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- Coming soon
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- 13 October 2026
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- Release date
- 13 October 2026
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Roguefort is a turn-based open-world roguelike RPG where magic is cultivated through cheesemaking. You play as an affineur , exploring a continent contested by five great Guilds on the verge of war. Crawl dungeons, build a homestead, tame and ride animals, or sail with friends. There's also Fortress mode, where you build and manage a colony of your own.
Raise livestock, forage for ingredients and experiment with recipes. Blind your enemies with a smoked gouda fog, then heal yourself with a sunberry tomme. Or just wail on them with a two-handed sword.
Choose Guild disciplines, perks and keystones as you develop your character. The land and the ingredients you gather shape your magic, so where you settle matters too.
Start a settlement on a generated continent in Fortress mode. Give your settlers work, build workshops, dig underground and keep everyone fed through the seasons. Grow crops, raise livestock, make cheese and trade what you produce.
Your settlers have their own skills, needs and relationships. Send expeditions out into the world and prepare your colony's defences. Time keeps moving while people work, and you can pause whenever you need to plan.
Cantal's landscape is handcrafted, while its dungeons, encounters, weather and ecology change between runs. The Crossing gives you a newly generated continent each time, with its own history.
Meet people who work, grow old and remember your deeds (and misdeeds). Take on Guild quests, build a reputation and decide who you'll stand with as war approaches. Your choices lead to branching quests and different endings.
Sail past coastal cities, go below deck and make the ship your own. Build a workbench, store your supplies and fish from the railing. You can take your home with you.
Play your adventure in classic ASCII, pixel art, 2.5D isometric or first-person 3D, all powered by the custom-made Opthalis Engine . Switch between them whenever you like.
Choose Permadeath for a traditional roguelike challenge, or pick Wayfarer mode, where death has consequences, but you can continue onwards with your character.
Play co-op with up to four players in one world. Explore, build, raid dungeons, sail and quest together. In single player, visit the Old Mouth trading hub to meet other players, trade, chat and send in-game mail.
Roguefort Demo - Update v0.8.3 - "The World Turns"This is another big one, with several pretty massive branches now merged into the demo after several months of development work. Four seasonsThe overworld now runs a real climate model. An 8-month calendar (two named months per season, from Thawtide to Wolfmoon) sits on the top bar with an almanac tooltip counting down to the next month and season.Winter brings snow cover that whitens the ground and caps tree crowns, boulders and rooftops in both 2.5D and first-person. Footprints track across fresh snow for you, NPCs and creatures alike, and deep snow slows movement.Autumn turns the foliage, drops leaves, bares the trees and scatters litter.Spring melts the blanket into damp ground and drifts blossom on the wind.Climate is deterministic from position, season and world seed.Overhauled visualsVolumetric skies - raymarched dome clouds, tr...
Read full update on Steam ↗G'day fellow affineurs,First up, there's new pixel art for the splash screen and logo! A huge thanks to artist Bladimir (aka @imkingsfool on Fiverr) who has produced awe-inspiring imagery, and gone far beyond what I could even possibly imagine. It evokes such a magical feeling and captures so many subtleties in the game and its graphical identity. If you're in the market for a pixel artist, I highly recommend :-) . There’s also over 30 new sprites in the game, this time thanks to pixel artist ArkHaven. Check out the new trees! The weeping willow is my particular fav.Second, there's a huge number of improvements and polish for the demo (and of course the full game, which is set to release in August). They are almost all from player feedback, and I want to specifically thank the folks who submitted feedback in the Steam Community Discussions and/or on Discord. Big demo improvements (fro...
Read full update on Steam ↗Hello and g'day! A quick update with new content and bug fixes:Content:- Animal behaviour modes: every tamed animal now has a mode set from the right-click menu or Animals panel: Follow (trails you), Roam (wanders but stays penned), or Stay (holds position). The mode persists per-animal across saves.- New community sprites: an incredible and fresh batch of pixel art (boats, creatures, companions) from the art team Fixes:- No more being trapped upstairs: fixed a tavern bug where an old save could strand you on the upper floor with no stairs down; affected saves now self-repair on load. Inn kitchens also got their stove back.- Befriend the wildlife again: wild befriendable creatures (Loom Spinners & friends) were spawning without the befriend option; that's fixed. A one-time proximity hint now teaches the befriend flow, and fence-gate text is clearer about leading your herd through.- Bo...
Read full update on Steam ↗Good morning, g'day, and good evening!Today we have a smallish hotfix patch for the demo:Fixing UI and UX issues with the Wheels of War card game you can play in tavernsWheels of War controls fixes: While you're playing cards, the arrow keys and D-pad no longer walk your character around the tavern, and mouse play works properly. Card text is easier to read, with clearer legibility cues during a match You can now abandon quests, including main story ones (with an interstitial warning, sort of like how Oblivion did it back in the day, so you know if you're making a potentially irreversibly existential decision that could tank a run in terms of the storyline) Restored the "b" button for the build menuTavern rendering fixes to make them have the same dimensions inside as they structurally appear to have outside in the overworld (no more walking into Mary Poppins' bag style taverns that a...
