of Rogue State Revolution!
Since its launch, Rogue State Revolution has received 82% of positive reviews on Steam (granting a Very Positive ranking) and the game has racked in more than 500K views on Youtube with 30 different content creators!
The community has praised the devs for their quick response time, communication, and how the experience of the game has continuously heightened since launch.
It is a plebiscite your Excellency!
Rogue State Revolution Update Log
Rogue State Revolution 1.3 New Features
- Corruption reworked. A nationwide corruption rate is now solely a product of implemented policies, particularly in the Ministries of Finance, Justice and Foreign Affairs. This rate can be positive or negative, so players can even commit to campaigns of decorruption at the policy level. Corruption does result in reduced output from resource producers, but players no longer need to address this with a facilities inspector. Now, all resource producing buildings have a SPECIAL INSPECTION action which eliminates all corruption at that building at a cost of $20 and 5 Intelligence.
- The Facilities Inspector is now a Journalist. Journalists are optional units that travel from city to city and trigger instant events which are generally positive for the player, in many cases, they yield Minister loyalty and favours. Each city can only be visited once, and cities are marked after they have had a Journalist visit. This also means around 15 new events have been added to the game. Journalists become very expensive in games at higher difficulty levels.
- Building capture mechanics reimagined. Units no longer are consumed capturing a building. Buildings are now captured when a unit is positioned adjacent to it and are recaptured when there are no adjacent units. The AI has been reworked to “take and hold” buildings of perceived strategic importance.
- Land fertility added. Not all fertile terrain is treated equally, and farms will produce more food on terrain with high fertility and less on more arid land. Tile greenness will signal land fertility, and detailed numbers are visible in the lower right detail bar.
- Tier Two Nature Preserves (Zoos) and Tier Two Markets (Souks). Nature Preserves can be converted into zoos, which reduce their environmental impact but dramatically improve regional entertainment. Tier Two Markets become Souks and further improve prosperity as well as increasing entertainment and tourist attractiveness.
- Two new policies: “Tax Faith Organizations” in the Ministry of Finance and “Open Reservoirs” in the Ministry of Natural Resources.
- A new music track!
Minor Mechanical Changes
- UNESCO sites produce a small amount of education.
- Tier one nature preserve effects reduced.
- All ground-based units except for mechs can move through tunnels. Units inside a tunnel can’t attack and can’t be attacked. So you can “hide” your units in tunnels. The AI takes that into account and won’t target units that are currently inside tunnels.
- Qarifii stay-decision threshold reduced to 58%.
- Tier 3 drones have increased loyalty.
- Quality of Life Features
- All reds in the UI made far less severe in vibrancy.
- A new UI element in the Demographics menu will show how the people perceive your current political alignment.
- Tax policy tooltips show the exact predicted tax income next month.
- Minor redesign of spaceport UI to better communicate mission options and status.
- Hotkeys can now be configured for all your most important actions, including upgrading roads.
- A warning comes up before you launch those WMDs.
- Right-click map dragging is now an optional setting that defaults to off.
- Construct walls tooltip explains how walls work and reminds players that they don’t need them on mountains.
- Players are now notified when rebels destroy a building.
- Players reminded about the retirement option at month eight and when the budget gets particularly bad.
- Crashfix. Rare crash during map generation.
- Crashfix. Loading a saved game no longer crashes when the mouse hits a faith tile.
- The tutorial text can no longer be affected by the game settings.
- Edict discovery visual glitch addressed.
- Neighbour-themed events don’t occur when you’re at war with that neighbour.
- Total restructuring of the nuclear enrichment code.
- Cleric edict affecting aridness has been scaled back.
Difficult decisions, a highly replayable political simulation!
Worrying about the loyalty of your military as they prepare to meet rebel forces in transit? Perhaps your cuts to veterans’ benefits could have waited…
Refugees attempting to sneak past your borders to settle in your communities? Find the right balance between liberal and conservative policies to stay in power just long enough…
Nuclear weapons inspectors imposed by foreign powers…how to hide that uranium you just bought for that small, harmless WMD project of yours?
A Political Roguelite? Really?
If you expect your average, run-of-the-mill, 4X strategy game you will not get it with Rogue State Revolution. Being a ruler in a country in turmoil is, first and foremost, a matter of political (and often physical) survival.
But if you want specifics ticks to that Roguelite definition list here are a few:
- Procedural generation. The map of the great nation of Basenji is laid out differently with every run you play.
- Permadeath is an occurrence that you will encounter many times before honing your
- Your main toolbox to wrestle with the Basenji political predicament is your Minsters’ Cabinet. The single ministers will unlock randomly every playthrough. Extra points for replayability!
A geopolitical background
Rogue State Revolution has an unusual depth when it comes to representing the geopolitical struggle of a Middle East (fictional) country. Where does that come from? But from the lead dev, of course, Ryan Hewer.
His professional life before game development started in nuclear safeguards for Canada’s nuclear regulatory agency, then shifted to serving as a policy specialist in nuclear counterproliferation.
He then dabbled in diplomacy, and was deputy director for Canada’s bilateral relationships in the Gulf region, before leaving the public service, emigrating to the United States and starting a new career as a teacher while simultaneously building a small indie studio with Little Red Dog Games.
A lot of amateur leaders ruling the world right now…
The list of wannabe dictators wreaking havoc on their countries in Rogue State Revolution is never short and developers already had their fair share of “less than ideal” governing figures, and they said they wanted to rule for the people…
Cringer, Raptor, ChratosGameplay, Dan Field, Canal Do Void, Nookrium, Colonel Failure, Agrippa Maxentius, TortugaPower and many others!
FIRST LOOK – Rogue State Revolution | Rebuilding A Post-War Country Into A Glorious Nation | #AD
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