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FAQEarly Access13 Oct 2026

Questions & answers

Everything people have been asking me about the Early Access launch: when it goes live where you are, what it costs, what's in it, and where it's headed.

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Launch at a glance

When does it launch?

Roguefort launches into Early Access on Steam on Tuesday 13 October 2026 at 11pm Brisbane time (AEST, UTC+10). That's 1pm UTC on the same day. It's US$9.99 on Windows, macOS and Linux.

When
Tuesday 13 October 2026, 11pm AEST (13:00 UTC)
Price
US$9.99 (Steam shows your local currency)
Platforms
Windows, macOS, Linux, with Steam Deck support
1.0 target
13 October 2027, 11pm AEST, one year to the hour

If you've wishlisted the game, Steam will email you when it goes live.

Launch times around the world

What time is that for me?

For most of the Americas it's Tuesday morning, for Europe it's Tuesday afternoon, and for Sydney, Melbourne and New Zealand it ticks over into Wednesday.

CityLocal timeDay
Honolulu (HST)3:00amTue 13 Oct
Los Angeles, Vancouver (PDT)6:00amTue 13 Oct
Denver (MDT), Mexico City (CST)7:00amTue 13 Oct
Chicago (CDT)8:00amTue 13 Oct
New York, Toronto (EDT)9:00amTue 13 Oct
São Paulo, Buenos Aires10:00amTue 13 Oct
UTC1:00pmTue 13 Oct
London, Dublin (BST)2:00pmTue 13 Oct
Paris, Berlin, Stockholm (CEST)3:00pmTue 13 Oct
Moscow, Istanbul4:00pmTue 13 Oct
Dubai5:00pmTue 13 Oct
India (IST)6:30pmTue 13 Oct
Bangkok, Jakarta8:00pmTue 13 Oct
Beijing, Singapore, Perth9:00pmTue 13 Oct
Tokyo, Seoul10:00pmTue 13 Oct
Brisbane (AEST)11:00pmTue 13 Oct
Adelaide (ACDT)11:30pmTue 13 Oct
Sydney, Melbourne, Canberra, Hobart (AEDT)12:00am midnightWed 14 Oct
Auckland, Wellington (NZDT)2:00amWed 14 Oct

Aussies, heads up: Sydney, Melbourne, Canberra and Hobart are on daylight saving, so it's midnight there, an hour after Brisbane.

Buying and price

How much is it?

US$9.99. Outside the US, Steam shows the price in your local currency, so the exact number will vary a little by region.

Why so cheap?

Because I want as many people as possible to be able to play it. A few of you have told me I'm selling myself short, and I appreciate that, but I'm not budging. I made this game for everyone to enjoy.

Will the price go up?

It might go up at 1.0. If it does, it won't cost you anything extra - buying in Early Access gets you the full game, including 1.0, at the Early Access price. For the people who back the game early, that's the least I can do.

Does everyone in a co-op group need their own copy?

Yes, each player needs their own copy on Steam.

What's in the game right now

What modes can I play?

There's a lot here already. Fortress mode in particular is basically a whole second game set in the same universe.

  • AdventureThe main game. A single-player open-world roguelike set on the handcrafted continent of Cantal, with the campaign, the five Guilds, cheesemaking, vampirism, sailing, homesteads and roughly 10,000 dungeons.
  • The CrossingAdventure in a fully procedurally generated world, with cities nobody has ever seen before. It's the least tested mode, so expect rough edges.
  • FortressA colony sim in the spirit of RimWorld and a lighter Dwarf Fortress. You run a settlement rather than a single character.
  • Survival: The WildsYour ship is wrecked and you wash up alone on a distant shore with 10 items. How long can you last?

On top of that you can choose how punishing a run is: Wayfarer (permadeath off), permadeath, or the new Hardcore mode.

What's online at launch?

The Old Mouth, an online hub where you can trade with other players through the auction house, and take on the first raid dungeon, The Monadic Descent. It's a solo, competitive dungeon with speedrun and mastery scores. The Old Mouth is split into shards of about 50 players each, and you can join the one your friends are in.

Which platforms?

Windows, macOS and Linux on Steam. I've put a lot of work into Steam Deck support and controller play with help from the Deck players on Discord, and I'll keep improving it through Early Access.

Can I play in ASCII?