Read full update on Steam ↗New Features and Fixes 30 new creature sprites - Added 12 community pixel art submissions from iramrahman64, plus an 18-creature backlog now integrated across dungeon enemies and bosses. Experimental 3D render modes - Opt-in under Settings → Display (classic 2D remains the default). 2.5D presents the world in a tilted voxel view, while First-Person transforms it into a 90s-style grid crawler (Left/Right turn in place, Up/Down step forward and back). Includes a Draw Distance setting (distant peaks, river meshes, far-field forests, god-rays - lower it on Steam Deck), an optional height-aware traversal mode that turns cliffs and highland mesas into real terrain, plus combat and spell VFX, per-weapon attack animations, dungeon portals, healing auras, and real point-light emission from light sources in 3D. Still experimental - feedback welcome.Cheese Mastery abilities fully wired - 31 mast...
Read full update on Steam ↗Hey Rogueforters,Another day, another lil patch for the demo. I'll be a little more dot point-y with this one, as this is the format I'll likely adopt for smaller patches as we head into the next couple months leading up to the full game release. Just as there'll be so many on the way :-)Build menu rework — The persistent build strip is gone. Building is now a pill in the panel-tab row that opens a modal flyout above the playfield, so the message log gets the bottom of the screen back (~8 lines in overworld, was 3). Right-click an item to pin it as a favourite (★, up to 5) for one-click placement. Open with B or click the pill; category hotkeys 1–9, 0, h, n still work. Accessible keyboard/controller build flow — The flyout is fully cursor-navigable: arrows/WASD/D-pad move a highlighted cursor across every item (auto-scrolls), up/down switch category, Enter selects. Once a build is arm...
Read full update on Steam ↗Hello again Roguefort enjoyers,This patch covers both 0.5.10 and 0.5.11 together, as I kept fixing and adding stuff so quickly. So, that's why there's weird jumps in version numbers. Roguefort Demo 0.5.11 brings a new boss, a new endgame dungeon, a tool harvesting system, a stack of Steam Deck polish, and a fairly long list of fixes.The HearthwyrmThe demo now has a proper dragon. Find The Hearthwyrm's Lair southwest of Hearthmere, descend four floors of volcanic cavern and wake it up. It's 4x4 tiles, sleeps until disturbed, and has two breath modes: a sweeping wash that rolls across the floor and a focused bolt straight at you. Tail thwap, scratch, bite. Drop it below 20% HP and it enrages permanently with double damage and double speed. Kill it and you'll get a ... no spoilers! Huge thank you to ArkHaven who painted the 64x64 sprite. It is genuinely beautiful and made the whole thing...
Read full update on Steam ↗Hey all,This is a patch that - all going well - resolves launch issues for players on Linux. The game hopefully launches properly on Linux via Steam, including Arch and EndeavourOS, resolving the long-standing silent hang on startup. Thanks for your patience, and to everyone who reported it (especially Yrebrac and sanskritguy on Discord).Some other fixes: Fishing fixesThe reel mini-game no longer ends instantly. One keypress is one action again, so you get your full time to land the catch (thanks SamV for reporting this).Casting with a fishing rod no longer throws a spurious "No ranged weapon equipped" message.Gold fixesThe Character Sheet now shows your correct gold. It was previously stuck at 0. (Again, thanks to SamV for the quick bug report).Mining a gold vein now properly adds to your gold. The counter updates as expected.Also! New sprites have arrived in this patch, thanks to de...
Read full update on Steam ↗Hello and welcome to Roguefort 0.5.3.With this latest update, the world is more alive, more reactive, more magical, and more dangerous...But first, I'd like to extend a warm welcome to three talented pixel artists joining the Roguefort dev team: ArkHaven ElfieTheEsp Merlin the QuestionerThe Discord sprite discussions have been popping off, and I'm thrilled to bits that the new sprite work is debuting in this update.I've also started migrating new artwork into the demo, so you'll see a lot more polish and sense of world, with art evoking the history, cultures, lore, cosmology, and sagas of the continent. This has taken a lot months of work, but we are finally getting it shipped bit by bit.Anyway, without further ado, here's everything on offer with 0.5.3:1. The Rind Wars simulation layer (Phase 1) Prize caves are now contested territory - the first phase of the Rind Wars simulation lay...
