Devlog
What changed in the game, why it changed and what went wrong along the way. Newest first.
The first sprites of our own
The player character got its own art: a doll made by Jhonatan, our artist, with a full suit of armor (the Dark Armor) and the sword swing. Until now every hero…
Site em cinco idiomas e beta por convite
O site ganhou português, inglês, espanhol do México, russo e chinês simplificado, e a página de download virou uma lista de espera: quem quer jogar deixa o…
The Squire, the sixth class, and the first balance pass
The Squire is in: the tank class, with double the Warrior's HP and a third of the damage. Its job is to hold the boss on itself while the Mage and the Archer…
A look that feels like a game
We redesigned all the interface that isn't map: menus, buttons, panels, account screens and the bottom bar. Until now the game worked, but it looked like a dev…
Crisp on phones, with a joystick
The game now draws text at the device's resolution, uses the full screen on tall phones and respects the camera notch. It also gained an optional joystick for…
Your account, under your control
You can now stay logged in on a device without typing the password every time, export your own data and delete your account from inside the game. We also made…
An interface that finds itself
We redid the path of someone opening the game for the first time, from the title screen to the first room, and the bottom bar became the place where everything…
Parties, dungeon week and the game in English
Three things for the beta: you can form a party before entering a room, dungeons get a different modifier every week, and the whole game can be played in…
Getting ready for the closed beta
We started the phase of getting the game ready for people outside the team. None of this shows up on the combat screen, but it's what separates a test among…
A real test server
MushRog now has a test server on the internet. The "Play online" button in the menu connects straight to it, and nobody has to host on their own computer.
Two new dungeons and rooms that multiply
The Frozen Cavern and the Howling Grove are open. And each room now has as many instances as it needs: if yours fills up, the portal opens another one for you.
Cosmetics-only Esporário, six banners
The Esporário went into the prototype with all six banners: character, armor, weapons, wings, mounts and familiars. Everything in it is cosmetic, and nothing…
Trade, market, storage and guilds
The social side of the economy has arrived: direct trading between players, a market that works while the seller is offline, per-account storage and guilds…
Wednesday and Sunday Raid
The exploration room became the Raid. It opens only on Wednesday and Sunday, has ten waves of ten elite enemies, and anyone who clears all ten gets a chest ten…
The four Legends
Legends are in, the game's weekly bosses. There are four, each with a mechanic that needs at least two players, and the first win of the week against each one…
Farm, hunting and cooking
Town got a teleport to Valley Farm. There you can harvest, milk, collect honey, fish and hunt, and with what you gather the Tavern makes food that strengthens…
Scorched Ruins
The first real dungeon is open, through the portal east of town. It has five rooms in sequence: three regular ones, a mini-boss in the middle and the…
The bottom bar
On phones, the skills didn't respond to touch. The bar was just a drawing on top of the map, and touch was read by screen position, which worked on the…
Every class becomes two
The job tree is in. Each character now has a job level on top of the regular level, and earns points to learn skills. At job 40 you pick one of two paths: the…
Five classes, seven elements
The game had two possible characters and three elements. Now it has the five starting classes from the design and the seven elements, with all eleven…
The blacksmith is open
The blacksmith's building in town is no longer just a block with a name. Get close and a button appears. Inside, you pick a piece and try to upgrade it, from…
The helmet is yours now
Equipment is really in. Each character has six slots (helmet, armor, pants, gloves, boots and weapon), every piece shows on the doll, and what drops from the…
Leveling up by reading
The experience tomes that dropped in the Den and from the boss now have a use. In the Team panel, in town, you pick a character and read a tome. They level up,…
A hundred in the square
We put a hundred players in town at the same time, each with an account, two characters and a team, wandering around and saying "hi" now and then. They stayed…
Waves, loot and the first chest
A second portal opened in town, to the west: the Elemental Den. It has three waves of mobs, each mob with its own aura, and everything that dies leaves…
The farm made it into the plan
A farm for each town, with a kitchen NPC, is now on the roadmap. There isn't a line of code yet, it's only design, but it changed how we think about what to do…
A square to wait for the party
There's now a place between login and the fight. It's a small town with a square and a fountain in the middle, four buildings around it and a portal to the…
Everyone gets their own team
You can now create an account, build characters and enter the room with them. Before, everyone was the same Mage and the same Warrior. Now each player picks…
Two in the same room
MushRog is online now. One person hosts a room from the menu, up to three more join by IP, and everyone fights the same Salamander. When someone pulls off an…
The helmet swaps and the sprite changes
The rectangles became characters. The Mage has a purple tunic and a staff, the Warrior has plate armor, a helmet and a longsword, and pressing a key swaps the…
Now you can dodge
The first version of the prototype was a number simulation with keys. You pressed 1, the damage showed up in a log, and the boss hit back with no warning.…
The site is born with the devlog
The site came before the sprites. For now it has only a home page and this devlog, but the base is already the one that will carry the rest: game page,…
Wednesday and Sunday are horde days
We designed MushRog's community event: exploration rooms that open only on Wednesdays and Sundays, with ten waves of ten elite enemies and a chest ten times…
Six months without an artist, and what we do about it
MushRog's artist joins in April 2027. Until then the prototype uses free art from the internet, and we settled the rules for that before downloading the first…
Combat was born without graphics
The first thing MushRog has is a combat simulation that runs with no screen and no network. You can play a whole fight against the Blazing Salamander in an…
What MushRog is, in one page of decisions
Today MushRog got a name and a design document. It's an online 2D pixel-art RPG: a public town where everyone meets, and combat in rooms of up to 4 players.…