Yes. You can switch the tileset off entirely and play in ASCII, or use the 2D, 2.5D and 3D view modes.

Why Early Access and not a full release?

A few people have told me it already feels like more than a 1.0 game, which is lovely to hear. But there's about a year's worth of work left to fully flesh out, tune and polish the systems, and I want to do that with your feedback rather than behind closed doors.

Multiplayer and co-op

Is there co-op?

Yes. You can play online co-op with up to 4 players. One player hosts the world and their friends join them over Steam's peer-to-peer networking.

Will co-op get smoother?

Yes, that's one of the biggest jobs on the roadmap. Co-op is moving from peer-to-peer to proper online servers, so it doesn't depend on the host's connection and is easier to set up and join.

Is Roguefort an MMO?

No. Roguefort is and always will be single-player first: a traditional open-world roguelike. The Old Mouth is a shared hub, not a shared world. That said, I'm planning an optional online mode with a persistent world you share with other affineurs (more on that in the roadmap below). It might not be everyone's cup of tea, and it won't replace anything in the single-player game.

Saves, updates and feedback

I played the demo or the closed beta. Can I keep my save?

Yes. The first time you launch the full game, it checks for demo and closed beta saves on the same computer and offers to import them into a brand-new world slot. It's opt-in and never overwrites anything. You can also do it by hand through Settings, Save Backup. I'd still recommend exporting a backup of your save first, just in case.

Will updates break my save?

I do my absolute best to keep older saves compatible, and most updates won't touch them. Some big content updates only show up in freshly generated parts of the world, though, so after a major update I'll sometimes recommend starting a new world if you want to see everything that's changed. I'll always say so in the patch notes.

How often will it update?

Often. The beta saw patches most weeks, and I plan to keep that pace through Early Access. Patch notes go up on Steam, on Discord and on the patch notes site.

I found a bug. Where do I report it?

On the Roguefort Discord in the bug reports channel, or on the Steam forums. If you can, attach your log and .sav file, and tell me what you were doing at the time: mouse, keyboard, gamepad or Steam Deck, and which view mode you were in (2D, 2.5D or 3D). It makes a huge difference.

I've got an idea for the game.

Post it in the suggestions channel on Discord. Plenty of what's in the game started there, and everyone who contributes a fix or idea gets credited in the patch notes.

The road to 1.0

When is 1.0?

1.0 is planned for 13 October 2027 at 11pm Brisbane time, exactly one year after Early Access launch. A full roadmap post is coming separately, but here are the big things I'm working towards.

What's planned before 1.0?

  • Smoother online co-op. Moving co-op off peer-to-peer and onto proper online servers, so it's easier to join and doesn't hinge on the host's connection.
  • Four raid dungeons instead of one. The Monadic Descent is solo. Each new raid dungeon adds a player: the Dyadic raid for 2-player co-op, then 3 players, then 4.
  • Modes that feed into each other. Bringing the systems from Adventure, Fortress and Survival together so every mode gets more depth, plus importing and exporting characters between modes where it makes sense, like taking your adventurer into a Fortress save to live as one of its settlers. This includes Z-levels in Adventure mode, so you can mine down and explore the world below the surface, not just dungeons and cheese caves.
  • A shared online world. An optional MMORPG-style mode where you share a persistent world with other affineurs. Turns resolve in bubbles: players near each other share a turn, with a countdown timer to make your move, so nobody is stuck waiting on someone who's gone to make a cuppa.
  • New magic types, starting with electricity. Proper chain mechanics, perks, upgrades and visuals. (Yes, this means the electric-flavoured items like Stormsinger will finally do electric damage.)
  • The main story, finished properly. Deeper main quests, storylines and endings, with commissioned pixel art to go with them.
  • More simulation depth across every mode.
  • Performance improvements across the board.
  • Steam Workshop and modding, unless I hit an engineering wall I can't get over.
  • Translations, if funding allows. French, Chinese and Japanese are the likely first three.

Will the plan change?

Probably, a bit. That's what Early Access is for. The community has shaped this game from the start, and I'll keep reading every suggestion thread and adjusting the plan as we go. Big changes to how the game plays won't happen without the community getting a say.

Still got a question?

Ask in the Discord. I'm in there most nights, and if it comes up a lot it'll end up on this page.