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We Designed 100+ Death Screens // Rogue Fortune Devlog #1

Writer: Elizabeth Plant
Elizabeth Plant
Sep 4
2 min read

Updated: 3 days ago


Enter, wayward soul.

It’s the first Rogue Fortune dev log, updating on all the gold we’ve made on this month’s development run. Grab your sword and relic board, and let’s go.


If you prefer to watch than read, our video log can be found right here:



TEMPLE EXTERIOR BLOCKOUT

Much of our time in pre-production has been spent on designing the interior cells of the Well of Eternal Riches, but in August we started designing the exterior encampment where each desperate hopeful comes to cast themselves into the temple below.


Top-down game scene: a lone character stands in a dark stone cavern near a glowing hand and the text: Claim your fortune?
Early stage 3D blockout

Our 3D and VFX artists have been hard at work building out this desolate scene, and we hope to make even more progress in September.


Small figure stands on a stone ledge above a glowing dark pit in a red-lit cavern with hanging banners.
Filip's luscious 2D paint-over

We haven’t actually named this area yet, so what would you call it?



ENTRY… WAYWARD SOUL

After the opening cutscene diving down the Well, players will land in the vestibule - which we’ve also been feeling out the last week or so.


Rough pencil sketch of a dungeon entrance and dark shading on lined paper, giving a moody look.
Jim's original sketch

We’ve been pretty inspired by the feel of the Basilica Cistern, so it’s been a fun challenge capturing the feel of light, dark and architecture versus decay - and our level artist Hessa has been working absolute magic here, so we’re gonna let her cook a little while longer.


Top-down view of a tiny armored adventurer in a glowing teal-and-orange cavern beside stone stairs, surrounded by piles of gold.
Hessa's blockout draft; lots to go!

DEATH’S BACK ON THE MENU

For a roguelite, you’re going to be seeing the death screen a lot - which our UI team have been perfecting all month. This screen in particular has gone through many iterations, as in some ways it’s the biggest tone setter for all our UI, but we’re very happy with how striking it’s become.


Hand-drawn game-over screen. Text reads: "you died! get good." An angry goblin face icon, menu boxes, and cont... button on white background.
(how it started)
Game over screen with huge yellow DEAD, score panel for Harold the Third, and text Have you tried not getting hit?
(how it progressed)
Game results screen with a red deity statue, score, time, and Continue in a dark teal ornate frame.
(how it's going... but not quite gone!)

We also started exploring a stronger visual flow for how your Relics and inventory function, but we’ll elaborate on that when it’s time.



THE [BETTER] TEMPLE OF THE CRYSTAL SKULL

Lastly, we’re welcoming a new crystallized flying enemy variant for more difficult floors, with Fran currently on 3D sculpting stages for its geode skull decor.


Concept art of a skull-like metal helmet in fire and crystal stages, labeled Fire, Crystal, Forged + soot stained, and Geode.
Which design do you think we picked?

We’ll definitely be doing a monster showcase of all our enemies in the future, so keep your floating eyes peeled for that.



Oh, and also in August we announced the game with a trailer in gamescom’s XBOX Showcase - so go check it out if you haven’t already!




Be sure to WISHLIST NOW and follow our journey through production across Rogue Fortune’s social channels:





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