Read full update on Steam ↗Hi everyone,This is a quick patch for two regressions that snuck into v0.5.0 - both of which made it to the live build because they only surface on saves that were created or migrated under the new resource economy, which my own dev save predated.Apologies to everyone who hit either of these ones, and thank you especially to Merlin the Questioner and Elfie the Explorer on Discord who reported them with enough detail and data to track down quickly and fix.Bug FixesResource economy was broken on migrated saves and fresh demo games. This is the big one. The v0.5.0 save migration moved resources out of a global counter and into proper inventory items (wood planks, stone chunks, gold nuggets, crystal shards). That’s the right end state, but around twenty-five places across the codebase were still reading and writing the old counter directly.On any v0.5.0-migrated save, and every fresh demo...
Read full update on Steam ↗Hi everyone,This update covers three rolling versions worth of work (0.4.10, 0.4.11, 0.4.12) that I'm bundling up here as v0.5.0, because to be honest this has at least three major systems implemented that I've been working on for a while now.There are three headline features being released today for the demo, and then a whole pile of other stuff: A full Sneak and Thievery systemA sweeping cheesemaking mega-expansionA complete overhaul of the Terroir perk treeA buffet of new content, an upgraded quest tracker, first-time helper modals for new systems, and a long tail of tuning, performance, and bug fixes under all thatAs always, a big huge thank you to everyone in Discord and on the Steam forums who has been sharing screenshots, sending bug reports, suggesting features, and helping me stress-test the game during Medieval Fest and after.Sneakin' and Thievin'This is the headline act of...
Read full update on Steam ↗Hi everyone,There are two headline features to announce today, plus a long list of fixes, tuning passes, and performance improvements coming out of community bug reports and my own stress-testing. Thank you as always to everyone in Discord and on the Steam forums who has been sending suggestions my way and helping to test and improve the demo. The Living CrewThis is the big feature in 0.4.9. Every worker on your homestead now has a full interior life and backstory.When you hire a worker, they roll a procedurally generated name in the style of their home faction (Thymerock hyphen-clans, Roquelle chamber names, Brinehold dock porters, Grasse-Verdenne pastoral names, Fennmarche nature names, plus survivors from fallen towns, Shardwater exiles, Long Line garrison-kin, and hermit-folk). Each of them also carries a five part backstory drawn from the canon (currently a ~15k word document tha...
Read full update on Steam ↗Hey everyone!I have an exciting announcement to make today, which is that the demo will now feature the cheese cave system, which is the first phase of a much larger Rind Wars simulation layer - caves becoming contested territory, prize cheeses flowing along supply chains, and a hidden mycelial network tying the continent together. Oh no, spoilers! I said too much already.When you boot up the demo again after the latest update, you'll find cave entrances dotted around the world, which you can delve into for fame and fortune, and more specifically to plunder the cheesemaking riches of civilizations past and present. Ranging in difficulty, these caves are filled with blueprints for spells (which as you know are types of war cheese in this game) as well as the war cheese itself which drop as loot and can be found in chests and barrels and other spots. So, in the caves you can find powerf...
Read full update on Steam ↗Hi everyone,I'm delighted that so many people are enjoying the demo - I appreciate all your comments and suggestions, so please keep them coming!Thanks also for all the folks - especially the amazing playtester community on Discord - who have taken the time to share bug reports and requests. Today I am announcing a hotfix patch that hopefully smooths out some issues that have arisen since the demo launch. The patch notes are as follows and relate to both v0.4.4 and v0.4.5 (the current one as of writing):Platform fixesMac: fixed "Roguefort is damaged and can't be opened" error from the v0.4.4 updateSteam Deck Game Mode: fixed white-screen-on-launch hang (Gamescope GPU sandbox)Flatpak Steam on Fedora/Bazzite: fixed SIGTRAP crash on startupSteam Cloud: "Unable to Sync" dialog fixed - saves now sync across devices Bug fixes NPCs no longer clip through trees/bushes during their dusk commut...
Read full update on Steam ↗Steam currently lists 13 Oct 2026 as the release date.
Roguefort Demo - Update v0.8.3 - "The World Turns"This is another big one, with several pretty massive branches now merged into the demo after several months of development work. Four seasonsThe overworld now runs a r…
G'day fellow affineurs,First up, there's new pixel art for the splash screen and logo! A huge thanks to artist Bladimir (aka @imkingsfool on Fiverr) who has produced awe-inspiring imagery, and gone far beyond what I c…
Hello and g'day! A quick update with new content and bug fixes:Content:- Animal behaviour modes: every tamed animal now has a mode set from the right-click menu or Animals panel: Follow (trails you), Roam (wanders but…
Good morning, g'day, and good evening!Today we have a smallish hotfix patch for the demo:Fixing UI and UX issues with the Wheels of War card game you can play in tavernsWheels of War controls fixes: While you're playi…
New Features and Fixes 30 new creature sprites - Added 12 community pixel art submissions from iramrahman64, plus an 18-creature backlog now integrated across dungeon enemies and bosses. Experimental 3D render modes -…